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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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This mod will set the depth of each of the American subs in the game to match the US Navy Official Photographs of the boats at sea. The pictures were evaluated and a representative was chosen to match. Screen shots were compared to the reference and small adjustments were made until they matched.
This led to a look at the periscope depth and it did not natch photographs either. All the subs in the game will now go to a periscope depth that matches the picture as shown. Care has been taken to match each class for a consistent height above water in the game. Only the black upper portion of the tube and head is above water. The Draft fix modifies the SIM file for each sub. The periscope fix modifies the CFG file. This release covers the stock game for versions 1.4 and 1.5, and the latest release of TMO . I have been advised to hold off on a RFB release as there are major changes coming soon. However for those intrepid captains familiar with modding I have included my Open Office spreadsheet with the numbers for RFB 1.52, TMO, Stock and my fix. The game used the confusing and hard to work with metric system, instead of the easy to use imperial system so both systems are displayed. I had to evaluate the position in the screen shot, decide how much to change and convert to metric to put in the game. I hate the confusing mess the world has made of measurement, I much prefer cubits, spans and stones. The files for the stock game are offered free and anyone can use and modify them in any way if credit is given for the original work. The TMO files are subject to the terms of use in its readme file. ![]() Download Location: http://home.comcast.net/%7Eancient25/Files/Draft_Fix.7z Last edited by ancient46; 02-13-09 at 02:57 AM. |
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#2 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
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Great job. I've been following your threads about this with much interest and am happy to see the final release. Can't wait to load this one up. And thanks for making it compatible with TMO.
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#3 |
Eternal Patrol
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I know it's only one picture and you've probably got a lot more, and you've probably done your research, but I have to ask the bad question: is Skipjack's periscope fully extended in that picture?
I do agree that the hulls while surfaced are definitely odd-looking. On the other hand of course external views are hardly realistic either. Not arguing, and I'm looking forward to your progress with interest. I just had to ask. ![]()
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#4 | |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
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Well the S class is not modeled very well buth the fleet boats seems to be pretty good. When I resized my screen shots and layered them on to the official photographs the matched up decently. They got the basic shape right and some skilled 3D modders are making them loook even better. |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
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how realistically accurate is this?
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#6 | ||
Eternal Patrol
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Not at all, because the game is always accurate to the inch, and real life never is, especially when dealing with things like water pressure and salinity. Very much so, because they did know how high the periscope was above the top of the boat, and they could judge depth quite accurately. I don't know if American submarines had a device like the German Pappenberg, which told the operator exactly how high the periscope head was above the water, but adjusting the trim by just a few feet must have taken some skill. But that they had that skill is certain, because nobody talks about having problems with it. In a perfect game there would be a constant adjusting of the planes to maintain an accurate depth, but then that would be handled by the Diving Officer and the planesmen, and the captain would only need to give the occasional complaint when it wasn't handled to his liking. And that would get old rather quickly. For what we have I think ancient46 is onto a worthy cause. ![]()
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#7 |
Stowaway
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Great job Mad Max with FOTRS. How do I get the attack map?
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#8 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
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Does this work for 1.4?
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#9 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
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For clayp: I reinstalled the game and kept a copy before updating it to 1.5. I looked at the files and they have remained the same in both versions. So I enabled the mod in the 1.4 version and it worked fine.
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#10 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
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#11 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
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beautiful mod! taking it home to try it out!
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#12 |
Samurai Navy
![]() Join Date: May 2006
Posts: 594
Downloads: 1367
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Nice mod....we need more like this! Thank you!
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#13 |
Stowaway
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speaking purely about the periscope only, while the "look" is spot on the "seeing" is another story. im having trouble seeing over the waves even in calm conditions.
this can be remedied by staying above periscope height but then that undoes the whole purpose of the mod. im bringing this up because i think (im just guessing here) you might be able to adjust the camera position (periscope view) for a slightly higher and better view that matches up with the viewing head position. the way it is now the viewing head is well above the waves but your view is right at wave top level. i know with just about everything else you can adjust camera peramiters on things so im sure its fixable. i love the mod, i just think it could use a tweak. ![]() |
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#14 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
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The periscope tube was divided into two sections as far as color was concerned. The unpainted upper part was all that was seen above water, at PD. However, only a fraction of it was seen if the boat was at correct trim, and waters were calm.
Another funny point, some scope heads were painted PINK. That's right, pink. It supposedly blended better with the sea...somehow. Apparently it did work, and well. Go fig. |
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#15 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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I can see pretty well in seas with wind up to 6M per sec, and move the boat up to see in heavier seas. The camera idea is a good one and I will see if I can get results.
Presently I have a my own camera file with a lot of tweaks that suit me. I wanted the object view camera of the boat and other ships to be centered and run parallel to it. I also wanted the sub to fill the screen on first view. I made the camera run free and removed the collisional object node to allow me to see inside a ship. I have been considering making the free camera follow the sub. Something interesting showed up after using this camera. the ships have no visible compartments until the hull is breached. Put a torpedo in one and the compartments appear otherwise they exist in an alternate dimension. |
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