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Old 06-28-09, 03:22 AM   #121
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
IMO the 4-inchers look more suitable for upsizing, the 5-inch has a lifting breech, like an artillery peice (essentially what it is)
but the 6-inchers had plug breeches, which fit right into the barrel, like a battleship's guns.
the 4-inchers have this same look, and it wouldnt take me long to work a 6-incher out of one
good, that's what I did partly for the IJN gun.
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Old 06-28-09, 03:23 AM   #122
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Photo provided by D.L. Raley EMCS (SS) Ret.

patch :



http://www.earth2.net/usnavy/ss167/ss167_02.php


http://www.earth2.net/usnavy/ss167/ss167_01.php

Quote:
This site is maintained by Harry Kholer, son of
Harry F Kholer, EM1c, USS Narwhal SS-167. Dad spoke often and well of the Narwhal.
This site is dedicated to him and to the crew.

this is a model of the Narwhal, so you now have the RL color scheme Sledge (not unlike the one I made..
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Old 06-28-09, 03:30 AM   #123
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Default missions

As we do for the IJN campaign, I think someone ought to make RL type missions for the Narwhal, a kindo dedicated campaign in a way (since you all so love that sub )

here is the log that can help with that :

http://www.earth2.net/usnavy/ss167/ss167_05.php

RL patrols !

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Old 06-28-09, 03:45 AM   #124
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Default on ebay

found the blueprints and other stuff :










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Old 06-28-09, 04:45 AM   #125
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Narwhal's (soon-to-be) New 6 incher!
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Old 06-28-09, 05:19 AM   #126
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Quote:
I think someone ought to make RL type missions for the Narwhal, a kindo dedicated campaign in a way
Leave that to me, I already announced some posts ago that I will be doing a realistic single mission at least for each of the boats in the class, Argonaut, Narwhal and Nautilus. One of them even sunk a japanese light cruiser and another sunk a destroyer IIRC!

As for campaign, Trigger Maru, Real Fleet Boat and RSRD already include specific campaigns for the V-Boats as choosable class. So I would simply ensure that the Narwhal in this mod matches the names and overwrites the files in the TM/RFB/RSRD (Which use all of them the Pseudo-Narwhal created by Ducimus), allowing the user to enable the mod and overwrite the old one with the new, better looking model.
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Old 06-28-09, 05:42 AM   #127
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Leave that to me, I already announced some posts ago that I will be doing a realistic single mission at least for each of the boats in the class, Argonaut, Narwhal and Nautilus. One of them even sunk a japanese light cruiser and another sunk a destroyer IIRC!

As for campaign, Trigger Maru, Real Fleet Boat and RSRD already include specific campaigns for the V-Boats as choosable class. So I would simply ensure that the Narwhal in this mod matches the names and overwrites the files in the TM/RFB/RSRD (Which use all of them the Pseudo-Narwhal created by Ducimus), allowing the user to enable the mod and overwrite the old one with the new, better looking model.
excellent !

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Old 06-28-09, 08:55 AM   #128
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Love how the boat's coming along. So I have one question;When it's reseased, will it overwrite the psuedo-narwal in TMO?
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Old 06-28-09, 12:20 PM   #129
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will it overwrite the psuedo-narwal in TMO?
That's the idea basically. Since all mods that have incorporated a pseudo-Narwhal are using it, it will therefor work with all of them. Creating a new unit that duplicates the entries in the ship's roster would be nonesense.

I can give a look to the campaign files and see if it is easy to add the Narwhal as start boat from some bases, but then again since the player would get assignements that are good for normal fleet boats I'm not sure if that would make an appropiate campaign with a V-Boat. Or may be yes, since the stock game seems to have a preference for special missions -which is basically what the V-Boats did from 1943 onwards-
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Old 06-28-09, 02:27 PM   #130
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more pictures from the Navy :




http://www.navsource.org/archives/08/08167a.htm

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Old 06-28-09, 08:12 PM   #131
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since the stock game seems to have a preference for special missions -which is basically what the V-Boats did from 1943 onwards-
I believe RSRDC has more supply missions qeued for the Narwhal class.

But Keltos, I am not on my PC, but the AO map is close but no cigar, I had a huge red stripe about the center of the boat, under the gundeck.
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Old 06-29-09, 01:19 AM   #132
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Quote:
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I believe RSRDC has more supply missions qeued for the Narwhal class.

But Keltos, I am not on my PC, but the AO map is close but no cigar, I had a huge red stripe about the center of the boat, under the gundeck.





I am redoing it now, the computer will compute on its own for a few hours... hopefully this time it'll work, else I'll have to rework the UV map, which I already did a little bit before this one try.


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Old 06-29-09, 01:33 AM   #133
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Default Narwhal...

Could we make a skin like this :










with the name on the side of the bow ?

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Old 06-29-09, 01:35 AM   #134
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kay, I also edited the model, so the gundeck is flush with the hull, if you haven't done that already

and as for the AO map, get it over to me right away, i think the problem was with the faces, there were about 6 polys sitting in between the waterline parts and the black parts, but the tower was perfect!

EDIT, since I am going to try to make a custom V-Boat set anyways, I will talk to digital trucker to find out how he keeps the killflags from being reversed, that way we can have the name and number on the hull and the tower respectively
DOUBLEEDIT, if i send you the gun files, can you get them to work properly? I have the models loaded into a seperate .dat so they can be used in game, but I'm hoping you can make the final touches
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Old 06-29-09, 01:43 AM   #135
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Quote:
Originally Posted by Sledgehammer427 View Post
kay, I also edited the model, so the gundeck is flush with the hull, if you haven't done that already

and as for the AO map, get it over to me right away, i think the problem was with the faces, there were about 6 polys sitting in between the waterline parts and the black parts, but the tower was perfect!
tower has its own AO map
EDIT, since I am going to try to make a custom V-Boat set anyways, I will talk to digital trucker to find out how he keeps the killflags from being reversed, that way we can have the name and number on the hull and the tower respectively
add two squares, one on either side of the tower that come added as details nodes in s3d, so no need to redo the model, and add texture there. they need to be an exact copy of the place they go to though I think
DOUBLEEDIT, if i send you the gun files, can you get them to work properly? I have the models loaded into a seperate .dat so they can be used in game, but I'm hoping you can make the final touches
Peabody did my Jyunsen 1M double guns... but for the 3d

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