SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-08-11, 04:20 PM | #196 | ||
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
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Quote:
EDIT: Is this the tool your refering too? http://www.subsim.com/radioroom/showthread.php?t=131625 Quote:
I've avery good feeling for your mod - think its gonna reach new heights . |
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02-08-11, 04:46 PM | #197 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Quote:
I wonder if the VIIA turm was the same as TYPIID?? Regards Hans |
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02-08-11, 04:52 PM | #198 |
Swabbie
Join Date: Jul 2006
Location: Demport in Jannerland
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Looks like I am destined to patrol the high seas in a typeII for a while yet. Excellent Job with this mod and looking forward to the release. Really enjoyed the videos just hope my steam driven computer can cope with the extra strain.
Viel Erfolg! |
02-08-11, 04:53 PM | #199 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Quote:
I had a good feeling starting this last spring and i still have full enthusiasm doing it And i still have some others nice surprised along the way never before seen in Sh3 Best regards Hans |
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02-08-11, 04:58 PM | #200 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Quote:
Core 2 duo 6750E 3 GB of Corsair 667 MHZ ram Ati x1900 And you won't be stuck with IIA for all your campaign because others boats will be add as updates I will also release 2 versions of it one with higher res texture and one with lower res texture. Best regards Hans |
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02-08-11, 05:01 PM | #201 |
Admiral
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
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I spend the few free hours of my day browsing the net and my books on the matter TypeIID, and it really is scarce.
Even in the all of the U-Boot literature i have, there is so few on the IID. The books keep saying that, when the war started the type2 was already obsolete, but was still used, since it was still a solid coastal boot and trainings boat for the Kaleun wannabees. His small/short Operational radius and load, were compensated, by making it commit two patrols in a row sometimes. If they were under a certain length or early spent. ( and with a handful of torps it was easy being spent early) Re-arming and refueling, and back into the waters. But little is left of the boot, picture-wise. Especially the detail pictures! Even Buchheim who had a camera-fetish and talent has not much on them. Sorry! @Makman, I am not qualified to make statements concerning historical accuracy or performance given by equipment or sensors. I have to rely on other people on that matter, who are better versed. Nor did i test the sensors in great detail like some other people here. But as far as I am concerned, you should use NYGM (which i personally prefer too) as an template, and build from there. Or GWX ( given the consent of the makers, of course ) Those mods are around for some time now, and the modders invested lots of time into the sensors.
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SH3+GWX SH5+WoS Still Sailing....still Deep Last edited by Myxale; 02-08-11 at 05:15 PM. |
02-08-11, 05:21 PM | #202 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Quote:
Yes i know resources are scarce regarding TYPIID but i will improvise on the area with the most logical choice but i have some pictures that are relevant for the job. There where only 16 TYIID made so not a surprised we don't see much pic around. Best regards Hans |
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02-09-11, 05:02 AM | #203 |
Frogman
Join Date: Apr 2010
Posts: 306
Downloads: 17
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Hi, Hans!
This is great work! I havent really kept up to date with all the subsim stuff after my computer commited suicide and then had linux on it for some time. but now I still have to look at the videos. also, if you need some extra information, there is one last surviving type 2 in existance, the Finnish Vessiko, maybe worth checking out.
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02-09-11, 06:47 AM | #204 |
Seasoned Skipper
Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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this is fantastic work, mate. you have given the game another great lifespan. I hadn't really been a type 2 player, but now I will be! Very much looking forward to this excellent mod. I can wait to see what your type VII will be like.
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02-09-11, 02:28 PM | #205 | |
Pacific Aces Dev Team
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Quote:
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One day I will return to sea ... |
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02-09-11, 03:04 PM | #206 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Quote:
To complement your explanation U-boat 1 to 6 have the same periscope, the Carl Zeiss Jena that you can still see in the Vesikko. The interior of boat 1 to 6 is almost the exact replica of the Vesikko except for some instruments and dials. There was no captain quarter, the officers share the bunk with the crew. I also found interesting info on the torpedo load out it was the typIID who start that 6 torpedoes load out scheme, it is quite logical considering that boat has a wider range of operation. Best regards Hans |
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02-09-11, 03:06 PM | #207 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Quote:
Thank for your support mate and for the typVIIC just look at the typIIA in video and imagine the same amount of detail and quality texture plus that metallic reflection and you have a pretty good idea Best regards Hans |
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02-09-11, 03:20 PM | #208 | |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Quote:
Hi Jankowski, Thank mate, for the Vesikko i already have all the info and i used it to model our typIIA. Best regards Hans |
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02-10-11, 08:33 PM | #209 |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Update News
Hi shipmates,
Everything is going fine i am finishing the TYPIIA interior, the control room and torpedo room are almost in their final stage. I have start the engine room texture and i am testing new rendering techniques and baked shadow. Also did some test with crew positioning and torpedo loading animation. As i already mention earlier in this thread don't expect the level of detail you saw in Tomi diesel room this is simply impossible to have in SH3 and even SH5 could not have such a high polycount. When modeling for game even in today most recent game engine you cannot escape this fact too many polygons will kill the fps, the minute the sub will cross a big convoy you will crash to desktop with this tremendous amount of details! So in U-BOOTTYPIIA_HAHD we will have a balance between beauty and functionality i have model enough detail for immersion factor but as an example i didn't model pipe and fitting that are behind the engine this would be a pure waste of resources in the wrong place! Anyway when you play are you going to go see behind the engine?? We have to do thing logically in modeling for game because first no engine can stand all the detail and second it would take us too much time to finish. So enough detail to feel you are in the right boat but no overkill Best regards Hans |
02-10-11, 10:50 PM | #210 |
Commodore
Join Date: Jul 2010
Location: U-142
Posts: 624
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Do you mean you've animated torpedo loading inside the boat?
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