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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Subsim Aviator
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#2 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,706
Downloads: 171
Uploads: 0
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Yes .....
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Sub captains go down with their ship! |
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#3 |
Subsim Aviator
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Well... HAD a playable battleship bismarck.
Only seems to work with stock version of SH3 Runs smoothly but slow in turns... all the big guns work and track and attack targets that you designate through the binoculars... also you can man two of the big turrets yourself. They fire at an insanely rapid rate though. Played "happy times" mission a couple of times and completely destroyed the entire merchant fleet and all the escorts. took a few good hits but when you aim all those big guns at the DEs it just obliterates them. After playing a couple of happy times missions and trying it out - i chose to exit the game to come on here and post the finding. but when i was in the exit process there was a stutter then a CTD. now when i run SH3 everything goes fine til you get in a mission and it pauses and you cannot un -pause it. Going to reinstall and see if that has any effect.
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#4 |
XO
![]() Join Date: Oct 2006
Posts: 425
Downloads: 52
Uploads: 0
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when you desig,, all your turrents come to bare (if in a broadside target that is)
sounds very interesting, I look forward to your results and publishing |
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#5 |
Subsim Aviator
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working on a "do-over" now... it is not my design though.
seems a young russian gentleman who posted several times on this site about creating a playable bismarck actually pulled it off, he posted his early betas here (steerable ship but no guns i think) and then just faded away. I think he had a hard time with english and made his way to a russian SH3 forum. Since then he has perfected the files and managed to come up with an almost fully armed bismarck capable of steering, speed changes, crew orders just like in the game, and 4 big turrets that fire at a rate of about 2 rounds per second. I was able to completely RUIN the entire convoy in "happy times". though i took some hits and had a couple of fires dealing with the escorts was a matter of determining range and putting shells on target. It is there on the russian web page that i found his files, except for a few lines, the readme files were in russian text, but in what few english portions there were i determined that this could only be used on a clean install and the file names were all in english and had to overwrite what was already in SH3. i think that installing a "clean" install next door to GWX caused stability issues... im trying again now.
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#6 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,706
Downloads: 171
Uploads: 0
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Did he change the control rooms at all, periscope, TDC etc?
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Sub captains go down with their ship! |
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#7 | |
Lieutenant
![]() Join Date: Oct 2007
Location: Sisak, Croatia
Posts: 265
Downloads: 119
Uploads: 0
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This dictionary can translate words and entire texts to english and vice versa. http://www.rustran.com/ Maybe will be of good help in future. I used this dictionary when i need to translate texts writen on russian related with rusian nuclear attack subs. |
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#9 |
Commodore
![]() Join Date: Aug 2007
Location: Scotland, UK
Posts: 623
Downloads: 102
Uploads: 0
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i really want to trythis out but im to lazy to re-install all the mods etc lol
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#10 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
Downloads: 15
Uploads: 0
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hmmmm this seems all fine and dandy... but as you say its extremely crude... and well.. i have shiite luck with these mods, and my game just ends up buggering completely and permanently when it comes to these unrefined mods... maybe one day ubisoft will do me a huge favour and make Hunter Killer 3 for me
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#11 |
Commodore
![]() Join Date: Aug 2007
Location: Scotland, UK
Posts: 623
Downloads: 102
Uploads: 0
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can i get a link for this download please
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#12 |
Nub
![]() Join Date: Feb 2008
Posts: 3
Downloads: 6
Uploads: 0
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I have noticed a couple things with this mod:
1. The mains will slave usually with your controllable maingun (deckgun) 2. In different missions you might get mains hanging off the side in place of secondaries.. and in this configuration you cannot control your deck-gun at all. Dont know why... So my conclusion is this: It should be possible then, to have 1 maingun which the rest are slaved to (already in place). 1 Secondary gun, which the others are slaved to (in place of AA gun #1). And an AA gun, which the other Aa guns are all slaved to. Does anyone know how to do this? Obviously somewhere in the .zon's, .sim's and eslewhere are all the tools required, the guns exist but I dont know how to build them into the model. Using that, and some 3d work for Bismark interiors and you *should* have a playable battleship thats stable.. Anyone have any idea then, how to take this mod further? |
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#13 |
Stowaway
Posts: n/a
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i installed it with jsgme and i had a uboat but instead of the deckgun was a huge bismarck gun!!! but the flacks did not work
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#14 |
Swabbie
![]() Join Date: Aug 2007
Location: Sicily, not Italy
Posts: 10
Downloads: 23
Uploads: 0
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there is a way to play this with gwx, but, i have not tested it fully yet.
UPDATE: the career does not work still, nor does the gwx single missions, but the stock missions work, u can also create new ones that work and use gwx models. Last edited by johnhealon; 03-30-08 at 10:19 PM. |
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#15 |
Engineer
![]() Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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Have there been any updates to this mod recently? Thank's
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