View Full Version : [Rel]Playable destroyer alpha version!
Xantrokoles
03-27-08, 05:56 PM
Here you get it:
http://img530.imageshack.us/img530/9030/sh42008032701520556bd0.jpg
Brand new paint:
http://img389.imageshack.us/img389/6002/sh42008040523041257uu1.jpg
A Sweet Minisub is aboard:
http://img170.imageshack.us/img170/1868/sh42008040523043567pv3.jpg
But theres a plattform empty... What should I add there? maybe an AA? a DG? a torpedobarrel? an aircraft? a house?
http://img371.imageshack.us/img371/1440/sh42008040523044707gk6.jpg
__________________
☼►♪♫↕‼∟♣♥♦♠♀♫♪☺◙♂:¶♫§↨→↔∟◄♀
Playable destroyer Fubuki class-ALPHA-: (only for version 1.5)
Big thanks to:
-Skwasjer with his Silent3ditor
-Sansal with his Pack3d (officially built for sh3)
-Martin Wright with his DXTBMP
-The developers of the Sboat mod for their invisible conning(sorry I forgot them in the readme)
Install with JSGME
For newbies: go to Subsim.com, where u get this Mod and search for a manual
Not compatible with Trigger Maru overhauled for 1.5
To our Fubuki:
-driveable
-Deck guns are shooting(4 AI guns and one playable 105mm)
-Flaks are shooting(without 3d crew and only one is playable)
-4 bowtorpedotubes(it wasn't possible to let the Torps fly out diagonal)
-2 afttorpedotubes(")
-available in campaign( but we need a surfaced ship campaign)
IMPORTANT:
Do not make supply missions or any mission with a rubber boat-> appcrash
Do not run into a taskforce-> unhealthy
for explantory notes spam me in Subsim
greetz
Xantrkoles
D/L:<HERE>or<Here>or<Here>or<Here>or<Here>or<Here>or<Here> (http://www.megaupload.com/de/?d=YDBO10R3)
Please check out Keltos01 Ijn Surfaced Ship Torpedo Mod:
http://files.filefront.com/IJN+surface+fleet+torpedosrar/;9947019;/fileinfo.html
Readme included.
http://www.subsim.com/radioroom/images/icons/icon1.gif IJN torpedoes for IJN surface fleet
Here is a small mod giving you four types of torpedoes for IJN surface ships:
IJN surface fleet torpedoes :
The type 93 model 1
Propulsion: O2/steam Speed: 38/40/48 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97
Mod 2 dated from 1936 and differed in many areas. The oxygen vessel was made of a deep pressing with one integral end instead of a hollow forging. This construction was followed in all subsequent versions. The bracing ribs of the rear buoyancy chamber were further strengthened and cooling water to the slide valves was increased together with modifications to the buffer chamber, lubrication of the cross-head and group valve gearing.
The type 93 model 2
Propulsion: O2/steam Speed 40/42/50 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97
Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below.
The type 93 model 3
Propulsion: O2/steam Speed: 32/48/50 knots Range: 30,0/25,0/15,0 km explosive charge : 1,720 lbs. (780 kg) Type 97
Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below.
Earlier versions of these torpedoes may be distinguished by their round-nosed heads. Later versions had a more pointed head, developed as a result of tests upon Italian 50 knot torpedoes (probably the 53.3 cm W 270/533.4 x 7.2 Veloce). This gave an extra two knots in speed.
The type F3 experimental
Propulsion: Turbine Speed: 60 knots Range: 8,0 km explosive charge : 1,102 lbs. (500 kg) Type 97
Experimental Turbine powered torpedo. Turbine speed was 17,500 rpm geared down to 1,650 rpm at the propellers. It was found to be difficult to keep this torpedo from breaking surface during its runs and development was stopped prior to the start of the Pacific War.
You also have a few smaller torpedoes to play with from my german to IJ mod<br>
download link :<br>
http://hosted.filefront.com/keltos01/
<br>
Keltos01, 04 2008</b>
Raptor1
03-27-08, 05:57 PM
W00H000!!!111ELEVENTWO2211ONE
Fubuki class you say...I must select a personal Fubuki-class Flagship!
EDIT: Just tried it out, I must say it's a lot of fun. but obviously needs a lot of work (like disabling diving, and fixing all the speed values and stuff, and a lot more), I wish I could help you, but i know practically nothing about modding SH4 at the moment...
Sonarman
03-27-08, 06:49 PM
Perhaps you should liase with the guys doing the Schnellboot mod in the SHIII forum they have already solved a lot of issues so they probably can give you lots of pointers.
Mush Martin
03-27-08, 06:51 PM
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
ReallyDedPoet
03-27-08, 06:55 PM
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
Knew you would see this and like it :yep:
@ Xantrokoles: nice work :up:
RDP
Raptor1
03-27-08, 06:57 PM
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
Depth Charges to sink the imaginary AI Fleet Boats?
Xantrokoles
03-27-08, 06:58 PM
W00H000!!!111ELEVENTWO2211ONE
Fubuki class you say...I must select a personal Fubuki-class Flagship!
EDIT: Just tried it out, I must say it's a lot of fun. but obviously needs a lot of work (like disabling diving, and fixing all the speed values and stuff, and a lot more), I wish I could help you, but i know practically nothing about modding SH4 at the moment...
Yes its a Flagship...I just won a battle against 5 destroyers and a light cruiser...:o
may it is to good:shifty: :rotfl:
Perhaps you should liase with the guys doing the Schnellboot mod in the SHIII forum they have already solved a lot of issues so they probably can give you lots of pointers.
I thought about this, but I do won't spend more time in the project
But there are a couple of guys who can do this :D
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
I thought about DC
but there is the problem, thath there are no AI subs developed, which are a submerged enemy...
I also thought about a battleship, but this would be undestroyable without torpedoes;)
Raptor1
03-27-08, 07:01 PM
When I first thought about a surface mod a while ago, I always wanted to be able to command a Cruiser, not too small, but not unsinkable...
The Miyuki shall be my Flagship (Even though she didn't survive until the beginning of WWII)
Xantrokoles
03-27-08, 07:04 PM
When I first thought about a surface mod a while ago, I always wanted to be able to command a Cruiser, not too small, but not unsinkable...
open the NSS_Uboat9b.upc file and edit :
NameDisplayable=Light Cruiser
Then u launch game and u will belive it's a cruiser:lol:
Raptor1
03-27-08, 07:09 PM
I wish it was as simple as that...BTW, It would probably be a good idea for the next release to be in English rather then German, wouldn't it?
I really need to learn how to mod SH4...
Xantrokoles
03-27-08, 07:15 PM
I wish it was as simple as that...BTW, It would probably be a good idea for the next release to be in English rather then German, wouldn't it?
I really need to learn how to mod SH4...
I don't think so...It would probably be a good idea for the next release not to realease it, cause when I want to translate it u would cry about my english!
I am proud on my motherland and I am proud to speak 4 languages(ok only one perfectly(not english u see))
:nope:
Raptor1
03-27-08, 07:19 PM
No, I don't really care wheter it's in German or English, it's up to you...
kakemann
03-27-08, 07:19 PM
Thank god for modders!
:up:
Xantrokoles
03-27-08, 07:31 PM
No, I don't really care wheter it's in German or English, it's up to you...
I won't affect ur aspect about this, but for me it sounds like a approximated insult:-?
Thank god for modders!
:up:
Thanks god for everything on this planet and for this planet:rock:
Noooooo not medic!!!
Raptor1
03-27-08, 07:36 PM
No, I don't really care wheter it's in German or English, it's up to you...
I won't affect ur aspect about this, but for me it sounds like a approximated insult:-?
I didn't mean to insult you at all, you did a great job on this, sorry if you misunderstood my meaning
miner1436
03-27-08, 07:37 PM
Looks awsome, just found one problem, the bridge isnt connected all the way to the ship in the 3D model.
http://img72.imageshack.us/img72/5926/sh4img20080327200509953rn0.jpg (http://www.subsim.com/radioroom/)
And they said the world was flat, pffft. Keep up the great work!:rock:
Xantrokoles
03-27-08, 07:47 PM
I didn't mean to insult you at all, you did a great job on this, sorry if you misunderstood my meaning
Great then everythings cool
Looks awsome, just found one problem, the bridge isnt connected all the way to the ship in the 3D model.
Oh yah thats right....
I began to connect the 3d models with wings3d..but first I didn'T know how to work with this...:)
And now I am too lazy to correct this...
And they said the world was flat, pffft. Keep up the great work!:rock:
I began to cruise arround the world with 38 knt and it is flat!:know:
Mush Martin
03-27-08, 08:25 PM
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
Depth Charges to sink the imaginary AI Fleet Boats?
Nope Destroyer V RDP in MP Fleetboat :rotfl:
:arrgh!:M
ReallyDedPoet
03-27-08, 08:35 PM
Congratulations on the achievement:up::up:
I will d/l it now
are you working on depth charges?
Depth Charges to sink the imaginary AI Fleet Boats?
Nope Destroyer V RDP in MP Fleetboat :rotfl:
:arrgh!:M
It won't be pretty trust me ^^^ :o:oops::rotfl::rotfl:
A neat match up would be this and the S-Boot.
RDP
Xantrokoles
03-28-08, 07:18 AM
whats about an MP surfaced battle?
Sub vs Destroyer
Raptor1
03-28-08, 07:27 AM
The normal MP has a versus mode where the host controls a convoy and it's escorts and the rest of the players operate submarines and try to sink it...
Xantrokoles
03-28-08, 11:00 AM
The normal MP has a versus mode where the host controls a convoy and it's escorts and the rest of the players operate submarines and try to sink it...
I'll know but that's not the same:smug:
miner1436
03-28-08, 05:39 PM
Wow this mod rocks, can you please make a playable Kongo too?
MMarques
03-28-08, 07:05 PM
I've been waiting for a playable Pocket Battleship mod but since noone decided to give it a try, could you please give me some pointers? I'd love to use a surface raider.
miner1436
03-28-08, 08:26 PM
You need to start by connectiong the individual 3D peices in a 3D modeling program like wings3D.
cheese123
03-28-08, 09:04 PM
Wow this mod rocks, can you please make a playable Kongo too?
I 2nd that
Lagger123987
03-28-08, 09:42 PM
Wow this mod rocks, can you please make a playable Kongo too?
How bout a playable Yamato or Iowa?:hmm:
miner1436
03-28-08, 10:34 PM
Yamatos and Iowas? That would be a bit too much, your guaranteed to destroy anything that gets in your way unless its two super battleships, how bout something less powerful like kongos, fuso, and ise battleships, I think Kongo would be the best, its as powerful as a colorado and only 7kts slower than a Fubuki.
Xantrokoles
03-29-08, 07:19 AM
First I wanna made a playable BB....
But I though....who will sink u? Who is ur enemy?...noone!:-?
---> two boring...
When anyone gets the AI-destroyers shooting torpedoes OK!
When u wanna kill everyone u can download this mod and u learn how to fight:up:
It has 4 Deck guns + one modified 105mm....what do u want more??:rotfl:
U need more flaks?:doh:
@Xantrokoles
Simply superb mod!!!! :D
Finally we can play SH4 with ship. :)
I hope the next one would be Yamato or some other battleship ;)
First I wanna made a playable BB....
But I though....who will sink u? Who is ur enemy?...noone!:-?
---> two boring...
not quite ... engage with a single BB against a medium taskforce and would be an interesting fight.
BTW found 1st issue ... the DD sank with 1st hit at one of the propelers :( (it sank in few seconds)
req
- more crew on deck
- smoke
- raise the ship a little bit from the watter... coz small/medium waves go over the deck
Xantrokoles
03-29-08, 07:33 AM
BTW found 1st issue ... the DD sank with 1st hit at one of the propelers :( (it sank in few seconds)
One hit on the propellers???
Have u had flooding in the boat?
first I thought I have to set u the hitpoints, but it was fair...
but this sound lol
BTW found 1st issue ... the DD sank with 1st hit at one of the propelers :( (it sank in few seconds)
One hit on the propellers???
Have u had flooding in the boat?
first I thought I have to set u the hitpoints, but it was fair...
but this sound lol
sequential sank... (similar to sub deep crash) started with a shot at one of the propelers in the next sec all ship stopped responding... long list of things getting destroyed (no enemy shots) in 2nd second ... end :)
had no time even to switch to damage page to see what was wrong
anyway was fun 127kt and 4 convoys sank
Xantrokoles
03-29-08, 07:39 AM
req
- more crew on deck
- smoke
- raise the ship a little bit from the watter... coz small/medium waves go over the deck
Sry not for me...I have to work on my mediterranean campaign...We wanna be ready in some works with a beta:yep:
Xantrokoles
03-29-08, 07:43 AM
sequential sank... (similar to sub deep crash) started with a shot at one of the propelers in the next sec all ship stopped responding... long list of things getting destroyed (no enemy shots) in 2nd second ... end :)
had no time even to switch to damage page to see what was wrong
anyway was fun 127kt and 4 convoys sank
Imagine u were hit on ur magazines and everone was death:D
bad luck tscha
andycaccia
03-29-08, 07:52 AM
What about a playable Carrier capable of launching airplanes?? Recognition planes and fighter/bomber groups??
TheBlobThing
03-29-08, 09:55 AM
What about a playable Carrier capable of launching airplanes?? Recognition planes and fighter/bomber groups??
I think these requests are getting a bit out of hand ;)
sashking
03-29-08, 10:06 AM
What about a playable Carrier capable of launching airplanes?? Recognition planes and fighter/bomber groups??
i would already be happy with a german panzerschiff, i think it will be really tough to realize starting planes from your own ship though it would be really awesome to ship around and have a plane scout the area for you *dream* ;)
thanks for the destroyer its really fun to play with it. now i am tempted to start to make a playable panzerschiff, too bad i absolutely have no clue how to do it :lol:
Xantrokoles
03-29-08, 10:28 AM
What about a playable Carrier capable of launching airplanes?? Recognition planes and fighter/bomber groups??
I think these requests are getting a bit out of hand ;)
ME TOO!:p
MMarques
03-29-08, 02:02 PM
The Pocket Battleship (panzershiffe) would be the perfect ship for a MOD cause it's a ship that had the same job as the U-Boats and its not unsinkable, even if you only meet a few destroyers, you're gonna get in trouble, those 11" guns sound nice but think about the reload time. All you have till they reload again are the 5" guns.
sashking
03-29-08, 02:47 PM
The Pocket Battleship (panzershiffe) would be the perfect ship for a MOD cause it's a ship that had the same job as the U-Boats and its not unsinkable, even if you only meet a few destroyers, you're gonna get in trouble, those 11" guns sound nice but think about the reload time. All you have till they reload again are the 5" guns.
exactly if the guns are balanced right on it it would be a dream combination of having huge firepower without beomming invincible. the panzerschiff is faster than everything that is stronger, except for the battle cruisers hood, kongo-class, renown-class, who offered more firepower without being slower.
Stary Wuj
03-29-08, 05:48 PM
Interesting :-)
Still missing another/better "Destroyer Command" like game, what a pity....:yep:
Best Regards
Stary Wuj
Lagger123987
03-29-08, 05:51 PM
First I wanna made a playable BB....
But I though....who will sink u? Who is ur enemy?...noone!:-?
---> two boring...
When anyone gets the AI-destroyers shooting torpedoes OK!
When u wanna kill everyone u can download this mod and u learn how to fight:up:
It has 4 Deck guns + one modified 105mm....what do u want more??:rotfl:
U need more flaks?:doh:
Never mind what I said, I perfer just to control my favorite Heavy Cruiser either the Takao or the Pocket BB.
Xantrokoles
03-30-08, 02:12 PM
We all wanna drive big ships!
But this is a submarine game and all things are made for 'small' things( roll and pitch, crew management, deck guns, 3d crew, ship AI ...)
It wouldn't be realistic enough I think...and there are many things to do on the 'destroyer-cruiser' or 'sh4-uber-boat':lol:
keltos01
03-31-08, 02:52 PM
you still miss the long lance torpedo...
http://en.wikipedia.org/wiki/Type_93_torpedo
The Type 93 had a maximum range of 40,000 m (21.5 nm) at 38 knots (70 km/h) with a 1,080 lb (490 kg) warhead. By contrast, the standard U.S. destroyer-launched torpedo of World War II, the Mark XV (http://en.wikipedia.org/wiki/Mark_15_torpedo), had a maximum range of 15,000 yards (13,500 m) at 26.5 knots (49.1 km/h), or 6,000 yards (5,500 m) at 45 knots (83 km/h), with a 825 lb (375 kg) warhead. Too large to fit in the standard 21-inch (533 mm) torpedo tubes on submarines, the Type 93 was usually launched from 24-inch (610 mm) tubes mounted on the decks of surface ships (http://en.wikipedia.org/wiki/Surface_ship).
Xantrokoles
04-03-08, 09:25 AM
you still miss the long lance torpedo...
http://en.wikipedia.org/wiki/Type_93_torpedo
The Type 93 had a maximum range of 40,000 m (21.5 nm) at 38 knots (70 km/h) with a 1,080 lb (490 kg) warhead. By contrast, the standard U.S. destroyer-launched torpedo of World War II, the Mark XV (http://en.wikipedia.org/wiki/Mark_15_torpedo), had a maximum range of 15,000 yards (13,500 m) at 26.5 knots (49.1 km/h), or 6,000 yards (5,500 m) at 45 knots (83 km/h), with a 825 lb (375 kg) warhead. Too large to fit in the standard 21-inch (533 mm) torpedo tubes on submarines, the Type 93 was usually launched from 24-inch (610 mm) tubes mounted on the decks of surface ships (http://en.wikipedia.org/wiki/Surface_ship).
Mhmmm
Damn now this destroyer is unrealistic...
Guys what should we do?
Thanks for the information
May u can correct it:up:
Will-Rommel
04-03-08, 11:44 AM
Pls keep the work on this MOD!
It's really nice, i love it, but there's still some issues that need solving!
Prior to The ''supply missions'' crash and the destroyer position on the waves should be a little higher to dimunish the wave washing the deck.
:up:
gimpy117
04-03-08, 12:54 PM
The Pocket Battleship (panzershiffe) would be the perfect ship for a MOD cause it's a ship that had the same job as the U-Boats and its not unsinkable, even if you only meet a few destroyers, you're gonna get in trouble, those 11" guns sound nice but think about the reload time. All you have till they reload again are the 5" guns.
exactly if the guns are balanced right on it it would be a dream combination of having huge firepower without beomming invincible. the panzerschiff is faster than everything that is stronger, except for the battle cruisers hood, kongo-class, renown-class, who offered more firepower without being slower.
well, why don't we mod it so eventually they send a carrier battlegroup after you!
that would make it interesting...
Xantrokoles
04-03-08, 02:02 PM
Why don't u take the 3d model of a pocket bb and import it into my dat file with the destroyer?:smug:
miner1436
04-03-08, 03:01 PM
Why don't u take the 3d model of a pocket bb and import it into my dat file with the destroyer?:smug:
I did that with Ise, it was a bit high out of the water though.
lancerr
04-03-08, 04:22 PM
I'd be open to experimenting with this as well. I've been dreaming of getting a surface ship mod onto the SH4 engine and this seems to be the furthest anyone has gotten.
Xantrokoles, care to give us wannabe modders a quick run-down on what you did to get this mod working? We can pick it up from there. I have some 3d modelling skills and I would love to get a pocket battleship in the game.
thasaint
04-03-08, 10:35 PM
also the commerce raider should work as well right? another solo ship :)
keltos01
04-04-08, 04:34 AM
Here is a small mod giving you four types of torpedoes for IJN surface ships:
IJN surface fleet torpedoes :
The type 93 model 1
Propulsion: O2/steam Speed: 38/40/48 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97
Mod 2 dated from 1936 and differed in many areas. The oxygen vessel was made of a deep pressing with one integral end instead of a hollow forging. This construction was followed in all subsequent versions. The bracing ribs of the rear buoyancy chamber were further strengthened and cooling water to the slide valves was increased together with modifications to the buffer chamber, lubrication of the cross-head and group valve gearing.
The type 93 model 2
Propulsion: O2/steam Speed 40/42/50 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97
Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below.
The type 93 model 3
Propulsion: O2/steam Speed: 32/48/50 knots Range: 30,0/25,0/15,0 km explosive charge : 1,720 lbs. (780 kg) Type 97
Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below.
Earlier versions of these torpedoes may be distinguished by their round-nosed heads. Later versions had a more pointed head, developed as a result of tests upon Italian 50 knot torpedoes (probably the 53.3 cm W 270/533.4 x 7.2 Veloce). This gave an extra two knots in speed.
The type F3 experimental
Propulsion: Turbine Speed: 60 knots Range: 8,0 km explosive charge : 1,102 lbs. (500 kg) Type 97
Experimental Turbine powered torpedo. Turbine speed was 17,500 rpm geared down to 1,650 rpm at the propellers. It was found to be difficult to keep this torpedo from breaking surface during its runs and development was stopped prior to the start of the Pacific War.
You also have a few smaller torpedoes to play with from my german to IJ mod<br>
download link :<br>
http://hosted.filefront.com/keltos01/
<br>
Keltos01, 04 2008</b>
Xantrokoles
04-04-08, 05:24 AM
Good job Keltos!
Friedmann
04-04-08, 08:50 AM
also the commerce raider should work as well right? another solo ship :)
Would work perfectly the campaign would not have to be changed at all and they carried spotter aircraft so the asset management could be included.
Much more realistic than UBoats in the Pacific.
Would be very interesting to play.
Sonarman
04-04-08, 09:02 AM
Yes, I like the idea of a commerce Raider, then you don't have to worry about depth charges and gun directors or controlling other ships as you would with destroyer and up. A good issue to introduce would be lack of fuel which plaged many raiders, it would be good if the modders could somehow make enemy tankers/colliers act as depot ships which could be raided for fuel once stopped. The main problem would be the lack of an ability to "camouflage" the ship against enemy fleets and occasionally pass unnoticed.
The only other game on convoy raiders I think was "German Raider Atlantis", an ancient DOS game from the very early days, I think from Simulations Canada.
M. Sarsfield
04-04-08, 09:41 AM
I wonder if there would be a way to change the game (without changing the code) that determines if you get fired upon based on the flag that you are flying? Even then you could throw in a probability factor that a wise enemy captain would recognize the type of cargo ship as a German model and open fire.
Xantrokoles
04-04-08, 10:12 AM
Hehe...
maybe we can get Sh3 and Battlestations Midway into this...
Then u can control Subs, Surfaced Ships and Aircraft
-'Yes Sir, new depth 1546 metres'
-'Crashdive'
-'Man the Deck gun'
-'Sound contact'
That would be cool, but impossible :D
MMarques
04-04-08, 04:23 PM
If its possible to get a playable destroyer than its possible to get a playable Panzershiffe.
thasaint
04-04-08, 08:45 PM
yeah i love the idea of a playable commerce raider campaign, maybe if you do well enough you can be promoted into a pocket battleship (for gameplay sake of course, not realistic)
tbh i loved DC, and i'm dying for a good surface ship to sail in combat hehe
Xantrokoles
04-05-08, 02:29 AM
Always big crusier...
Who would be happy with the SBoat for Sh4?
Or I guess I can make an Elco...
First I wanna make a Hovercraft...Guess the steering works similar at 60knt
But I didn't found a 3d model for free...:-?
linerkiller
04-05-08, 06:28 AM
Always big crusier...
Who would be happy with the SBoat for Sh4?
Or I guess I can make an Elco...
First I wanna make a Hovercraft...Guess the steering works similar at 60knt
But I didn't found a 3d model for free...:-?Mikhail said me that in future, when we will have an Atlantic campaign, he would port his S-Boot mod into SH4:yep: . Maybe, with a good teamwork:hmm: ...we will see marvels!:up:
MMarques
04-05-08, 08:43 AM
Cant wait anymore to use a Panzerschiffe on SH4, that Raider Campaign would be a nice idea.
Xantrokoles
04-05-08, 11:36 AM
Guess there is until now noone out there who builds a Panzerschiff.
Need help:
I am reworking the boat and...
-I need tecnical information and everything about the Fubuki class or similar destroyers|post everything interesting:up:
And second I wanna know:
-I set the max Speed to 38, why did it go over 40 sometimes?...wind?:hmm:
-How is it about low-res-crew which runs arround on deck live on astatic or dynamic ship?...can u make this as an eqipment?
And another question:
Subinterior or no Interior?
Will-Rommel
04-05-08, 12:24 PM
You should really consider a pocket battleship mod with the Deutchland model Xantrokoles.
It would allow us to maybe tackle small task forces, because the fubuki can't take much punishment right now. We would still find a threat in bigger BB and large task force, but there would be more freedom in the actions available.
Panzershiffe isn't unsinkable, but yet it can be a challenge for many opponents.
P.S Sub interior : Yes
Xantrokoles
04-05-08, 12:42 PM
Guys, I know u want the Deutschland playable, and I haven't siad I won't do it!
-But later:)
@Linekiller:
Thx for the Information!
When Mikhail imports his Sboat, and I have not to do this, I can do das Panzerschiff...
And the Atlantic-campaign's current stand isn't bad.
All ships are imported, and the years 39 and 40 are ready:lol:
My Fubuki is from now on not more a Fubuki class, because I deleted the torpedobarrels in the middle and I added single tubes bow and stern.
-Yeyyy...now I got 3 stages for some Vierlingflaks:smug: -
I also edged the static-brigde in a better positon(u know there was a glitch)
Now I set the standart depth to 3.3m
Sub interior:1 No interior: 1
Has anyone got a better name for it than Fubuki-class?
Xantrokoles
04-05-08, 12:47 PM
I guess that Xantro does a playable DD because he likes it :)
If you deadly want a pocket battleship, pick the last version of S3D, download Xantro's first version of the playable DD, make a copy of the NCA_Deutschland and start mixing them together :)
Now, I'd say "no interior at all", and for the wandering crew on the deck, it might work by simply copying the "cfg#PXX" nodes and add them in the .eqp, that would look cool :hmm:
Hello Chief,
Ur right:lol: ... but I have nothing said against a Pocket Battleship
I tested the thing with the eqp file, and it doesn't work, because I guess it is only for the not-played-playable-subs and u need upc files for this, or I did somethign wrong..
Xantrokoles
04-05-08, 01:11 PM
Oh yah the guns:rotfl:
I am happy they are working
I forgot to do this
thx neighbour:up:
Xantrokoles
04-05-08, 04:08 PM
OK->
Brand new paint:
http://img389.imageshack.us/img389/6002/sh42008040523041257uu1.jpg
A Sweet Minisub is aboard:
http://img170.imageshack.us/img170/1868/sh42008040523043567pv3.jpg
But theres a plattform empty... What should I add there? maybe an AA? a DG? a torpedobarrel? an aircraft? a house?
http://img371.imageshack.us/img371/1440/sh42008040523044707gk6.jpg
The_Pharoah
04-05-08, 05:29 PM
hey guys
big newbie here. I"ve downloaded the DD mod and installed via JGSME - how do I use it ingame?
Thanks
Xantrokoles
04-05-08, 05:45 PM
Single missions, german side, and then u can choose it in a single mission, like a test mission or so
required: v1.5, but I am guessing u know that;)
EDIT:
Now I see I forgot some Missions..oO
In the next release there will be two textures and single missions Xtra
MMarques
04-05-08, 05:48 PM
That's the place where the fubuki had the one of her three tripple torpedo launchers, guess that's what you should put there eh? :)
As for the Pocket Battleship, if you realy dont wanna have to do it at least give us some pointers on how to do it. I'd realy love to have that thing operational soon :P
miner1436
04-05-08, 07:36 PM
Put the tripple torp launcher there, and also whats up with that turret where the torp launcher should go?
Xantrokoles
04-06-08, 03:04 AM
My problem is, that I can't let the topedoes jump out diagonal to the course.
So eh...I put there some thngs which fits
I know lots of people don't like things which are not relistic, but I made a new ship.
like Mush Martin's Uberboat or so...
But let's make a deal:
When I get help with making DC and opotional with the torpedo starting direction,
U get a most realistic Fubuki class, and when the DC' are working I can convert it as an US boat for MP games...
Xantrokoles
04-06-08, 03:54 AM
Right...I hat that, but I think this is better than no torpedoes...
And I am sure we can't fix that (u would have the same problem with the sboat...)
DAMN IT
But I got an advance!:
Ijn sailors run arround on my Deck:rock:
But after a hit near them they are death, so in carrer u got them may thre days or so:huh:
But I like them:yep:
I found no command to 'let the DC's roll', so I don't think it is possible to make BUUUUMM!:cry:
Xantrokoles
04-06-08, 04:44 AM
For your DC, you could probably link a custom DC rack to a bold launcher :) It worked for my smoke generator in SH3, the DC rack would need more thinking but I think it should work :hmm:
Great idea!
I didn't thought about the BOLD:up:
Gratulations to ur 1000th post:)
News:
Resupply Missions are working!
MMarques
04-06-08, 06:36 AM
Congrats on your 200 posts :)
Any news on the Panzershiffe?
Xantrokoles
04-06-08, 07:41 AM
Thanks
Yep there are information:
http://www.subsim.com/radioroom/showthread.php?t=134600
gimpy117
04-06-08, 07:22 PM
rats it's for 1.5
any deals for 1.5 anywhere $20.00 sounds steep considering i bought sh4 for $20.00
Will-Rommel
04-07-08, 08:41 AM
Gimpy, look at the SH4 Addon forum on SubSim. There is a post from Neal i think that shares a link where you can download UBM for around 10 bucks.
It's stickied.
Will-Rommel
04-07-08, 12:42 PM
Xantrokoles,
Could you update the download link with the version containing the newly painted destroyer and the resupply missions fix?
It's still the old version that i get when downloading.
Thanks!
Xantrokoles
04-07-08, 01:26 PM
I will geive it for download when the panzerschiff is ready and it is include in there, because I may get some things done, and I will make them compatible:up:
...we got time right..
M. Sarsfield
04-07-08, 01:42 PM
For your DC, you could probably link a custom DC rack to a bold launcher :) It worked for my smoke generator in SH3, the DC rack would need more thinking but I think it should work :hmm:
Maybe we could use the dropped torpedoes to our advantage. Add two invisible torpedo nodes to the stern of the DD. When you fire a "DC", the torpedo drops into the water and just sinks, rather than motoring off into the sunset. The torpedo depth gauge could set the DC depth timer - would need to be modified. Now, if only there was a way to have magnetic detonation go off at the set torpedo depth.... :hmm:
As for graphics, substitute oil drums for the torpedoes.
Xantrokoles
04-07-08, 02:46 PM
For your DC, you could probably link a custom DC rack to a bold launcher :) It worked for my smoke generator in SH3, the DC rack would need more thinking but I think it should work :hmm:
Maybe we could use the dropped torpedoes to our advantage. Add two invisible torpedo nodes to the stern of the DD. When you fire a "DC", the torpedo drops into the water and just sinks, rather than motoring off into the sunset. The torpedo depth gauge could set the DC depth timer - would need to be modified. Now, if only there was a way to have magnetic detonation go off at the set torpedo depth.... :hmm:
As for graphics, substitute oil drums for the torpedoes.
Sounds like another good idea... co
Xantrokoles
04-07-08, 02:48 PM
For your DC, you could probably link a custom DC rack to a bold launcher :) It worked for my smoke generator in SH3, the DC rack would need more thinking but I think it should work :hmm:
Maybe we could use the dropped torpedoes to our advantage. Add two invisible torpedo nodes to the stern of the DD. When you fire a "DC", the torpedo drops into the water and just sinks, rather than motoring off into the sunset. The torpedo depth gauge could set the DC depth timer - would need to be modified. Now, if only there was a way to have magnetic detonation go off at the set torpedo depth.... :hmm:
As for graphics, substitute oil drums for the torpedoes.
Sounds like another good idea... cause I didn't get it with the deploy launcher...
And I am now on my Pocket BB project...
But ur for sure allowed to do some test's:D
And then u release it and everyone can play mp DD VS. sub
M. Sarsfield
04-07-08, 02:51 PM
I could mess with the files, if you give me a hint as to which ones to look at. I've never done much modding except for basic changes to configuration file values and I've never messed with S3D before (or whatever it's called).
keltos01
04-10-08, 03:40 AM
could use the bold launcher to launch mines or depth charges?
in weapons, in UPCDataGE\UPCUnitsData\weapons.upc
here's the american counterpart:
[Weapon 9]
ID= DecoyLaunchTube
NameDisplayable= Decoy Launcher
FunctionalType= WpDecoy ->WpTorpedoTube
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= USDecoyLaunchers
AmmoTypesAccepted= BubbleGenerator, SignalFlare, FakeScopeHead, Mk10Torpedo
AmmoTypeLoaded= NULL
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.