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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Class overview
Operators: Imperial Japanese Navy Preceded by: A2 type submarine In service: 1944 - 1945 Completed: I-13, I-14 General characteristics Displacement: 3,603 tons surfaced 4,762 tons submerged Length: 372.8 ft Beam: 38.5 ft Draft: 19.3 ft Propulsion: 2 diesels: 4,400 hp electric motors: 600 hp Speed: 16.75 knots (31.02 km/h) surfaced 5.5 knots (10.2 km/h) submerged Range: 21,000 nmi (39,000 km) at 16 knots (30 km/h) Test depth: 100 m (330 ft) Complement: 118 officers and men Armament: 6 × 533 mm forward torpedo tubes (12 torpedoes) 1 × 25 mm machine gun 2 × 25 mm 3-barrel machine gun Aircraft carried: 2 Aichi M6A1 Seiran sea-planes RL : ![]() http://www.williammaloney.com/Dad/WW...nese/index.htm ![]() ![]() ![]() both Vierling AA and fore AA playable (F6 toggles between them) ![]() The mod comes with the IJN Torpedo mod incl. Kaiten, enjoy those long range torpedoes ! Known issues : deck view position no torpedo doors yet crew on deck crew names etc.. version 1.3 download link : http://www.mediafire.com/file/yvmzy5...arine_V_P4.rar Last edited by keltos01; 03-25-09 at 04:14 PM. |
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#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#3 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
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Would it be possible to use the Japanese 25mm AA gun instead of the USN 20mm AA? I think this sub type used the triple 25mm mount, but have to check Jentschura to be sure.
Awesome work- but don't you ever sleep????????????
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#4 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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![]() Quote:
Peabody
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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so then you need 4 triple A's : bow, stern and both sides, so that whatever the direction of the incoming plane one can shoot ? :rotfl:
seriously, I plan to use all dual AA guns, I'd like 3, only have one A01 node and don't know how to set up a A02 and A03 node... help ! The deckgun is for the DG afficionados as this type didn't have one !:rotfl: @Peabody : I'll look into your 3d thing, but I'll only send you the revised obj+mtl+uv2 then you'll have to see if it fits ? |
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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There were flipped textures again.. so I edited the hull and fixed it in 3ds, we'll see what gives tonight in SH4...
![]() Last edited by keltos01; 07-04-08 at 06:27 AM. |
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#9 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Well, Xantro, I managed to import gun nodes from the Sen Toku using the raw chunck method in s3d (great tool that 0.82 cant't wait for 0.9 !!!!)
I also moved about the nodes using info from the reference system in 3ds, which is the game's, so it make placing stuff easier, but not perfect. I edited the hull in 3d again cause there were openings in the hull on both sides just in front of the tower, those were "flipped" textures, showing the transparent side. I also flipped back the hand rails, a few davits, the deck gun base, and re exported it using channel 2 for the uv. I edited the texture of the tower, darkened it a bit in photoshop, and did the same to the lightmap texture, so as not to have such a shiny tower. then I made the submarine class dds file, reworked the original sub blueprint, and saved that, now this is how it looks in game at the moment (much better I think) : ![]() Ok the stuff aren't in place just yet, but hey ! : 3 AA guns ! (third's behid the horn-schnorkel thing) The deck gun isn't historically accurate as the I 14 wasn't fitted with one, but it's still a game isn't it ? the bridge view is level with deck still, have to move it up and forward, here's the tower seen from the deckgun looking forward : ![]() Don't you think it's got a Monitor look to it ? The AA gun : ![]() it's located on the front balcony in front of the Bridge and below, you can see the Catapult from there ! from the attack periscope : ![]() Seen from the stern : ![]() ![]() The 3d model of the screws and backplane and rudder have been changed as well and put back at their right place : ![]() Uploaded V 1.2.1 on filefront : http://files.filefront.com/IJN+Type+.../fileinfo.html HAPPY 4th of July Last edited by keltos01; 07-07-08 at 01:29 AM. |
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#10 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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new sub name :
![]() ![]() working with the alpha channel is really a breeze, and gets you nice results as well, so here : ![]() ![]() Last edited by keltos01; 07-06-08 at 08:29 AM. |
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#11 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#12 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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updated first post with Type AM class information from wikipedia.
![]() ![]() version 1.2.1 available : http://files.filefront.com/IJN+Type+.../fileinfo.html Last edited by keltos01; 07-07-08 at 10:31 AM. |
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#13 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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#14 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Last edited by keltos01; 07-07-08 at 03:45 PM. |
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#15 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Well, that's all for now : thanks to Skwasjer's S3D 0.9 I did in three hours what before would have taken days... I guess that's what SDK is...
![]() ![]() Just the bridge view doesn't work ![]() ![]() ![]() Version 1.3 available in a few for download at : http://files.filefront.com/IJN+Type+.../fileinfo.html Last edited by keltos01; 07-07-08 at 04:03 PM. |
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