View Full Version : [WIP] Psuedo Narwhal class Fleet boat
Ducimus
11-20-07, 05:51 AM
Simply put, this is my feeble attempt to put the much requested Narwhal class boat into SH4. Since the addon/expansion isn't going to do it, i guess its up to us. Its my hope that eventually, someone will do better then i am doing with this. I cannot do 3d/wireframe modeling, so my capabilties are limited. Hence, this is a "Psuedo Narwhal". Im using the Sargo as a base. Ive instantiated a new object, and have created a deck gun setup, specifically for the Narwhal , twin 4" 50's. I know the real Narwhal had bigger guns, but im limited to whats useable/crewable by subs. Maybe i can get them to take a larger caliber round. Ill look into that later.
At any rate this is a WIP. When i have accomplished a few more things, ill post it if someone wants to try it out.
List of things to do:
1.) Remove tubes 7 and 8, as the Narwhal had 4 forward, 2 aft. (game is stubbonrly still having them, despite my best efforts to remove all refrences of these tubes in the UPC file.)
2.) Adjust the dat file for
a.) slower dive time
b.) Top speed of... i think its 17 kts
c.) Adjust surface endurance, to be in the neighborhood of 18,000 NM @ 10 kts. (this tub, had some range to it)
Known issue:
1.) Current use of dat file (rather then inheirting it)is causing a CTD in the musem, arguably because i have a 2nd dat file with duplicate nodes (sargo).
IF,
This CTD is limited to the musem with no other issues
THEN
ill just let it go.
If
This Issue is causing huge saved game file sizes
THEN
I'll wait tell after patch 1.4 and try and go and rename each and every "sargo" in the dat file to "narwhal" to eliminate the duplicate node names.
Ive done this before with the gar, and it seemed to work ok.
2.) Forward deck gun is uncontrollable by the player, so you'll have to rely on your crew for the forward gun. (rear gun is controllable) This is due to hardcoded limitations on control access. While the game has a "cycle AA gun" functionality, it doesnt have "cycle deck gun" functionality.
Oh yeah, i guess screenshots would help....
http://www.ducimus.net/sh4/narwhal_01.jpg
Musem. If i select Sargo after this, it will CTD. Presumably because its loading the same dat with nodes again, game doesnt like that. Note, twin guns.
http://www.ducimus.net/sh4/narwhal_02.jpg
Guns, manned and ready.
http://www.ducimus.net/sh4/narwhal_03.jpg
Note, their not 5'25 guns, but 4'50's. I used them because they look bigger, and the Narwhal's guns were freaking huge.
http://www.ducimus.net/sh4/narwhal_04.jpg
Im using the Porpoise interior because i think it fits.
http://www.ducimus.net/sh4/narwhal_05.jpg
That and theirs only torpdo lights for 4 forward, 2 aft tubes, which is my goal. Hopefully i can get rid of tubes 7 and 8, if not, ill have to let it go. The porpoise, i think is just too small for this.
Ats all i have for now, bed time.
GREAT :up:
Many thanks for your efforts :D
Some quick observations:
1.- You would need the older conning tower, AFAIK the Narwhals didn't switch to the cut-down profile during the war.
2.- I take it you will modify tonnage and maneuverability to better values? Narwhals were slow and bad handling, plus increased tonnage would also affect the ASDIC profile
Cheers
P.S. Do you need pictures or more info? I can look for some stuff in my archives and around the web :up:
ReallyDedPoet
11-20-07, 08:39 AM
Nice Ducimus :up:
RDP
Maybe you can get around the torpedo tube problem by limiting reloads. I believe the Narwhal & Nautlis had 2 external tubes forward and aft which couldn't be reloaded. :hmm:
Nice job Ducimus! Can't put 6" guns on her huh?
:rock:
Ducimus
11-20-07, 12:27 PM
1.- You would need the older conning tower, AFAIK the Narwhals didn't switch to the cut-down profile during the war.
Thats not a problem. I'll go find some picture on navsource to be sure.
2.- I take it you will modify tonnage and maneuverability to better values? Narwhals were slow and bad handling, plus increased tonnage would also affect the ASDIC profile
If i can continue to use a renamed sargo.dat file, then yes i will change all the values. Im concerned with large filesize game saves occuring, i need to test that.
Can't put 6" guns on her huh?
Do we have 6 " deck guns useable by player subs? Honest question, id much rather use those, then 4"'s. The only way around this is to increase the shell damage somehow, and then use a specific shell the other guns do not. Not sure if this is possible yet, its just an idea.
edit:
I love it when a plan is coming together.
http://www.ducimus.net/sh4/narwhal_06.jpg
I forgot to test the deck guns against an acutal target. I did that after i tweaked the crew positions on the fore deck gun to get better effeciency out of them. Parkers Tincan was an excellent test subject since he doesnt fire back. lol.
Not sure about the 6" guns being available but I think your ammo idea for the 4" is a good one. Easier than making a new gun!
Looking Good!!!!
ReallyDedPoet
11-20-07, 01:03 PM
Dam, that looks pretty good Ducimus :up:
RDP
Ducimus
11-20-07, 02:41 PM
I have to wonder if im using the wrong boat model.
Can you tell which is which?
http://www.ducimus.net/sh4/wrongboat_01.jpg
How about from this angle?
http://www.ducimus.net/sh4/wrongboat_02.jpg
I just assumed the porpoise was smaller. And well, it is, a *little* bit, but it's also a little bit wider as well i think.
I used the sargo; pimarly because of asthetics.
http://www.ducimus.net/sh4/wrongboat_03.jpg
I like the lookouts up in the periscope shears, but if you check here:
http://www.navsource.org/archives/08/08167b.htm
You'll see that the Narwhal's shears weren't that high. I could try using the Porpoises conning tower i suppose. I also used the sargo, because i like the ammunition stores being modled, i dont think any other boat model does this.
Another astheric reason i picked on the sargo was because of the aft main deck.
http://www.ducimus.net/sh4/wrongboat_04.jpg
I just think it makes the boat look a bit more special - not neccessarly historically correct. Also, the sargo has the rear netguard for the propellers, the porpoise doesnt, sort of a pet peeve.
There main reason for my examining the porpoise more closely, is because i can't get rid of tubes 7 and 8. The tubes are a data array in the sim file, and i can't edit them out. So i do some micky mouse BS with tubes 7 and 8, or i switch to the porpoise for the historically correct torpedo tube arrangement.
edit:
I love it when a plan is coming together.
Looking very good :up:
The main difference that gave the Narwhal away was, aside from the bigger size (Really huge), the deck gun platforms. So yes, I think the Sargo looks overall more appropiate, but then again the torpedo tube layout is not correct. Given that I play without external views normally, I think I personally would prefer the Porpoise as base, but that's only my opinion :hmm:
Ducimus
11-20-07, 03:43 PM
Heres some more screenshots. I was going to make this a poll, instead, ill just ask readers to post either Porpoise, or Sargo.
(Please view the pictures in this url before posting a response
http://www.navsource.org/archives/08/08167b.htm )
-----------------------------------------
PORPOISE AS A MODEL:
Pros:
- conning tower shears more accurate
- seems about a foot or two wider
- torpedo layout historically correct for narwhal
Cons:
- A couple feet shorter in length then Sargo
- No ammunition stores modeled in late war tower
- No netguard
Porpoise early war with duel guns:
http://www.ducimus.net/sh4/cand_01.jpg
Porpoise Late war with duel guns:
http://www.ducimus.net/sh4/cand_02.jpg
-----------------------------------
SARGO AS MODEL:
Pros:
- A couple feet longer in length
- aft main deck features make it look a bit more distinctive
- external shell storage modled on late war tower
- has netguard, which the Narwhal also had
Cons:
- Torpedo tube layout, historically incorrect (2 extra aft tubes that need to go bye bye)
- Periscope shears, i think are a bit taller then the narwhales
Early war Sargo with duel guns:
http://www.ducimus.net/sh4/cand_03.jpg
Late war Sargo with duel guns:
http://www.ducimus.net/sh4/cand_04.jpg
Lastley, a two close ups of both side by side.
Sargo in foreground:
http://www.ducimus.net/sh4/cand_05.jpg
Porpoise in foreground
http://www.ducimus.net/sh4/cand_06.jpg
Again, a top down view:
Porpoise on top, sargo on bottom:
http://www.ducimus.net/sh4/wrongboat_01.jpg
Sargo on top, Porpoise on bottom:
http://www.ducimus.net/sh4/wrongboat_02.jpg
Post which one you'd prefer. Porpoise or Sargo
WilhelmSchulz.
11-20-07, 03:43 PM
Sweet cant wait! :up: :rock:
The main difference that gave the Narwhal away was, aside from the bigger size (Really huge), the deck gun platforms. So yes, I think the Sargo looks overall more appropiate, but then again the torpedo tube layout is not correct. Given that I play without external views normally, I think I personally would prefer the Porpoise as base, but that's only my opinion :hmm:
I'll 2nd this opinion since I also disable external view. I also like the "bulkier" appearance. Makes it easier setting up the tubes too. Now--can you stretch it about a hundred feet ;)?
Ducimus
11-20-07, 05:07 PM
Porpoise 2
Sargo 0
Vote dammit. I need other peoples opinions here. I want to have enough to be able to arrive at a decsion, so that when i get home from work, i can hit the the box running, and slam this puppy up with a D/L link tonight.
Sargo
Awesome you started working on this.
DeerHunter UK
11-20-07, 05:19 PM
I vote for the Porpoise, it just looks bigger than the Sargo IMHO.
Porpoise, porpoise, porpoise, there you go Duci, three more votes :arrgh!:
Digital_Trucker
11-20-07, 06:36 PM
Porpoise 2
Sargo 0
Vote dammit.
Porpoise, dammit!:rotfl:
leovampire
11-20-07, 06:42 PM
And can do 9 knt's submerged. How is that for an answer?!
I love my Sargo but those are the only 2 laking thing's I wish it had.
Ducimus
11-20-07, 06:55 PM
Porpoise 5
Sargo 1
I can't make up my mind personally - hence my asking in poll fashion. Overall i think i like the Sargo more, but then, ive ALWAYS liked that model. If i could get rid of the tubes 7 and 8, id use it. But... porpoise seems a tad fatter, and its almost the same length as the sargo.
WilhelmSchulz.
11-20-07, 07:11 PM
I have to say Sargo. I know ill lose but I would give it 1 more week then switch to P-Class.
Ducimus
11-20-07, 07:16 PM
Was just thinking, I might make two versions, and let ppl use whichever one they want. I was trying to avoid that so i can focus on just one, but... the sargo version is 80% done already, whipping up a P-class version while its fresh in my mind won't take me long at all. Regardless of version, some files are interchangeable.
edit:
however, that said, when i intergrate this into Tmaru, ill have to make a choice. I can only have one narwhal in the main mod, not two different versions.
DeepSix
11-20-07, 07:38 PM
I don't know how much of this you already know (probably all of it). Porpoise is slightly farther back on the evolutionary chain than Sargo. The second batch of V-class boats (Argonaut, Narwhal and Nautilus) was produced in the late 1920s and led directly to the experiment with Dolphin; that, in turn, led to Cachalot and Cuttlefish, they led to the P-class around 1933, and soon after that the Salmon class was introduced (which included Sargo).
Argonaut was purpose-built as a minelayer; neither Narwhal nor Nautilus was ever able to maintain their 17-knot specified surfaced speed, and submerged they could just barely top 6.
Argonaut, Narwhal and Nautilus - 370-380 feet long, displ. 2,700 tons. 180,000 gallons.
P-class (Porpoise) - 300 feet/1,300 tons. 90,000 gal.
Salmon (Sargo) - 308 feet/1,450 tons. 110,000 gal.
So one's a little longer, one's a little heavier. One could make a case for Sargo since it's got slightly more range and the V-boats had lots o' that. On the other hand, I'm not sure which one dived faster or turned tighter. Bottom line, I don't really think it matters which one you use since it's a stand-in. I'll vote Sargo, but really I'm just looking forward to having a V-boat mod!
[Edit: Just saw your last post. If Sargo is that much done, I'd just stick with that (sorry to the Porpoise voters)]
Ducimus
11-20-07, 07:43 PM
Fuel, and diving times i can modded to be accurate if i use renamed dat files instead of just inheirting them. While displacement can modded as well, its a case of, "how does this change the physics of this model, for good or bad?".
Ducimus
11-20-07, 10:50 PM
The usual research.
Notes to self:
Displacement: 2,730 tons (surfaced); 3,960 tons (submerged)
Speed: 17 knots (surfaced); 8-1/2 knots (submerged)
Range: 25,000 miles
Torpedoes: 4-21" torpedo tubes (bow), 2-21" torpedo tubes (stern)
source: http://www.fleetsubmarine.com/narwhal-class.html
Displacement: 2730 tons surfaced, 4050 tons submerged
Speed: 17 knots (31 km/h) surfaced, 8 knots (15 km/h) submerged
Range: N/a
Torpedoes: six 21-inch (53cm) torpedo tubes (four forward, two aft; 24 torpedoes); 2 x 6 in (152 mm)/53 caliber guns, 2 x0.30" (7.62 mm) machineguns
Source: http://en.wikipedia.org/wiki/USS_Narwhal_(SS-167)
Displacement: 2730 (surfaced); 3960 (submerged)
Speed: Surfaced, 17.4, Submerged 8.5
Range: 18,000 miles at 8 knots
Torpedoes: 2 6-inch/53 Mk15 deck guns, 6 21-inch torpedo tubes (4 fwd, 2 aft), 4 external 21-inch torpedo tubes (2 fwd, 2 aft); 1942
source: http://www.globalsecurity.org/military/systems/ship/ss-167-specs.htm
Displacement: Surfaced: 2,730 t., Submerged: 3,960
Speed: Surfaced 17 kts, Submerged 8 kts
Range: Fuel Capacity, 182,778 gal
Torpedoes: four 21" torpedo tubes forward, two 21" torpedo tubes aft, four 21" torpedo tubes topside, 24 torpedoes; two single 6"/53 deck gun, two 30 cal. mgs
source: http://www.navsource.org/archives/08/08167a.htm
I doubt this is possible but it would be cool if it would get Special Missions as pretty much a default. After the Argonaut was sunk by destroyers, Nautlis and Narwhal were pretty much regulated to moving troops etc.
Since the sargo is what you've been working with I'd recommend just going with that (reversing my earlier vote). It really doesn't matter as much to me as I disable external view.
Salute!
Ducimus
11-20-07, 11:31 PM
>>I doubt this is possible but it would be cool if it would get Special Missions as pretty much a default.
Located in Tmaru's support directory, is one of my repeat patrol fixes that has more special ops in it. Look closely at that, and you'll see that half my work is already done in this regard :smug: So yes, i can fix it to where all you do, is commando/spy drops or photo ops. Lifeguard will take more finageling though.
I'd leave the lifeguarding out. These boats didn't do that/were too clumsy. And it means less finageling for you ;)!
:up:
Ducimus
11-21-07, 03:30 AM
Sargo model is functioning, and as so far error free. Half of this modding, is just setting up the missions.
Right now i have it to where, the only mission you'll get, is supply drops, spy insertions, and commando drops. Thats it. The missions rotate every 2 months. With alternating assigments to Pearl harbor command areas, and Fremantle command areas, with 1 commando insertion at Attu. So you'll be a regular globe trotter. The boat is stationed only in pearl at the moment. This is a test, im not going to flesh it out for the entire game just yet.
Physics wise, its behaving, pretty damn cool. Ive adjusted the fuel capacity to 25,000 NM @ 10 kts, lowered the top speed to 17, lowered floodrate, and adjusted displacement values to what was historically correct.. and.. the boat is behaving beautiflly, and noticeably different. As a nice side effect of lowering the top speed and upping the displacement, "ahead standard" comes out to be exactly 10 kts. 1/3rd comes out to be about 7 kts, and is still the most fuel effiecient setting.
Not releasing it yet. I want to backtrack, and create a 2nd version for the porpoise, then release both versions at the same time.
Im feeling pretty good about this.
Ducimus
11-21-07, 05:21 AM
Known issues:
1.) Game crash's when selecting sargo or porpoise in the museum.
I beleive this is because the game is loading duplicate nodes. The game reads nodes, regardless of where the node is stored (in dat files). This is proably why each and every node for a submarine, is uniquely named. In normal play, since the game only loads one player useable submarine, its not an issue. However, in any scenario where the game tries to load duplicate nodes (such as the Museum), it will probably crash. I imagine, in a multiplayer game if someone runs a narwhal, and another player runs a porpoise or Sargo (depending on which version of this mod they use), the game will probably crash.
2.) ideal Persiscope depth height changes for the sargo model. This is because of 3d modeling issues with the periscopes, load an early war, then load a late war, and watch how the periscopes behave. Nothign i can do to fix this. The end result ,is if your playing late war, you could probably lower the periscope height in the cfg to 18 meters.
3.) Inability to player control both deck guns. This is a User interface issue that cannot be resolved by modding. The game has a "cycle flak gun" functionalty. This functionalty does not exist for deck guns, since the game, being derived from SH3, doesnt normally expect multiple deckguns from the player.
Possible issues:
a.) Huge save game file size. Ive tested this once so far, by running a boat from pearl to empire waters, saving several times, and the file size only got to be about 1 meg. So its likely this wierd behavior won't happen, but its something im watching for, and hoping it never crops up.
b.) Porpoise model, i feel could probably use some minor physics tweaks, but its in the ball park.
c.) could possible tune down the engine power by a value of 1,000 on both versions.
Yes i know:
- Models are not the real narwhal. Just in case theres a captain obvious in the crowd. Note the title of this work in progress.... "psuedo".
- Sargo model has two, too many torpedo tubes. I did however reduce the total torpedo count to the historical 20 as a consolation prize.
- Porpoise version seems to rock a little more.
- Deck guns are not 6"50's., nor do the power of the shells reflect it. However, i garuntee you'll sink stuff alot faster with two 4'50's then with just 1.
- You can't select any deckguns except the narwhal version. I did this on purpose.
- Patrol assigments arent to historical areas where narwhal boats where, when they where there.... yeah yeah, this is a test. You do however get an assigment to Attu in jan 43.
What is implemented:
- Psuedo narwhal class boat, based on Porpoise or Sargo model.
- Narwhal is currently only available at pearl harbor.
- Patrols assigned alternate between fremantle command areas, and pearl harbor command areas. You'll be going all over the damn theater Captain globetrotter!
- All assigned patrol assigments should be one of the following: Insert spy, insert commando, deliver supplies. Repeat patrol fix in place, flotilla file used was the 3 month rotation file with two possible patrol areas. (Tmaru default). Patrol assigments for the narwhal however , are on a 2 month rotation with only 1 patrol area in that time period.
- Values used on Sargo and Plcass models:
Surface displacement of 2730
submerged displacement of 3960
top speed reduced to 17
Range increased to 25,000 NM @ 10 kts
ManBT_Flood_speed reduced from 35,000 to 26,000
- Additional values used on just the Pclass version
increased surface draft from 0 to 4.4 (zero draft?! WTF)
increased engine power from Pclass default to 6140 (sargo default)
increased submerged endurance from 64 @ 4 to 84@4, idea being to match the performance of the sargo varient. however there maybe a problem with this if the Pclass uses a different battery or energy consumption rate hidden somewhere.
installation
- whatever your doing in JSGME, enable this last
D/L links: - Pick your poision.
Psuedo Narwhal, using the P-class as model:
http://www.ducimus.net/sh4/release/WIP-Narwhal_PModel_ver1.7z
Pseudo Narwhal using the Sargo class as a model:
http://www.ducimus.net/sh4/release/WIP-Narwhal_SargoModel_ver1.7z
have fun, and let me know if you run into some form of buggery that im not aware of.
elanaiba
11-21-07, 05:49 AM
I think even with all the hacks I can easily remove the two extra tubes if you want me to, Ducimus :)
I mean they will still be there visually, just not working/available in interface.
SteveW1
11-21-07, 05:55 AM
I'll give it a go for you Ducimus, do you want people just to run 1 boat or download both and just give feed back on both? either way i'll try the P-class first and see what happens.
Ducimus
11-21-07, 06:02 AM
I think even with all the hacks I can easily remove the two extra tubes if you want me to, Ducimus :)
I mean they will still be there visually, just not working/available in interface.
Dan that would be awesome. I examined it, but concluded that hacking up an array, isnt within my abiltiies to do correctly with the tools that i have avaialble to me. And yes, i know this is a hack job and a half. In an ideal world id have all the nodes orignally named too, so thered be no CTD issues. I started to ATTEMPT that, but decided it was best to wait tell after patch 1.4, because it was a rather laborious and time consuming process, that, may not even work at all given that i was just renaming nodes in an existing dat file. Im quite sure theres more to it then renaming nodes.
I'll give it a go for you Ducimus, do you want people just to run 1 boat or download both and just give feed back on both? either way i'll try the P-class first and see what happens.
Run whichever you like. Run one, or run the other, or run one after the other, just not both at once :88)
skwasjer
11-21-07, 06:28 AM
If you want I can clone the sub files for you and generate new id's for each chunk. The current work-in-progress S3D has a clone function that allows me to do this basically at the press of a button. Should prevent your CTD's and allow both subs to be in the game at the same time...
elanaiba
11-21-07, 07:10 AM
But it will probably lose all controllers (zon, sim, etc) associated with said nodes. But I can copy those too :)
capt_frank
11-21-07, 08:40 AM
Yes, two deck guns do plenty damage...:D
http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/994317/Nar.jpg
ReallyDedPoet
11-21-07, 08:51 AM
Nice cooperation\work here :yep::up:
RDP
elanaiba
11-21-07, 08:56 AM
Ducimus, check email.
skwasjer
11-21-07, 09:04 AM
But it will probably lose all controllers (zon, sim, etc) associated with said nodes. But I can copy those too :)
No it won't, cloning is supported accross multiple files ;)
lurker_hlb3
11-21-07, 09:07 AM
Known issues:
1.) Game crash's when selecting sargo or porpoise in the museum.
I beleive this is because the game is loading duplicate nodes. The game reads nodes, regardless of where the node is stored (in dat files). This is proably why each and every node for a submarine, is uniquely named. In normal play, since the game only loads one player useable submarine, its not an issue. However, in any scenario where the game tries to load duplicate nodes (such as the Museum), it will probably crash. I imagine, in a multiplayer game if someone runs a narwhal, and another player runs a porpoise or Sargo (depending on which version of this mod they use), the game will probably crash.
Just run the “Pack3D” program on your .dat files. Using the “clone” option and it will fix your CTD’s
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Ducimus
11-21-07, 12:42 PM
Just run the “Pack3D” program on your .dat files. Using the “clone” option and it will fix your CTD’s
http://24flotilla.gamab.net/pack3d/Pack3D.jar
Thanks for the suggestion Lurker, but it doesnt seem to work. I tossed this program out the window sometime after Sh4 was launched, because i coudlnt get it to work on SH4 dat files. I just tried the one in this link (thinking maybe i just hand an older version), but it's still not loading dat files for me.
If you want I can clone the sub files for you and generate new id's for each chunk. The current work-in-progress S3D has a clone function that allows me to do this basically at the press of a button. Should prevent your CTD's and allow both subs to be in the game at the same time...
If your work in progress version can clone it without losing all controlelrs with associated nodes, i cannot find it in myself to say no! Sure id like it if you could clone it. (edit: I'll send you the new files in a bit) When i set about doing this by hand, on each and every node, my eyes rolled into the back of my head when i relaized that id have to do this for every single file associated with the dat., and even then, most likely, id screw it up.
All modders have their limits, mine are anything associated with 3d models. The responses in this thread are proof positive that i can't do it all! (I mention this because some people think i can do it all , or think, that i think i can do it all. :rotfl:)
Ducimus, check email.
Im looking at it now, and its looking great! Thanks for the help with the tubes!
lurker_hlb3
11-21-07, 02:07 PM
Thanks for the suggestion Lurker, but it doesnt seem to work. I tossed this program out the window sometime after Sh4 was launched, because i coudlnt get it to work on SH4 dat files. I just tried the one in this link (thinking maybe i just hand an older version), but it's still not loading dat files for me.
You are correct about the newer version of Pack3D, however using one of the old orginal version I got it to work. Just tested the "P" class version an it worked great. Working on the "Sargo" version now and will get back to you shortly
Ducimus
11-21-07, 02:22 PM
>>You are correct about the newer version of Pack3D, however using one of the old orginal version I got it to work
Got a link for the older version, or was the link you gave earlier it?
>>Working on the "Sargo" version now and will get back to you shortly
There is that new sargo version in the works with only 2 tubes aft. its working great acutally, im just sitting on it tell we get the cloning situation is worked out.
Personally, i tink the sargo version behaves better in terms of physics, the Pclass.. something is a tinsy bit off, or so is my impression.
lurker_hlb3
11-21-07, 02:26 PM
>>You are correct about the newer version of Pack3D, however using one of the old orginal version I got it to work
Got a link for the older version, or was the link you gave earlier it?
>>Working on the "Sargo" version now and will get back to you shortly
There is that new sargo version in the works with only 2 tubes aft. its working great acutally, im just sitting on it tell we get the cloning situation is worked out.
Personally, i tink the sargo version behaves better in terms of physics, the Pclass.. something is a tinsy bit off, or so is my impression.
Check your PM
skwasjer
11-21-07, 03:06 PM
I've cloned all files for you, hope it works, can't test myself atm because I still have to reinstall SH4 :oops:
[edit] PS: Pack3D has a hard time reading alot of files, does it even read the sim/zon files etc? Also, because SH4 is not 100% identical to SH3 I know for a fact it can't be trusted with some files... Not to say you shouldn't try, just be warned.
Once I get S3D finished you can use it's clone function and I recommend everyone to use it over Pack3D's method...
Ducimus
11-21-07, 03:52 PM
I just want to say thank you all for your help.
In no particualar order:
Reaves - for sparking the idea
elanaiba - for his help with the sargo varient
skwasjer - for his assistance in cloning.
lurker_hlb3 - for his assistance in cloning.
Without your guys help, this mod wouldn't have the polish on it.
If all goes well, i hope to post the release version sometime late tonight, probably midnight to 1AM, PST.
leovampire
11-21-07, 06:40 PM
And shake things up around here!
Good work Duci and a nice Holliday treat for everyone to have!
Even got elanaiba on board with you on this one!
Ducimus
11-21-07, 06:57 PM
>>See I knew you would find away to keep busy
It wasn't intentional. Reaves said something in passing in a totally non related thread, and a 40 watt light bulb clicked on. (100 watt bulb would have included a *real* 3d model for the narwhal)
At the least, it may not LOOK like a narwhal, but i think it FEELS like one. (That and its a damn good excuse to do lots of special operation missions, and blast the crap out of things with duel deck guns, thats just insanely fun to watch.)
edit:
BTW, this is an interesting read
http://www.earth2.net/usnavy/ss167/ss167_05.php
leovampire
11-21-07, 07:03 PM
>>See I knew you would find away to keep busy
It wasn't intentional. Reaves said something in passing in a totally non related thread, and a 40 watt light bulb clicked on. (100 watt bulb would have included a *real* 3d model for the narwhal)
At the least, it may not LOOK like a narwhal, but i think it FEELS like one. (That and its a damn good excuse to do lots of special operation missions, and blast the crap out of things with duel deck guns, thats just insanely fun to watch.)
edit:
BTW, this is an interesting read
http://www.earth2.net/usnavy/ss167/ss167_05.php
I go up there usualy during the summer to visit the sub musium and the Mistic Aquarium. Nice being near a Sub Base sometime's. I got a tour of the place when I was in the Army home on leave.
Of course just comming back from Germany having a Top Secret security clearance helped here after being on a Nuclear Weapons base.
ReallyDedPoet
11-21-07, 07:51 PM
>>See I knew you would find away to keep busy
It wasn't intentional. Reaves said something in passing in a totally non related thread, and a 40 watt light bulb clicked on. (100 watt bulb would have included a *real* 3d model for the narwhal)
At the least, it may not LOOK like a narwhal, but i think it FEELS like one. (That and its a damn good excuse to do lots of special operation missions, and blast the crap out of things with duel deck guns, thats just insanely fun to watch.)
edit:
BTW, this is an interesting read
http://www.earth2.net/usnavy/ss167/ss167_05.php
Nice link, look forward to seeing this completed.
RDP
Ducimus
11-22-07, 03:10 AM
Ive decided that im dropping the porpoise varient. I will touch it no more. Its all about the sargo varient now.
Its ready to go acutally, i just need to write up the documentation/readme. (god i hate doing that, blah).
Allow me to introduce to you, the new, improved, unique, and as historically correct narwhal we can get with existing 3d models.
http://www.ducimus.net/sh4/narwhal2_01.jpg
Sargo body, Porpoise conning tower, it acutally works out pretty well.
http://www.ducimus.net/sh4/narwhal2_02.jpg
The beauty is, the periscope shears are more historically correct. The narwhale predates the propoise in evolution, and the taller shears didnt really appear until AFTER the porpoise. Since im using the porpoise tower, the narwhale, naturaly uses porpoise radar as well. Make sense really since its an older boat and probably woudlnt get the latest tech advances like a gato or balao.
http://www.ducimus.net/sh4/narwhal2_03.jpg
So, we also have the unique hump muffler exhaust, and now prop guards.
http://www.ducimus.net/sh4/narwhal2_04.jpg
With the exception of the 4 external torpedo tubes, (totaly unmoddable), we now have a historically correct torpedo loadout. (or as near as historical as research allows)
http://www.ducimus.net/sh4/narwhal2_05.jpg
I love this.
Ill release this asap.
Known issues as so far?
None. :p
SteveW1
11-22-07, 04:37 AM
The death of Bungo Pete with the Porpoise Varient of the Narwhale.
http://i87.photobucket.com/albums/k137/SteveW11/Pacific%20Wolves/Thedeathofbungopete.jpg
And the Cause of the Sinking.
http://i87.photobucket.com/albums/k137/SteveW11/Pacific%20Wolves/Narwhal.jpg
I'll have to do a few Career missions and try out some Spec Op missions
Ducimus
11-22-07, 04:43 AM
Keep your shirt on, im about to post the published version :up:
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