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View Full Version : [WIP] Playable Jyunsen B Submarine New Mod


keltos01
03-29-08, 07:58 PM
The B1 Type submarine (also known as the I-15 series) were the most numerous submarine class of the Imperial Japanese Navy (http://en.wikipedia.org/wiki/Imperial_Japanese_Navy) during World War II (http://en.wikipedia.org/wiki/World_War_II). In total 20 were made, starting with I-15 (http://en.wikipedia.org/w/index.php?title=Japanese_submarine&action=edit&redlink=1), which gave the series their alternative name.
These submarines were fast, had a very long range, and carried a single seaplane, located in a hangar in front of the conning tower, and launched by a catapult. Late in the war, some of the submarines had their aircraft hangar removed, to replace it with a 14 cm gun. In 1944, I-36 and I-37 were modified so that they could carry four Kaiten (http://en.wikipedia.org/wiki/Kaiten) kamikaze (http://en.wikipedia.org/wiki/Kamikaze) manned torpedoes, with I-36 later being further modified to carry six.


cheers to all

was in fact a rod antenna sticking out ! (node 130 and the loop antenna node 123, set them to an altitude of -0,05 and -0,1.)

looks okay now,:D

http://aycu16.webshots.com/image/50335/2001616987285815621_rs.jpg (http://allyoucanupload.webshots.com/v/2001616987285815621)
</br></br>
http://aycu39.webshots.com/image/50798/2001656901548616796_rs.jpg (http://allyoucanupload.webshots.com/v/2001656901548616796)
</br></br>
http://aycu23.webshots.com/image/48382/2001606038616902383_rs.jpg (http://allyoucanupload.webshots.com/v/2001606038616902383)

It includes the IJN torpedo mod beta 2.1

http://aycu24.webshots.com/image/49183/2000473006116591800_rs.jpg (http://allyoucanupload.webshots.com/v/2000473006116591800)
</br>

I changed the file name to : Jyunsen B beta 3 as it has now reached a truly playable stage :p. Thanks to all who helped so far, especially to Xantrokeles, and Nautilus42 who designed the original conning.

To do :

get a crew on deck.
change the guns to japanese ones
get two more tubes upfront and lose the two at the rear.
change to a more realistic number of torpedoes (19)
do a better texture, especially the conning tower
change the names of the crew to japanese names (ongoing)
change the dials to japanese (when I'll get pictures of them.. funny how the navy tore apart those subs in 45 and so few pictures of the inside are available..)
change the faces of the deckcrew to japanese ones
match the radar spec to japanese ones (they had a rotating radar similar to the american I heard)
get the sub to launch its airplane from the map as if it was an airbase

WAIT fo Skwasjer to implement the 3d import option in S3D, then we'll get a real Jyunsen B 3D model, and will be able to model all classes of Jap subs :D

that's it so far,
Enjoy this version !
to download :
http://hosted.filefront.com/keltos01/

Keltos 01

keltos01
03-31-08, 02:47 PM
I was following a fat convoy on sonar, took a peak, then surfaced , no game !
http://aycu32.webshots.com/image/47511/2000978980337208774_rs.jpg (http://allyoucanupload.webshots.com/v/2000978980337208774)

http://aycu31.webshots.com/image/50830/2001104337213371766_rs.jpg (http://allyoucanupload.webshots.com/v/2001104337213371766)

Does anyone know how to change the german guns and put jap ones instead ? I tried changing the NSS_Uboat9d2.eqp :
put a 5.5 inch jap deck gun and one single 25 mm aa and one triple 25 mm aa

to no avail.. help !

Xantrokoles
04-01-08, 06:24 AM
Can u import chunks with S3d?
Then u can get a crew on deck.

More reserve torpedoe are no problem, and deleting the stern tubes too
But adding or turning tubes for 180°...uuuuwawuiiwa

Editing the crew.....think its not working without sdk

Importing a new 3d model...
test Pack3d, find it on subsimthread
with tis tool it is possible to import 3d models, but the textures are very difficult...

good advance
Xantro

keltos01
04-01-08, 09:11 AM
:damn: I edited the cfg file to give the sub jap guns, and still german ones show up ! help !

GerritJ9
04-01-08, 10:31 AM
Is that a "Hatsuharu" class destroyer in one of the pics???????????

keltos01
04-01-08, 05:14 PM
all that I did, but I don't know where he found the .sim files for those guns..
waiting for a 3d import and the guns I downloaded Kapitan zur zee's skin and here's what it looks like on a "jap" sub :
http://aycu03.webshots.com/image/50322/2006258528611556536_rs.jpg (http://allyoucanupload.webshots.com/v/2006258528611556536)

miner1436
04-01-08, 10:33 PM
Thats really cool, I just have one request, can you make the conning tower look more Japanese? I have a 3D model similar to this of a B class sub.
http://all3models.brinkster.net/th/1/2/2785.png

keltos01
04-02-08, 03:23 AM
http://www.picturehosting.com/images/keltos01/filmj1bcopie.jpg

taken from a film posted by zaza, propaganda film circa 1942 of the readying of a sub in a harbor in japan

the base of the tower is wider than that of the 3d model, fixable ? I'd already be more than happy if we could get your model into the game as it is, make no mistake there !

keltos01
04-02-08, 04:34 AM
will do if and when miner 1436 sends me the 3d model:D
All I care about is to implement a real jap sub ingame, then all of them classes ! :o
I still need to figure out how to add a new sub and not modify an existing one.

keltos01
04-02-08, 05:33 AM
what do you means i've cloned the ids? please explain it to me..

keltos01
04-02-08, 07:03 AM
started from the ix2, does the 18 have six fore torp tubes and none aft ????? (never played it) cause then it's closer to the Jyunsen B type... maybe I should change that in a beta 4...

keltos01
04-02-08, 08:23 AM
will look into it tonight then, four tubes front and two aft is the J1 , eight front is the sen toku... still need to find out how to fit two more tubes, and two more launch buttons.
could you post a pic of the hull of the 18 please ?

keltos01
04-02-08, 09:59 AM
looked into the files of Projekt 627a (November) which is supposed to have eight front firing torpedo tubes, but our russian friends modelled it with 4 aft and 6 front (Tambor)... what a shame..

keltos01
04-02-08, 01:57 PM
http://aycu03.webshots.com/image/51082/2003277442827017298_rs.jpg (http://allyoucanupload.webshots.com/v/2003277442827017298)

new intro image, copied that pic of a painting of a jap sub skipper and his Jyunsen B,

I now use the body of a type XVIII sub as it has six tubes forward and none aft like the Jyunsen B, I'm still tweaking it, but don't know what the hell's happening with the texture of the body of my sub :hmm:

http://aycu25.webshots.com/image/51184/2003236154422332260_rs.jpg (http://allyoucanupload.webshots.com/v/2003236154422332260)

here's a pic of the loadout screen

http://aycu33.webshots.com/image/48112/2004179157663936070_rs.jpg (http://allyoucanupload.webshots.com/v/2004179157663936070)

apart from that it seems ok

The Jyunsen B1 (out of IXD2) is still there, the J1 although listed isn't.

about the texture : it looks as though it needs the tower to function... though I saw the openigs of the tower on the other side of the hull.. anyone ??
k

keltos01
04-03-08, 09:46 AM
I received a 3d model of a Jyunsen B from miner 1346 but took only the conning tower for now.
I modified it according to pictures and the IJN submarine movie link sent by ZAZA, and here's the result, aaded round bottom part and ladder bits, removed scopes, cable, handrail. still need implementing in game though.. SKWASJER !!!!!!!!!


http://www.imagehosting.com/out.php/i1671306_JBfacecopie.jpg (http://www.imagehosting.com)

http://www.imagehosting.com/out.php/i1671311_sidecopie.jpg (http://www.imagehosting.com)

http://www.imagehosting.com/out.php/i1671319_towerportbackupcopie.jpg (http://www.imagehosting.com)

http://www.imagehosting.com/out.php/i1671322_towerscopie.jpg (http://www.imagehosting.com)

keltos01
04-04-08, 09:01 AM
I'd like to import it now that it's ready or almost, but didn't know how to do it using pack3d, can you tell me what needs to be done ?
I resized it according to the IX tower size, removed the fake aa gun.
btw it looks like an episcope like on tanks on top of the conning tower : uzo??
can you help ?
.obj file available here : http://hosted.filefront.com/keltos01

k

http://www.imagehosting.com/out.php/i1673307_jbconningtowerfrontstarboardcopie.jpg (http://www.imagehosting.com)

keltos01
04-04-08, 11:41 AM
could you post a sh3 turmxx.dat for me then ? or can I use for instance the one from the VIIC that was posted for sh4 a while back?

skwasjer
04-04-08, 01:06 PM
I don't know if it's possible with S3D, I know that you can remap all the IDs in a file but it doesn't remap the related files accordingly so you lose all the connections, but maybe I missed something :hmm:

You can use the same 'base value' and remap the related files. That way, parent/child relationships are kept intact. In the remap dialog, press the help button for a detailed explanation...

keltos01
04-04-08, 01:29 PM
i opened it using autocad 2004 and a obj import mod, then export mod,maybe that's why. I'm not familiar with 3dmax and don't have it (yet). should it have been just one object ? can "dmax fuse all triangles into one object ?

keltos01
04-04-08, 05:50 PM
will try it again, btw there seems to be way less triangles (they're bigger) in your screenshot than when I worked on it in autocad, less resolution

uploaded the file I received if you wanna look at the original. the scale of the sub is bigger than that of sh4 by a lot :
http://hosted.filefront.com/keltos01/

keltos01
04-05-08, 03:47 AM
can you upload/send me the tower you made then ? I'll have a go at it as well. In autocad removing the gun was a b... don't know abour 3dmax though. I'll have it up and running soon. btw to me a 3d model is a 3d model, once you have the same coordinates that is. I pasted my tower on the front middle point of a ix tower, then deleted that tower, so as to be sure to have the same coordinates. Maybe that's your problem ?
k

keltos01
04-06-08, 11:56 AM
for a playable sub could you remove the crane and aircraft from the hull, those would be fine for an ai sub , like it was caught on the surface launching a plane, but not for a playable sub.

will dwnlod later tonight
k

miner1436
04-06-08, 01:07 PM
I cant import it, it says

java.lang.ArrayIndexOutOfBoundsException: 1

Whenever I try to import it using Pack3D v2

keltos01
04-06-08, 01:54 PM
javalang negative array size exeption it says when I try with 4pack 3d but opens fine with s3d

btw instead of adding 2 fore tubes to a IXD2 hull inside, I think I'll switch to a type 18 inside on the next version, 6 front tubes already

keltos01
04-08-08, 03:53 AM
http://www.imagehosting.com/out.php/i1681238_3dsimport.jpg (http://www.imagehosting.com)

mikhayl, shouldn't we import using the single option and not multiple ? then you wouldn't have 7000 triangles now would you ? does this help?

keltos01
04-08-08, 05:03 AM
Hi !
could you explain to me what you mean by :
Let's say you export your new .obj as "IJNturm.obj", so rename the .tl as "IJNturm.obj". If you export the .obj with "A filename" and then rename it with "B filename", even if the .mtl is also "B filename" it will not import.

I read it a couple times and I don't get it... I'm trying to replace the tower TurmJP_1_hd from my beta 3 mod with the one you cut off from the model..
I'm having a real hard time !:damn:

keltos01
04-08-08, 07:33 AM
I imported the model in 3dmax, no problems at all, imported the P01 coning tower (bathtub, similar) over it, pasted in the middle of the jap tower which has a longer tub, plus the nose, again no problems.

why can't we paste it into my jap tower, which is based on nautilus42 ai jap sub tower then ? I know, if we could import 3d models with s3d it would be easy.

then a quite large question : how do you give it the textures ?

keltos01
04-08-08, 08:52 AM
I Try :damn:
you said :you have to import your tower model in a SH3 .dat using Pack3D:down: , and then using S3D you can transfer the model in your SH4 .dat as a "raw chunk" to replace the current model.

Could you get the tower in any sh3 dat? pleaaase? and post it for me ? I thought I did smthing wrong , so I tried with the P01 tower and it imported into the VIIC tower dat file, but not the jap one, no sir, not the jap one...:shifty:

I posted here :
http://hosted.filefront.com/keltos01/
a rar containing the obj files you sent me plus my modified conning tower (large base) imported with the option "single" instead of multiple in 3dmax, then you don't get 7500+ triangles, and saved as one.

keltos01
04-14-08, 10:53 AM
Here's the latest version of my mod, one torpedo has been replaced by the Kaiten human torpedo, although it still look like a normal torpedo in game it has a long range of 22+ k at 30kts and pack a 3400 lbs warhead ! it is based on a homing torpedo, so it should find its target on its own.

http://img380.imageshack.us/img380/1805/kaiteninboatcopyfx0.jpg (http://imageshack.us)
http://img501.imageshack.us/img501/1189/kaitencopyqc4.jpg (http://imageshack.us)


http://files.filefront.com/IJN+Jyunsen+B+beta+31rar/;10008184;/fileinfo.html

M. Sarsfield
04-14-08, 12:50 PM
it is based on a homing torpedo, so it should find its target on its own.


Did you improve the accuracy of the kaiten? I would think that they faired better than the elementary acoustic torpedoes of the day.

keltos01
04-14-08, 01:13 PM
nope, don't yet know where to start, I tried to paste in the body of the midget sub as well but that crashed my game... so it's got the rest of the specs : firepower/speed/range/name

haegemon
04-14-08, 06:06 PM
I celebrate your work introducing Jap subs for two reasons:

First because was Japan which used, or missused, its large submarine fleets mostly in cooperation with surface warship groups against warships. One of the features of the U-boat addon.

And second because it lets us to crate a new campaing from the Jap side. And this time use the combined naval group in the Pacific with some historical realism.

:up:

You forgot:

To do :

get a crew on deck. With Japanese uniforms. ;)

keltos01
04-15-08, 01:26 AM
will do.
in a few weeks we'll get to import obj files using S3D, I'll then modify this sub to BE a jap sub, we'll make a short range one out of the type II of Mykhail, and hopefully a workable midget sub.
k

keltos01
04-20-08, 03:52 PM
http://img132.imageshack.us/img132/6041/newjyunsenbhullntowerar5.jpg (http://imageshack.us/)

keltos01
04-22-08, 07:15 AM
hi !
here is is finally : the Jyunsen B coning tower textured:
now I need your help to have a .obj file I can use to replace the 3d in my coning tower :D , the textures are in the file. The tower is at the right coordinates to fit on the Jyunsen B hull, it might look a bit too forward on a 9dx2 hull like in my beta 3 mod.

http://img149.imageshack.us/img149/6866/jyunsenbtowercopieeu6.jpg (http://imageshack.us/)

keltos01
04-23-08, 08:53 AM
I edited the 3d model of the Jyunsen B, pasted the tubes and innards of the type XVIII boat, cut an opening for all tubes, textured it and voilą ! to give an idea it's almost the same size as a Gato class sub.
it doesn't look too bad, actually more like a WWI sub but anyways..

Now I need to find out how exactly to transfer it correctly to a .obj file with all the textures attached.

at an angle :

http://img186.imageshack.us/img186/4467/jyunsenb33wholerustbuckpf3.jpg


side :

http://img294.imageshack.us/img294/3162/jyunsenb33hull226sidehn9.jpg (http://imageshack.us)

bow :

http://img501.imageshack.us/img501/3029/jyunsenb33hull226bowfo2.jpg

stern :

http://img169.imageshack.us/img169/671/jyunsenb33hull226sternmn7.jpg

M. Sarsfield
04-23-08, 08:58 AM
I likek the attention and detail that you put into the masts and antennas. Very nice! :yep:

keltos01
04-23-08, 09:04 AM
The base 3d mesh isn't by me unfortunately, it's from the Unknown Mesher ...

keltos01
04-23-08, 03:45 PM
http://img112.imageshack.us/img112/465/towerdu8.jpg (http://imageshack.us)


oops.....

keltos01
04-23-08, 04:54 PM
getting there !
http://img172.imageshack.us/img172/6055/towe2kn2.jpg (http://imageshack.us)

keltos01
04-23-08, 04:57 PM
http://img247.imageshack.us/img247/8430/tower3dq2.jpg (http://imageshack.us)

miner1436
04-23-08, 05:15 PM
Lookin good.

keltos01
04-24-08, 03:26 AM
I can't get the hull 3d to replace the one of the typ 18:damn: , but the tower come out fine, WHY ????

keltos01
04-24-08, 04:50 PM
New Jyunsen B available for download. New conning tower :D
includes IJN torpedo mod with Kaiten torpedo and a new intro picture.
I'm still working on the Hull.. so this is still a typ IXD2 hull for the time being.

http://img46.imageshack.us/img46/4389/fullspeedaheadyx7.jpg (http://imageshack.us)


http://img126.imageshack.us/img126/5515/jyunsenbconingtower2jr7.jpg (http://imageshack.us)

http://img154.imageshack.us/img154/5436/jyunsenbnewtowerbo3.jpg (http://imageshack.us)


enjoy !

Friedmann
04-25-08, 03:24 AM
Thanks for all the hard work :up:

keltos01
04-25-08, 05:04 AM
I still need to build a real texture map for the sub so that it ressembles the one you see in my signature.. which is what the 3ds model now looks like btw.

When I can get the hull in place instead of the typ 9 hull, I'll be a happy man ! any help is welcome, I posted the 3ds files with my textures on filefront.

When the sub is complete, even with a IXD2 interior, I'll move on to make it stand alone, then I'll work on the same sub with a typ 18 interior (actually typ 21).

It is hard work, but it's also fun to do and rewarding when it works !
k

keltos01
04-25-08, 04:56 PM
but still having problems with uv maps... Xantro : how did you do it with the Sen Toku ??


http://img176.imageshack.us/img176/2830/jyunsenbingamemj2.jpg (http://imageshack.us/)

http://img140.imageshack.us/img140/1610/jyunsenbingame2gl5.jpg (http://imageshack.us/)
[url=http://g.imageshack.us/g.php?h=140&i=jyunsenbingame2gl5.jpg][IMG]http://i

Still missing torp doors, but it shoots :D
have to move the planes, rudder, screws, but still it plows on,

thanks to Skwasjer again, I imported the .obj from 3ds:up:
Xantro please I need help with the hull, I want it to look like in my signature...

miner1436
04-25-08, 05:14 PM
Looks awsome, are you going to make identification numbers on the conning tower?

keltos01
04-25-08, 05:20 PM
I thought about the I 10 which actually made a trip to occupied europe if you saw the movie link I posted earlier.

keltos01
04-26-08, 06:57 AM
I'm not sure I will keep the antenna at the back because it sticks out when at periscope depth, anyone knows if they were retractable ? or attached to the deck while underwater so as not to stick out,
or bearing a flag saying "I'm here sinke me" ?:rotfl:

I still have to move the deckgun in place though, I'd like to find a 140 mm gun like the one they had, anyone know where to look ?

http://img160.imageshack.us/img160/2381/torpjbxs9.jpg (http://imageshack.us)

GerritJ9
04-26-08, 01:43 PM
The "Sendai" class cruisers had a main armament of 5.5" guns so it might be possible to adapt the 5.5" gun fitted to those ships (removing the gunshield etc)?

keltos01
04-26-08, 06:17 PM
I'll keep that in mind but I need to fix the texture first, then the torpedo doors, then we'll ne set for a whole range of japanese submarines, and of course a dedicated jap campaign should follow suit :D

nikimcbee
04-26-08, 11:28 PM
Do you need the expansion pack for this mod?

The Hornet
04-26-08, 11:33 PM
Is there an ETA for this?

GerritJ9
04-27-08, 03:08 AM
Not to mention that we'd also need a Japanese speechpack..........

keltos01
04-27-08, 03:12 AM
I can ask Zaza who provided the blueprints for the Jyunsen B. no eta yet..

keltos01
04-28-08, 02:25 PM
There. I used wings3d and was able to make a texture map for the tower of the Jyunsen B sub, I corrected its position using 3ds and then loaded it up with the beautiful S3D :D, so here is the last version of this mod using the hull of the IXD2.

I'll only reuse that hull, changing the tower, to build a Kaidai type later on. ENJOY !

the boat sailing :
http://img398.imageshack.us/img398/175/jyunsenbi10typixhullpo2.jpg (http://imageshack.us)


The tower :
http://img147.imageshack.us/img147/1203/jyunsenbi10typixhul2lnk2.jpg (http://imageshack.us)

from above :

http://img234.imageshack.us/img234/3138/jyunsenbi10typixhultowepr4.jpg (http://imageshack.us)


download on filefront :

IJN_Jyunsen_B_beta_5.01_nr.rar

miner1436
04-28-08, 02:58 PM
Thats so cool:rock: :rock: hows the B class hull comming along?

keltos01
04-28-08, 04:21 PM
I had a little trouble making the map with wings3d (do you know any better program ?) but seem to have finally made one, which means I'll be able to texture the hull tomorrow hopefully..
there's still the problem of the sub:
having no torpedo tubes caps or doors
screws
dive planes
rudder

but it's coming along all right ! the great breakthrough for me was to be able to easily make a texture map although not the best I know but it has the sub's number on the side of the tower :D.
I still need to make the beta 5.01 stand alone..

I have a tower for the kaidai in stock...

miner1436
04-28-08, 05:44 PM
Kaidai you say? May we have a peek?

keltos01
04-29-08, 09:30 AM
It's basically the first tower I made, with a larger base, if you remove the hangar, add that to a type IX hull, there you have one type of kaidai, cause some types had six tubes fore and two aft instead of the four on the bow of the typ IX.

I think the jap fleet is interresting because of the number of different subs they had...

keltos01
05-01-08, 06:43 AM
two things : i'm currently watching the movie go chin (1943) which depicts the operations of a kaidai type sub :
the tower is open at the back of the covered bridge :
http://img128.imageshack.us/img128/5174/ivivosnap107730wd6.png (http://imageshack.us)
http://img128.imageshack.us/i

whereas on my mods' tower I closed it up... there is a wheel inside ( so they can actually drive the boat from there !)

the plancking on deck is made of long plancks placed lengthwise and not a square mesh or metal (see sen toku ingame)

[URL="http://imageshack.us"][IMG]http://img106.imageshack.us/img106/3387/ivivosnap115220lv9.png (http://g.imageshack.us/g.php?h=128&i=ivivosnap107730wd6.png)

flying fish caught on deck !

http://img368.imageshack.us/img368/1052/ivivosnap117080ld4.png (http://imageshack.us)

M. Sarsfield
05-01-08, 03:35 PM
That's a big deck gun on that puppy. :huh: Looks like the 6 inch guns from the Narwhal on display at the sub school in Groton.

1,000 posts. Woo Hoo!

Takao
05-02-08, 12:43 AM
@ M. Sarsfield
Looks like the 12cm/40 installed on the I-153 & I-171 classes and not the 14cm/40 installed on most of the other Japanese submarines.

@ Keltos01
WOW! Just WOW! Your work so far is amazing! It has renewed my interest in playing on the Axis side. I cannot wait to see what more you have in store. I was so giddy about watching the I-boat, and wanted to see what it looked like diving, I crash dove in 80 feet of water and didn't realize it until I plowed into the bottom.

My compliments to you Sir and best of luck in all your efforts!:rock::rock::rock:

keltos01
05-05-08, 03:33 PM
I'm still working on texturing the hull, when I thought I had it done it broke up on me : the uv map is done in 3ds, the image map is textured, but I haven't been able to make the two fit yet : it looks at thought the uv map goes back to a piece on top of a piece state whereas in 3ds I had it separated and scled down..

http://img73.imageshack.us/img73/5123/lastzl9.jpg (http://imageshack.us)
[URL=http://g.imageshack.us/g.php?h=73&i=lastzl9.jpg][IMG]http://img73.imageshack.us/img73/5123/lastzl

keltos01
05-06-08, 09:00 AM
here is the new vw map loaded in S3D (thanks Skwasjer :D:up: ):

http://img413.imageshack.us/img413/1227/occlusionmapjyunsenbqx8.jpg[/
here is the occlusion map (thanks to RODAN54 :rock: )

http://img292.imageshack.us/img292/4791/jyunsenboccluek4.jpg (http://imageshack.us)

applied to the Jyunsen B mesh :

http://img183.imageshack.us/img183/6628/3dsjyunsenboccluappliedur1.jpg[/

here is the texture map (thanks to all the tutorials I read) :

[URL="http://imageshack.us"]http://img519.imageshack.us/img519/8287/texturemapjyunsenbbd5.jpg (http://imageshack.us)

will try it all in game tonight to see if it works :dead:
k

peabody
05-06-08, 01:19 PM
I converted two mission written for the Fubuki, so you can use the Jap sub. You could have used them with no conversion but it puts your sub on the surface and there were surface ships assisting. I deleted the suface ship and put your sub submerged.

Jyunsen B vs Convoy (http://home.roadrunner.com/%7Epeabody/SH4/Jyunsen%20B%20vs%20Convoy.zip)

Jyunsen Carrier Attack.zip" (http://home.roadrunner.com/~peabody/SH4/Jyunsen B Carrier Attack.zip)

But your sub will work with most of the German missions that have been posted.
Here is a thread by Syxx_Killer:

http://www.subsim.com/radioroom/showthread.php?t=135971

Just realized I posted this in the wrong thread, meant to post in Mission Designer, had the wrong tab selected on browser when I posted. Will repost in the proper forum.



Peabody

keltos01
05-06-08, 01:29 PM
thanks man ! now IF i COULD JUST GET THOSE TEXTURES WORKING !!!

I'll include them in the next mod, thnx again !

peabody
05-06-08, 01:44 PM
I don't know anything about U-Boats so maybe it's something I'm not doing right, but I noticed when I tested the mission the depth changed by itself. I entered the game at -15 All Stop, and the boat went to -10 by itself (very quickly), which exposed the conning tower. Then I went ahead Flank (I think, I can't read German) and it went to -12 1/2 (slowly). Then I clicked on -14 and it said "Dive,Dive" but rose to -11 and stayed there. So I don't know if this is a problem with your MOD or something else. I even tested with other missions-same thing. So it isn't something in my mission doing it.

Peabody

Captain_AJ
05-06-08, 02:49 PM
I wish to thank mr kelso for such a great job , I always thought that the add-on should have been a IJN sub instead of a german u-boat . Well I guessing that are some difficulties in using this sub .. It seems that diving below periscope will cause {at least my sub } will cause it 2 dive to the endless bottom . I loaded the missions that were posted, Junsen vs convoy & Junsen Vs Aircraft carriers , When I went below perisocope depth ,, well she started 2 dive without my input . I loaded the sub by means of cipying each file into there individual directories amd crossed my fingers , I have TM 1.5 loaded as well , Is there anything that I may have done incorectly ? Again thank you for such great work , and by the way all of your files do they have instructions on how 2 install ?

keltos01
05-06-08, 03:22 PM
Here it is, I don't really know how I managed it finally but the textures work, so you have a new mod to download :D

The propellers and rudders are those of the 9dx2 but at the right place, the deck gun is at the right place too.

There are no torpedo doors at the moment.

starboard side :

http://img354.imageshack.us/img354/5953/jyunsenbnewhulljk1.jpg (http://imageshack.us)
http://img354.imageshack.us/img354/5953/jyunsenbnewhulljk1.9f79586970.jpg (http://g.imageshack.us/g.php?h=354&i=jyunsenbnewhulljk1.jpg)
port side :

http://img354.imageshack.us/img354/561/jyunsenbtextureden6.jpg (http://imageshack.us)
http://img354.imageshack.us/img354/561/jyunsenbtextureden6.5c3739fa2b.jpg (http://g.imageshack.us/g.php?h=354&i=jyunsenbtextureden6.jpg)

stern :

http://img354.imageshack.us/img354/944/portjyunsenbgx2.jpg (http://imageshack.us)
http://img354.imageshack.us/img354/944/portjyunsenbgx2.d0b66ae773.jpg (http://g.imageshack.us/g.php?h=354&i=portjyunsenbgx2.jpg)

Captain_AJ
05-06-08, 04:48 PM
Thanks again keltos ,, The sub continues 2 sink and the main pumps get damaged , alos the doors on the foward tubes are missing

skwasjer
05-06-08, 04:49 PM
I admire your enthusiasm keltos01. It's a difficult task, creating a new sub, and you even learned 3D modelling, uv mapping, etc., something I tend to stay as far away from as I possibly can. :rotfl:

It's good to see you are making progress... :yep:

keltos01
05-06-08, 05:26 PM
I'll check the ballast value, I had to increase it from the stock typ 9 cause the ship wouldn't submerge at first, I haven't had much time to play it lately...

peabody
05-06-08, 06:20 PM
I'll check the ballast value, I had to increase it from the stock typ 9 cause the ship wouldn't submerge at first, I haven't had much time to play it lately...

It's playable, that's more than I could do!! Just wanted to let you know there was a bug with the diving, but apparently you knew that, so keep at it. It a GREAT start.

Peabody

keltos01
05-06-08, 06:31 PM
I'll try and do a makeover of the sim file, thanks for the feedback :up:
about the doors, I think they're there but back inside the sub, like the propellers and rudders were.

I only wish we could find a way to use the scout plane from the sub, then you wouldn't have to worry about distances from base..

keltos01
05-07-08, 06:16 AM
put take on water from false to true like in the gato .sim (similar size)

quote :"mass : if 0 then the object surface displacement is taken"

mine was set at 2554 mass surf displ 2584 diving displacement 3654
ballast :
Jyunsen B :
80 000 man bt flood speed
12 000 dive bt flood speed
Sen Toku :
100
100
the same as the midget sub !
gato
20 000
9 000
Tambor :
35 000
9 000

in the cfg :
length still at 87.7 m
will change to 119 m width 10 m
crash depth 70 m
max depth 500 m
I know actually the crash depth was 40 m and max depth 70 m...

keltos01
05-07-08, 08:48 AM
trying to work on the doors now :
moved the NSS_P1_Door02_FRU_anim01 from 3 something to 5 something :

http://img171.imageshack.us/img171/8260/sanstitre1copiebz5.jpg (http://imageshack.us)

as you can see those are the cap doors : they're ahead of the ship ! I still have to move the outer doors then we'll have something resembling a sub, I hope there's no gap between the doors.....:oops:

haegemon
05-08-08, 02:47 PM
I pesume your sub is the B1.

http://upload.wikimedia.org/wikipedia/en/9/9b/I-25.jpg
B1

http://upload.wikimedia.org/wikipedia/commons/thumb/2/29/I-58.jpg/800px-I-58.jpg
B3

GerritJ9
05-08-08, 03:51 PM
Runing the Jyunsen 5.2 on SH4 + TMO (only Spax German speechpack enabled) I noticed the following during first test:
1) diving to periscope depth from surfaced, dived to 11 m, which left conning tower partly above water; when I tried to increase depth to 12, then 13, 14 and 15 m sub DEcreased depth rather than increased.
2) CTD when "general quarters" (or if you prefer "action stations") was activated.
3) when going to "bridge", view was from main deck level inside conning tower; could look outside with deck above visible, also periscopes. Will post screenshot later to illustrate problem. UZO view works perfectly.

Will try mod on clean SH4 + UBM only to see if this makes a difference- there may be conflicts with TMO.

Excellent work so far!!!!!!!!!!!!!!!:up:

GerritJ9
05-08-08, 05:04 PM
Just took a look in Jentschura at the Jyunsens...... they had a crew of no less than 101!!!!!!!!!:o
Will have to start thinking of 101 names for the IJN crew........:hmm: :-?

keltos01
05-09-08, 09:53 AM
hello !
I'm working on the beta release of the 5.3 version which will include :
Type Jyunsen A modified (ixd2 hull)
Type Jyunsen B (typ 18 hull)

I'm tweaking the typ 18, tried to import the deckgun node from the typ 9 but had a CTD... so no gun so far :-?

I set the sub lower in the water than previously : (this pic is from the Jyunsen B with typ 18 interior)

I used 20000 as the first ballast value instead of 80 000, hope she won't sink anymore !


http://img102.imageshack.us/img102/6236/jyunsenbtyp18bq4.jpg (http://imageshack.us)
http://img102.imageshack.us/img102/6236/jyunsenbtyp18bq4.2248ffe108.jpg (http://g.imageshack.us/g.php?h=102&i=jyunsenbtyp18bq4.jpg)

keltos01
05-09-08, 05:22 PM
If you look at the picture below the conning tower is too far towards the bow of the ship, nothing I try changes it and I didn't have that problem with the type 9 ...
I try once more then give up for tonight..:damn:

http://img102.imageshack.us/img102/6236/jyunsenbtyp18bq4.jpg (http://imageshack.us/)

keltos01
05-10-08, 01:30 AM
outer doors are coming around, though not textured yet nor in the right place :

http://img88.imageshack.us/img88/2426/doorsqh4.jpg (http://imageshack.us)


http://img153.imageshack.us/img153/9247/doors2ye7.jpg (http://imageshack.us)
http://img153.imageshack.us/img153/9247/doors2ye7.ddf4eee886.jpg (http://g.imageshack.us/g.php?h=153&i=doors2ye7.jpg)

I noticed that when you edit the doors in 3d in 3ds and export them back to the game, as they have moved in space you have to set their place values at 0 otherwise they move way away from where they're supposed to be. they look ok from side not from the front yet

(http://g.imageshack.us/g.php?h=88&i=doorsqh4.jpg)

miner1436
05-10-08, 01:38 AM
Looks nice so far.

keltos01
05-10-08, 02:08 AM
when I open the torpedo doors or fire a torp, the door disappears and stays that way :nope:

also does anyone have pictures of the torpedo doors for that type of sub ???

If I look at some model kits, they only had torpedo tube caps, not doors.

http://img369.imageshack.us/img369/8341/modelkitjz4.jpg (http://imageshack.us)
http://img369.imageshack.us/img369/8341/modelkitjz4.8a9ce032ad.jpg (http://g.imageshack.us/g.php?h=369&i=modelkitjz4.jpg)

haegemon
05-10-08, 10:58 AM
Really useful web for those IJN fleet moders. I“ll try to find pictures from torpedo doors and others.

http://www.combinedfleet.com/

http://www.internetmodeler.com/2000/september/ships/I_19-11.jpg

Nokia
05-10-08, 01:59 PM
Looks nice! Looking forward for the completion of this sub! :up:

Hitman
05-10-08, 02:31 PM
Very nice looking :up:

If someone is interested in putting together a voice pack mod with japanese accented voices (Full japanese would be understandable only for a few :doh: ) here is an interesting link:

I have found several text to speech freeware programs, and here are some freeware voice packs (accented for various languages): http://www.bytecool.com/voices.htm

Certain sentences sound bad, others are quite good. In general, the more emotion you mut put in the voice, the worser they feel. But for ordinary reports they are great.

And here is a very interesting article about Japanese torpedo fire control:

http://www.mediafire.com/?aimhwcemkdb

The only thing you would now be missing are some oriental-looking guys for the crew :hmm:

GerritJ9
05-10-08, 02:33 PM
Working on a list of names for a Japanese crew, have 70 surnames and 33 first names so far. Never thought my collection of SAE Technical Papers would come in handy for THIS kind of stuff!!!!!!!!!!:D

peabody
05-10-08, 05:41 PM
Working on a list of names for a Japanese crew, have 70 surnames and 33 first names so far. Never thought my collection of SAE Technical Papers would come in handy for THIS kind of stuff!!!!!!!!!!:D

We could always send for a Japanese phone book.:lol:

Keltos:
I played with your sub some today, you are really doing a great job. I am trying to learn how to do it and it is very confusing!! You have my respect. If I had a 3D program I would model a bottle of champaign to christen it with, but the damage nodes probably wouldn't work and it wouldn't break.:lol:

Peabody

haegemon
05-10-08, 08:08 PM
Very nice looking :up:

If someone is interested in putting together a voice pack mod with japanese accented voices (Full japanese would be understandable only for a few :doh: ) here is an interesting link:
...


Why don't true japanese? Many people use U-boat voice packs in german and they don't understand neitber. It's all about atmosphear, remember the info is written on the screen too.

There is a silent hunter released in Japan?

keltos01
05-11-08, 02:07 AM
Zaza, who gave me the blueprints and a ton of intel on the Jyunsen B might be able to help us here as he is from Hokkaido, Japan :D

I think I got the torpedo doors working (filling the hole in the hull) for the port side, now to the starboard side, then the torpedo tube caps.
k

zaza
05-11-08, 07:30 AM
Very nice looking :up:

If someone is interested in putting together a voice pack mod with japanese accented voices (Full japanese would be understandable only for a few :doh: ) here is an interesting link:
...

Why don't true japanese? Many people use U-boat voice packs in german and they don't understand neitber. It's all about atmosphear, remember the info is written on the screen too.

There is a silent hunter released in Japan?

I am :yep: .

But it is almost 65years ago.
I can understand what they saing.
But it speaking is very oldway.
Hard to know militally command what they saing.


Acturelly There is SH2 in Japanese edittion.That is wired but Jpanese voice.

keltos01
05-11-08, 11:13 AM
hitman where did you find that goodie 1946 intel ? is there anymore? about the subs themselves ? I figured they must've disected them before they scuttled them all in japan, pictures and all, maybe at the library of congress (a bit far from here;))

We'll be getting there ! I saw schematics of the japanese TDC maybe someone could mod that ?

GerritJ9
05-11-08, 03:25 PM
Have 118 surnames now, more than enough for a Jyunsen crew.... but not for a Sen-Toku as these carried a crew of 144!!!!! More searching to do, but fortunately I also have quite a number of Motocourse annuals which will undoubtedly be helpful. Also have over 50 first names so I'm getting there.
My "most recent" copy of Jane's Fighting Ships (1924) lists the Japanese names for the officer ranks and branches of service, but not the petty officers and ratings. Does anybody have a list of Japanese equivalents for USN, RN or KM p/o and lower ranks?

Takao
05-11-08, 07:55 PM
@ GerritJ9,
This should help your list along. A listing of most, if not all, Japanese submarine commanders. Note the list is in the Japanese tradition: Last name, First name
http://users.bigpond.net.au/ijnsubsite/commanders_index.htm

@ keltos01,
I have found some drawingings of the submarine tube doors, I believe from I-9. Found on pg. 39, in a Tamiya News supplement named "Random Japanese Warship Details"(don't know the volume# as I can't read Japanese). I will post it as soon as I am able to coax my scanner into working properly.

@ all,
this gives you a good idea of the I-400 class, I-14 class, a midget submarine. It is from the US Technical Mission to Japan reports. The photos are poor quality, but should be able to provide some reference to the interior of Japanese submarines.
http://www.fischer-tropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ%20Reports/USNTMJ-200D-0022-0469%20Report%200-01-1.pdf

*Please note that it is a large PDF file. I found it easier to download(right click the link & select "Save Link As..." from the drop down box)and then read, rather than reading as it loads.

keltos01
05-12-08, 05:34 AM
thanks Takao,
wouldn't you happen to have the same kind of intel about subs ? where did the data come from ?

keltos01
05-12-08, 05:50 PM
I can't get around moving the tower in this mod, worked fien with the type 9 though, the mod is available for download if anyone care to help me with this, also with the doors that would be a relief

Charlielima
05-12-08, 09:48 PM
Have 118 surnames now, more than enough for a Jyunsen crew.... but not for a Sen-Toku as these carried a crew of 144!!!!! More searching to do, but fortunately I also have quite a number of Motocourse annuals which will undoubtedly be helpful. Also have over 50 first names so I'm getting there.
My "most recent" copy of Jane's Fighting Ships (1924) lists the Japanese names for the officer ranks and branches of service, but not the petty officers and ratings. Does anybody have a list of Japanese equivalents for USN, RN or KM p/o and lower ranks?

I challenge anyone to find a group of 144 men, both military and silly villian where any didn't have the same surname. CL

peabody
05-12-08, 10:23 PM
I can't get around moving the tower in this mod, worked fien with the type 9 though, the mod is available for download if anyone care to help me with this, also with the doors that would be a relief

I d/l your boats, look good!! But I installed and show a "Jyunsen B" and a "Type Jyunsen B" and neither one has a conning tower on it. Are they both the same hull?

Peabody

keltos01
05-13-08, 03:22 AM
same hull and tower, the difference is that the one based on the typ 18 has six tubes like the real Jyunsen B, the other one based on the typ 9 has two aft and only four tubes front, which makes it more of a Kaidai type sub. When you start a campaign, penang only, you should see Jyunsen type A modified (typ 9) and Jyunsen B (typ 18) as the possible subs. the former should work ok, the latter has a tower emplacement problem. Neither has any tube doors yet as I can't seem to find any good data, here is the only pic I found so far :
http://thumb14.webshots.net/t/46/46/9/80/27/2993980270034073134ydrIBc_th.jpg (http://news.webshots.com/photo/2993980270034073134ydrIBc)

@ Takao : did you manage to scan the picts of the I 9 ? otherwise if you have a digital camera take a (few) pic of it (high res please) and put it up for download, I'm also interrested in details topside.

miner1436
05-13-08, 03:07 PM
Here is a good pic of the forward tubes.
http://www.rc-sub.com/resources/modelpics/BClass/japtorptubes.jpg

keltos01
05-13-08, 05:10 PM
so like I thought they didn't have proper torpedo doors and caps, just a mix of the two, some kind of torpedo caps type doors, I'll try and model those :-?

btw where does that model come from ? it looks big !

miner1436
05-13-08, 05:52 PM
That model? I found it on google.

cool IJN sub website:http://www.b-29s-over-korea.com/Submarines-of-the-IMPERIAL-JAPANESE-NAVY/Submarines-of-the-Imperial-Japanese-Navy.html

Takao
05-13-08, 10:39 PM
Sorry it took so long, just completed a 14 hour shift at work.

I uploaded 4 bmp pictures here: http://hosted.filefront.com/TakaoSH4/
They are Front cover, Inside cover, right side, and left side. The torpedo tube page was to large to fit with one scan.

Let me know if there are any problems.

keltos01
05-14-08, 03:05 AM
couldn't find the model on that page Miner :-?

Anyways, I've decided to re-do the hull because of two things :

-The torpedo tube doors are different from their german/american counterparts
- I've had data on the types of paint used from Zaza

I still need to find out how to punch a circular hole in my mesh in 3ds so as to make the torpedo tube exit holes..

@takao : Zaza and you both sed me the same page from the same book !:up:
I ordered "the japanese submarine force and world war II" on ebay.

keltos01
05-14-08, 09:39 AM
after quite a lot of meshing around here are the tubes :

http://img341.imageshack.us/img341/7121/tubeshollowkx9.jpg (http://imageshack.us)
I think I'll only try and move the round caps in place and not the doors.

Takao
05-15-08, 12:55 PM
Hopefully Zaza sent you a translation too. Like I said, I don't read Japanese, but the drawings were worth what I paid for the book. However, good books on Japanese submarines are hard to come by in the western world.

keltos01
05-15-08, 04:22 PM
I'm waiting to get the book I ordered on ebay, I hope it's worth it ! It's amazing how there's so much info on german subs and not on japanese or any other for that matter (thinking of the dutch sub that got beached on an atoll during wwii). I'll reskin my new 3d model in the next few days.

http://img88.imageshack.us/img88/8101/hullnm0.jpg (http://imageshack.us)
[URL=http://g.imageshack.us/g.php?h=88&i=hullnm0.jpg][IMG]http://img88.imageshack.us/img88/8101/hull

keltos01
05-16-08, 07:18 AM
I removed the metal bars that were around the dc 's position, the white thingie inside is a typ 18 hull, just to check the position of my hull ;)

http://img159.imageshack.us/img159/3002/jbcopiecf5.jpg (http://imageshack.us)

keltos01
05-16-08, 10:17 AM
new uvw and texture ready for the Jyunsen B , will install tomorrow. btw if anyone has good high res pictures of a red painted hull (I only have a green one) I would appreciate if you'd put it up for me to download. By looking at war pictures of the I 400 I noticed how quickly they got covered with barnacles etc, our boats are too clean in game!

keltos01
05-17-08, 07:07 AM
I've made the texture map :
http://img166.imageshack.us/img166/8533/nssuboat18t01ah9.jpg (http://imageshack.us)
http://img166.imageshack.us/img166/8533/nssuboat18t01ah9.cfcbed5e14.jpg (http://g.imageshack.us/g.php?h=166&i=nssuboat18t01ah9.jpg)




I've made the occlusion map :
http://img252.imageshack.us/img252/2964/nssuboat18o01ty4.jpg (http://imageshack.us)
http://img252.imageshack.us/img252/2964/nssuboat18o01ty4.f28e0cb730.jpg (http://g.imageshack.us/g.php?h=252&i=nssuboat18o01ty4.jpg)

and still in game it looks like :

[img=http://img120.imageshack.us/img120/6279/shiptext****edww0.jpg] (http://imageshack.us)
[img=http://img120.imageshack.us/img120/6279/shiptext****edww0.26c1ac7ab9.jpg] (http://g.imageshack.us/g.php?h=120&i=shiptext****edww0.jpg)



[/URL]
The new bow and torpedo tubes :

[URL="http://imageshack.us"]http://img175.imageshack.us/img175/8889/tubesro0.jpg (http://imageshack.us)
http://img175.imageshack.us/img175/8889/tubesro0.5df21976df.jpg (http://g.imageshack.us/g.php?h=175&i=tubesro0.jpg)

nikimcbee
05-17-08, 07:24 AM
Wow, looks great.

Dumb question. Do you need the u-boat add on to use the Japanese sub?:oops:

keltos01
05-17-08, 08:11 AM
yep, it's based on the german side, and the german typ 18 sub for the inside, this way japs don't shoot at it ;)

So I still have the texture problem in game... last mod it got solved without me knowing why.. one time it didn't work, the next it did, never fiured out why so I'm stuck again.

I moved the Z01 node position thanks to mikhayl and now the tower is fine, I removed the 3d model of the torpedo doors (when I removed the nodes it CYD the next time...)

http://img516.imageshack.us/img516/4572/text2su8.jpg (http://imageshack.us)



http://img228.imageshack.us/img228/1082/verdemn9.jpg (http://imageshack.us)



http://img329.imageshack.us/img329/8697/firngtorpedoge9.jpg (http://imageshack.us)


http://img390.imageshack.us/img390/8425/torpedowt9.jpg (http://imageshack.us)
http://img390.imageshack.us/img390/8425/torpedowt9.94f076988e.jpg (http://g.imageshack.us/g.php?h=390&i=torpedowt9.jpg)

:damn::damn::damn::damn::damn:

peabody
05-17-08, 09:58 AM
yep, it's based on the german side, and the german typ 18 sub for the inside, this way japs don't shoot at it ;)

So I still have the texture problem in game... last mod it got solved without me knowing why.. one time it didn't work, the next it did, never fiured out why so I'm stuck again.

I moved the Z01 node position thanks to mikhayl and now the tower is fine, I removed the 3d model of the torpedo doors (when I removed the nodes it CYD the next time...)

On the texture problem the last one was solved by turning off caustics. I think in the 'unified render controller'? But no sure on the location. Worth a try.

Deleting the nodes for the doors, don't they connect to some controller in .sim file. I am just guessing, I am new to this. Xantro or Mikhayl should know the answer to both questions, I think.

I was trying to get the 'in game' Sen Toku working but it needs 75+ feet to get the snorkel, periscope and antenna underwater, so I tried to move them down in Wings 3d and Blender and it worked but it screwed up the textures. I could understand messing up textures on the conning tower but the hull look almost like a checkerboard except triangles. I know the in game is one piece textured but I don't have any other programs to try. Could it be the coordinate change. I changed it back when I loaded it. In those 3D the Z is up/down not forward/back. Any ideas for someone who know nothing about texturing? Is there a solution other than try to retexture it?

Peabody

Peabody

keltos01
05-18-08, 11:33 AM
I DIDN'T turn off the caustics in the last mod with no torp doors.. Idon't know what I did different this time so that the texture doesn't show correctly.
HELP anyone ??

peabody
05-18-08, 02:41 PM
Turning off the caustics is a poor solution anyway, if they work for stock subs why wouldn't they work for new subs ?
If the texture doesn't work it's because something somewhere has been overlooked, the best way to make it work is to implement it exactly as any stock sub. It works for the type II, it also works for my sortof wip type XXIII, and it will work for any sub, I'm 100% sure.
First, import only your basic model, which should have only one texture channel in S3D (the second one can be added easily later).
Then you need to have a "material" node like this :

-material - "xxxxx_T01.tga"
----label "cfg#TXR_xxxxx"

The material MUST be above the model node, if the model node is chunk number #10 then the material must be under #10.

Now in your xxxx.upcge, specify the good path for the texture and put "NULL" for lightmap and normalmap paths, same in the unitpartxxx.upc and in the roster file "xxx.cfg"

Make it the same way as the stock subs and it should work just fine, no reason to not work. The hull texture in the submarine folder, and the conning tower textures in textures/tnormal/tex.
Then when everything is ready and you want to add a lightmap, add a "selfillu" chunk to your material (the yellow thingy) pointing to xxxx_O01.tga, import the second uv channel for the model, and voila.

Thanks Mikhayl for stepping in and giving the 'right' way to do it. I was only offering what I had read as a solution from others having the same problem. I think in the future I will keep my nose out of things I don't understand. :oops: I apologize Keltos for steering you in the wrong direction. Hope you get it fixed, it looks great! And it looks like a lot of time and effort. And greatly appreciated.

Peabody

keltos01
05-18-08, 04:42 PM
Mikhayl,
I just uploaded the latest WIP of my sub on my filefront page (...mil.rar ), the hull is still green/orange etc and I'm at a loss to understand what I'm doing wrong. Should the textures be .dds or tga ? I've included the tga in the sub's folder, and the dds in a dds sub-folder. could you take a look and see if you can "fix" the texture ? the model is loaded in the .dat file, the texture map (.tga) is in the same directory, the occlusion map (.001) as well, and I don't know what's wrong..

k

ps here's a screenshot in 3ds showing how the textures do aplly themselves well to the 3d model, but no such luck in game :damn:

http://img509.imageshack.us/img509/9310/jyunsen3dsnt1.jpg (http://imageshack.us)
http://img509.imageshack.us/img509/9310/jyunsen3dsnt1.f85f5d7a40.jpg (http://g.imageshack.us/g.php?h=509&i=jyunsen3dsnt1.jpg)

keltos01
05-18-08, 05:08 PM
It took longer than I thought, it's there now, the latest upload, and thanks a lot for helping !:up:

keltos01
05-19-08, 02:40 AM
the 7 ids were from a tutorial I posted where one would assign different ids to different parts of the ship so as to be able to select one easily.

When all unwrap modifiers are collapsed, the program should only refer to the uv map to apply the texture no? I means here the whole point is to make a uv map for a model, and a 1024*1024 texture that has the same cutouts, so as be able to apply the texture parts on the right ship parts, no ?

keltos01
05-19-08, 04:38 AM
could the problems come from the fact that the NSS_Uboat18_T01 file I originally made was a .tga, since in the .dat the texture node calls to a NSS_Uboat18_T01.tga for the texture and to a NSS_Uboat18_001.tga for the lightmap, when in fact the files I found in the directories were NSS_Uboat18_T01.dds, there wasn't any tga !!!!

keltos01
05-19-08, 04:49 AM
http://img508.imageshack.us/img508/8417/screenshot3dsox3.jpg (http://imageshack.us)


OK
I reopened the obj file, set all ids to id 1, loaded the t01 image (see screenshot below), I opened the tga with photoshop, saved it in dds format (see my last post), so included in the new posted file are :

the new obj file (all ids = id1)
the mtl file
the uvw file (modified the name from xxx_uv1.uvw to xxx-uv1.uvw)
the NSS_Uboat18_O01 file (.dds)
the NSS_Uboat18_T01 file (.tga)
the NSS_Uboat18_T01 (.dds)
a 3ds scrrenshot.

so if you wanna try and load it this time and see if it works (I can't here..):-?

file on my filefront page :
Jyunsen_B_modified51.rar (http://files.filefront.com/Jyunsen+B+modified51rar/;10267962;/fileinfo.html)

keltos01
05-19-08, 05:47 AM
:D screenshot pleeeeeeaaaaase !!!!!!!!!!!

Thanks Mikhayl !!!!!!!!!!!!:rock: :rock: :rock:

new .dat for the tower : I 25

Zaza told me that the I 10, who went to occupied France, was a Jyunsen A modified type sub and not a Jyunsen B, so I changed the number on the side of the conning tower to I 25, a real Jyunsen type B. available for download on my filefront page.

k

keltos01
05-19-08, 05:14 PM
I tried to import the same model I posted, and got missing textures : no aircraft catapult and the texture is all wrong (compare it to the 3ds screenshot here above) so I went back to my - complete - orange and green sub, and changed the conning number to I25 :

http://img174.imageshack.us/img174/2612/i25ei4.jpg (http://imageshack.us)
http://img174.imageshack.us/img174/2612/i25ei4.0e69f6c46b.jpg (http://g.imageshack.us/g.php?h=174&i=i25ei4.jpg)

I'm getting a bit tired of not being able to implement the texture in game, :nope::nope::nope:

@mikhayl : could you post a screenshot of the sub in game with the texture you said worked fine ? maybe it's my game that's buggy...

keltos01
05-20-08, 05:16 AM
will try , but could you post a scrrenshot of the sub you saw when you tested my latest .obj ? was there some missing texture ?

about the texture map, to get more details I need to have a bigger hull size, which isn't possible in 1024*1024 according to me, I'd like to be able to show rivets and such, also to show the door at the base of the conning tower etc.. but I'd really be happy with just the current texture working in game, then try and better it.

I used the box unwrap in 3ds. I downloaded lightwave yesterday but it doesn't look any easier than 3ds...

I tried playing yesterday but as I ordered periscope depth, the ship went back up on the surface (halfway) so there'll be other bugs to fix as well ...

keltos01
05-20-08, 05:53 AM
Why is the texture node in the .dat (see picture) referring to a XXXX.tga when in the typ 18 directory they're all DDS ?

I made both tga and dds of the same files NSS_Uboat18_T01.tga and NSS_Uboat18_001.tga, does the .tga have to appear in the file name or just be the type ?

do we have to save in 24 bit or 32

also : if I make the DDS with photoshop 5.5 and the nvidia plugin, the smaller images are to the right of the larger image, when I use CS3 at home, they're to the left of the main image, does it matter ?

http://img293.imageshack.us/img293/8580/sanstitre1copiefv7.jpg (http://imageshack.us)
http://img293.imageshack.us/img293/8580/sanstitre1copiefv7.f6c5c1d331.jpg (http://g.imageshack.us/g.php?h=293&i=sanstitre1copiefv7.jpg)

What type of output do you have to choose ? see below

http://img139.imageshack.us/img139/4299/sanstitre2copierx7.jpg (http://imageshack.us)
http://img139.imageshack.us/img139/4299/sanstitre2copierx7.11c7dce9ad.jpg (http://g.imageshack.us/g.php?h=139&i=sanstitre2copierx7.jpg)

keltos01
05-20-08, 06:06 AM
-[quote=Mikhayl]I didn't take shots, just tryed quickly, basically you get a Jyunsen hull with the type18 texture applyed on it.

why not the Jyunsen B texture ? the typ 18 texture isn't even in my mod anymore !!!

-For all I know it's impossible to have non-uvmapped parts,

my orange sub is complete... so the mapping is good, just the texture doesn't show like in 3ds.....

-if you have parts without mapping I think S3D won't import the object at all.

it did it with the one showing orange..

-As for the texture, you can scale it to 2048 or even 4096 if you wish, but even in 1024 there's more than enough room on the "mapping square" to upscale the hull,

the resolution of my texture is too low then ?

-just look at the mapping of the type 18 or IXD2, that's the way to go. When the "jigsaw" mapping is finished in 3dsmax, just export the template and use photoshop or the gimp or whatever to paint the texture to fit the template.
...
I've done it a few times now:doh:

-Also I saw you have a "object-uv1.uvw",

removed

keltos01
05-20-08, 07:13 AM
can you send me or upload the new.dat file ? along with the textures that do work, I'll take it from there :D and add the various parts of my mod to figure out which one makes it crash..

I'll remap it this weekend if I get some time, but I'd like to see it whole with textures before that, then I'll do what you suggest.

which texture does the ship use ? tga or dds ?

also : when I place a deck gun like on your type XXI, it always CTD ! I'd like to do an early war version with gun, a later one with kaiten on deck
thaks for all the help though !

then we'll make it stand alone :D

keltos01
05-21-08, 04:07 PM
I only inserted the obj file in the 18.dat, and left the career start I modified as to be able to drive an 18 type in 1943.

You were right mikhayl, it works but it lacks the plane catapult :

http://img151.imageshack.us/img151/2244/beta6ds6.jpg (http://imageshack.us)
http://img151.imageshack.us/img151/2244/beta6ds6.f74b96ba5a.jpg (http://g.imageshack.us/g.php?h=151&i=beta6ds6.jpg)

I'm gonna try with the other dat, the orange sub one and see what gives since that one had the complete sub.
stil orange but complete...

http://img291.imageshack.us/img291/7867/beta51rr3.jpg (http://imageshack.us)


here's in s3d to the left the file with the 5.1 .dat and orange sub, to the right the 6 version, with the missing catapult :
same amount of polygons so they should look the same ?????


http://img145.imageshack.us/img145/817/s3d51left6rightxi9.jpg (http://imageshack.us)
http://img145.imageshack.us/img145/817/s3d51left6rightxi9.fefc283bc1.jpg (http://g.imageshack.us/g.php?h=145&i=s3d51left6rightxi9.jpg)

keltos01
05-21-08, 04:46 PM
;)I started again with my modified 5.1 file in 3ds.
I opened it, opened the mesh modifier, seleted element selection, selected all, set all ids to 2, so I had a yellow ship, added an unwrap modifier, made a simple map, saved the map beta7-uv1, collapsed all modifiers, selected the ship, and exported a .obj file : beta7.obj.

I then used a stock typ 18.dat, imported my beta7 model, saved.

I implemented the mod with jsgme as usual, loaded a game with the type 18, and finally have a complete hull in game !

now I need to move the conning tower, propellers, rudders, planes and such again, and import the real ones too, then redo the .sim and all the other modifications, then make it stand alone



http://img227.imageshack.us/img227/5757/beta7mt7.jpg (http://imageshack.us)




http://img411.imageshack.us/img411/2347/jawsjk4.jpg (http://imageshack.us)
http://img411.imageshack.us/img411/2347/jawsjk4.7a176b1ea6.jpg (http://g.imageshack.us/g.php?h=411&i=jawsjk4.jpg)

keltos01
05-21-08, 05:30 PM
Here it comes, a whole japanese sub :

known issues : rudder, planes, propeller, texture (though I like this one) whole crew, jap aa, deck gun etc

http://img89.imageshack.us/img89/3388/beta7wholebq4.jpg (http://imageshack.us)
http://img89.imageshack.us/img89/3388/beta7wholebq4.0d837b5560.jpg (http://g.imageshack.us/g.php?h=89&i=beta7wholebq4.jpg)

would that be a crewmember on deck ????

http://img237.imageshack.us/img237/881/beta7crewau8.jpg (http://imageshack.us)



http://img364.imageshack.us/img364/7764/firehf0.jpg (http://imageshack.us)



http://img218.imageshack.us/img218/6812/underbd3.jpg (http://imageshack.us)
http://img218.imageshack.us/img218/6812/underbd3.fc29730dda.jpg (http://g.imageshack.us/g.php?h=218&i=underbd3.jpg)

miner1436
05-22-08, 01:47 AM
Could you use parts from a US early war conning tower to make the interior of the Japanese one?

keltos01
05-22-08, 02:39 AM
do you mean the 3d stuff or the actual inside seen from the periscope room ? I'm working on making jap dials as we speak : taken from the movie Zaza sent me. I didn't think making one new sub was gonna take this long though.. haven't played in ages now...

could you post a screenshot please?
I intended at first to use the porpoise tower as the jap tower as it looked a lot like one, but that was before we got to import obj in the.dat.

About the tower :
I know that the rear is open, that there are seats as well, I removed two huge binoculars on pods on either sides of the tub as well, then there's the aa gun : usually a twin gun sometimes even a vierling ! (ship coming back from Europe).

BETA 7 available for download on my filefront page :D

miner1436
05-22-08, 11:18 AM
The exterior interior, the place you can steer the sub from while on the bridge.

keltos01
05-22-08, 11:22 AM
well it's inside the tower in a jap sub... got to get those windows working...
there are folding chairs, an episcope (that's what I want to get working first) sort of uzo on top of the roof, a wooden wheel, the fixed binoculars are aft in the tub on either side and there's a range finder (artillery like) at the back and above the tub. lots of 3d...

keltos01
05-23-08, 04:27 PM
how do you replace those damn turrets with jap triple A ?

I tried deleting the nodes -> CTD

I tried changing the config -> they're still there although I changed the eqp file to 3A

HELP !!!!!:damn:

peabody
05-23-08, 11:20 PM
how do you replace those damn turrets with jap triple A ?

I tried deleting the nodes -> CTD

I tried changing the config -> they're still there although I changed the eqp file to 3A

HELP !!!!!:damn:
I have been looking over the files in the Unitparts data and it says the flak is "Usercustomizable=NO". It looks like the slots are given a default gun at the start and then Unitpart.upc is linked to the weapons.upc and the Upgradeparts.upc to give the choice you see in the office to buy. But I can't find the link to the default gun at startup or if you do a single mission.
The biggest problem I am having is the parts and subs all have 20 different names (exaggerating) Like here for example, this is from the weapons.upc:
[Weapon 1]
ID= 20mmSingleGer
NameDisplayable= 2cm/65 C/30 Flak Gun

ExternalLinkName3D= 20mmSingle_Soclu

There's 3 different names right there in one file, then in upgrade pack.upc:

[UpgradePack 17]
ID= Upack20mmSingle
NameDisplayable=Upack20mmSingle-Name
Info=Upack20mmSingle-Info
Notes=Upack20mmSingle-Notes
FunctionalType= UpFTypeWeaponFlak
UpgradePackSlotType= GerLightAA

Is that the same gun, I don't know? That has been my biggest problem learning the modding. I know each name has a purpose but I have a hard time finding connections for the stuff I want because I don't know what I'm looking for. And the link from one to another is hard for me to find and it's one of the most important things to know. If I can't find the links then it's not going to work.

I think this is not changeable because if you put a specific gun at the A01 location it would create a problem when you tried to purchase another to put in it's place. That's why you can't get it to work. With mine I didn't have that problem, the Sen Toku I'm modding doesn't have a conning tower or upgrades (well, it does now but it's Gato) so I had to delete the A01 -2-3 slots either from the boat or the Gato tower, I couldn't have them both or they would conflict, I think. So I deleted from the tower because I already had the coordinates to place the guns on the boat. The Gato tower coords would be totally different. So that is why I didn't run into this problem you are having.

I'm sure someone will show you how to do it! If they do give me the info.:lol:

Peabody

W4lt3r
05-24-08, 07:38 AM
Regarding the Triple A, cant you just make that an upgrade part for the sub and then connect it straight to the model so you got straight from the bat the 25mm Triples.. But then just as a warning, they turn like they'd be 6" dual cannons or so, wich means very slowly (about 12 degrees a second or so), even i had those first on the fubu and didn't like 'em at all. Sure they fire fast but turn too slowly to fire at targets within range of 1200 meters.

Just my 5 cents.

peabody
05-24-08, 09:56 AM
Regarding the Triple A, cant you just make that an upgrade part for the sub and then connect it straight to the model so you got straight from the bat the 25mm Triples.. But then just as a warning, they turn like they'd be 6" dual cannons or so, wich means very slowly (about 12 degrees a second or so), even i had those first on the fubu and didn't like 'em at all. Sure they fire fast but turn too slowly to fire at targets within range of 1200 meters.

Just my 5 cents.

I agree they do turn slow. I tried to up the speed but there must be a max speed they didn't go any faster. I only used them because this is my first attempt at modding and I'm making the Sen Toku playable and that's what it used on the non-playable unit.

Again being a beginner, I haven't found the link to the Upgrades, I think I know where it is, I'm just not seeing the 'name' used to make the link. I don't know where the default one is coming from. I thought I did but then started a career to see and the gun that is on the sub is not the one I thought should be from the file. Any help appreciated.

Peabody

The Fishlord
05-24-08, 12:12 PM
Uh I've got a problem

The conning tower is floating about five to ten meters above the hull. The periscopes float about fifteen meters above the conning tower...So I'm always partiallly surfaced at periscope depth....

keltos01
05-24-08, 01:33 PM
had that a few times, you need to tweak the z01 node in the ship.dat and/or the coning tower node in the .dat
look at page 8 you'll see how I got it to move, last picts it's well placed.

About the AA, We could always put in a vierling if it would only replace the 18 turrets...

I'm remaking a tower with a type 9 base, which doesn't have the turrets, but its still floating...

http://img254.imageshack.us/img254/1451/floatmh1.jpg (http://imageshack.us)


Moved it to z=1 y= -0,5 ooops !!!!

http://img140.imageshack.us/img140/4452/stealthtowersk6.jpg (http://imageshack.us)
http://img140.imageshack.us/img140/4452/stealthtowersk6.5541ec2295.jpg (http://g.imageshack.us/g.php?h=140&i=stealthtowersk6.jpg)

keltos01
05-24-08, 02:02 PM
moved tower at z=0,3158 y=-0,16 there it goes !

now I need to make the tower's windows transparent, and mod the inside....

http://img516.imageshack.us/img516/7871/rightfl8.jpg (http://imageshack.us)
http://img516.imageshack.us/img516/7871/rightfl8.189bb702a1.jpg (http://g.imageshack.us/g.php?h=516&i=rightfl8.jpg)

keltos01
05-24-08, 02:07 PM
or I could just move the inside of the tower a bit higher and back.. :

http://img443.imageshack.us/img443/5816/crewdg0.jpg (http://imageshack.us)
http://img443.imageshack.us/img443/5816/crewdg0.a20c4c4d29.jpg (http://g.imageshack.us/g.php?h=443&i=crewdg0.jpg)

The Fishlord
05-24-08, 04:18 PM
OK My type B now looks like this:

http://img140.imageshack.us/img140/4452/stealthtowersk6.jpg (http://imageshack.us/)

Except there's no tower AT ALL.

keltos01
05-24-08, 04:50 PM
I tested it starting from a save file - no problems at all-

when I just tried a new campaign BOOM NO TOWER NO TEXTURES :damn:

I just DOn't have a clue why


here's when i start from the savefile :
http://img526.imageshack.us/img526/9660/savegameey5.jpg (http://imageshack.us)
http://img526.imageshack.us/img526/9660/savegameey5.ab73d804f4.jpg (http://g.imageshack.us/g.php?h=526&i=savegameey5.jpg)

keltos01
05-24-08, 05:26 PM
Tell me, the one before last mod, with the tower and the "turrets" worked fine from the campaign menu or not?

I changed the link to the tower from the 18.1 to the jap tower hd 2, maybe it's because it's a ix type tower at the base ?

The Fishlord
05-24-08, 05:39 PM
Tell me, the one before last mod, with the tower and the "turrets" worked fine from the campaign menu or not?

I changed the link to the tower from the 18.1 to the jap tower hd 2, maybe it's because it's a ix type tower at the base ?

I believe for me it crashed with the 7.0 version when I tried a campaign...I don't know.

keltos01
05-24-08, 06:09 PM
I thought I did.. the thing is I started from a savefile cause it was faster getting back in game to see the effects of my modifications..

so you say I should make it stand alone first ?

keltos01
05-25-08, 08:43 AM
What I did before :

I started again with my modified 5.1 file in 3ds.
I opened it, opened the mesh modifier, seleted element selection, selected all, set all ids to 2, so I had a yellow ship, added an unwrap modifier, made a simple map, saved the map beta7-uv1, collapsed all modifiers, selected the ship, and exported a .obj file : beta7.obj.

I then used a stock typ 18.dat, imported my beta7 model, saved.

I implemented the mod with jsgme as usual, loaded a game with the type 18, and finally have a complete hull in game !

Except when I try now the hull is black, no texture and no tower !

Why ???? it worked fine before

uploading obj now, mikhayl if you can help ??

akdavis
05-25-08, 10:20 AM
I thought I did.. the thing is I started from a savefile cause it was faster getting back in game to see the effects of my modifications..

Probably not a good idea. You could make a mission that would be easy to jump into, however, but as above, entry date and version might have an impact.

keltos01
05-25-08, 03:56 PM
OK
I imported the obj file (beta 7 obj) I posted earlier into a stock typ 18.dat.

I loaded my game with the typ 18 savegame, here's how it looks :

http://img89.imageshack.us/img89/2420/beta7loadms0.jpg (http://imageshack.us)


I tried to start a campaign in 1945 "fortunes of war" and got a straight CTD !

I then tried a campaign out of penang in 1943, it started fine, then I took a look outside :

http://img155.imageshack.us/img155/1475/1943campaignnotowerqy3.jpg (http://imageshack.us)
http://img155.imageshack.us/img155/1475/1943campaignnotowerqy3.ebe6952fce.jpg (http://g.imageshack.us/g.php?h=155&i=1943campaignnotowerqy3.jpg)

so obviously the file works under certain circumstance, have to figure out which ?:hmm:

keltos01
05-25-08, 04:16 PM
I wil. but I'll need a light map sometimes won't I ?
So I guess there's something screwy in the upcge files like UnitParts2XVIII..

keltos01
05-25-08, 04:33 PM
then I'll follow your walkthrough and start by making it stand alone.:-?

keltos01
05-25-08, 04:56 PM
Well, off course you were right about the NULL for the lightmaps :

http://img301.imageshack.us/img301/7328/nolightmapvy6.jpg (http://imageshack.us)
http://img301.imageshack.us/img301/7328/nolightmapvy6.8e689e35c0.jpg (http://g.imageshack.us/g.php?h=301&i=nolightmapvy6.jpg)

on to the next step....

btw now it doesn't crash in 1944, but same view as here (1943)

peabody
05-25-08, 04:58 PM
then I'll follow your walkthrough and start by making it stand alone.:-?

Just a bit of advise, backup before you make it standalone. I know you know that but sometimes in a rush we do stupid stuff, well I do anyway...:lol:

Speaking from experience, I did the tutorial twice so I was an Expert, NOT! So I rushed through the Sen Toku and did the Remap,save,close...remap,save, close until I got the the .dat...remap, close. Never saved it, lost all my links to the other files since the IDs were changed.

Peabody

keltos01
05-25-08, 05:01 PM
I know... I sometimes forgot to save and there was hell to pay, I followed your advice and directly made a .rar of the current files, just in case !

keltos01
05-26-08, 05:41 AM
I got tired of trying to understand why the tower wouldn't show in my mod..:damn:

I was at a loss with my Jyunsen B mod, so I decided to rework it based on Xantro's type XXI, because I could'nt get nor the deck gun nor the tower to work.

I started by replacing the hull of Xantro's type XXI, satrted a campaign in 1945, and it worked. I went up to changing the tower replacing it with my I 25 tower, and there it was in game, whereas in my earlier mod the tower was a no-show.

I will remove the front gun (plane ramp) and then move on to change what I need for my jap sub. I still need Xantro's ok to be able to post my mod based on his , with a "credits" file off course !



http://img248.imageshack.us/img248/6151/jyunsenbhullcopycl7.jpg (http://imageshack.us)


http://img524.imageshack.us/img524/5755/jyunsenbbeta8tu2.jpg (http://imageshack.us)
http://img524.imageshack.us/img524/5755/jyunsenbbeta8tu2.719b3113a9.jpg (http://g.imageshack.us/g.php?h=524&i=jyunsenbbeta8tu2.jpg)

keltos01
05-26-08, 07:48 AM
I moved the antennas and
Keltos01 modifications :


IMported the beta 7 Jyunsen B hull into the .dat file

changed the tower relation to the jap_tower_hd2.dat (I 25) instead of a 18_1.dat

moved the z01 tower node to z=-1 y=-0.2

moved both scopes B and F to y=-0.65

removed deck gun m01


TO DO

- done - appearance 1943 all ports

- done - move geck gun to -1.6 so as to be in correct position

- done - moved node d02 radio to y=0.4

- done - moved node d0 radio to y=0.63

- done - moved turmjp_antenna13 to 0.25

- done - moved turmjp_rod_antenna13 to 0.25

name of ship to I25 in menu

type of ship Jyunsen B

intro picture I-Boot

move scopes down

move radar up

change aa turret to aa gun

place bow tube caps
remove bow tubes doors

place japanese torpedo mod

texture

make windows

lightmap

tryouts :

1945 penang
1945 singapore

both look ok ingame

http://img168.imageshack.us/img168/4836/towerio5.jpg (http://imageshack.us)
http://img168.imageshack.us/img168/4836/towerio5.09c01843df.jpg (http://g.imageshack.us/g.php?h=168&i=towerio5.jpg)

keltos01
05-26-08, 09:21 AM
worked a bit on the antennae and periscopes, but I can't seem to get the scopes all teh way down the wells, and even like this they stick a bit out of the bottom of the boat, even though the boat is bigger than a typ IX or typ XXI.

I'll upload a try-out version later today for those of you who wanna have a go at the new Jyunsen B. uploaded on filefront

The next real upload version will (hopefully) be stand alone.


http://img399.imageshack.us/img399/5209/antennaexn9.jpg (http://imageshack.us)
http://img399.imageshack.us/img399/5209/antennaexn9.598994529d.jpg (http://g.imageshack.us/g.php?h=399&i=antennaexn9.jpg)

keltos01
05-26-08, 03:40 PM
The hard part is done, now the sub is stand-alone in career mode :D

It still need refining but at least now it is a working sub !

Thanks to all of you who helped me so far and especially to Skwasjer without whose S3D we couldn't have done anything, Zaza for the detailed blueprints and photos of IJN submarines, Xantrokeles for his base Typ XXI mod, Mikhayl for all the good advice and Nautilus42 who made the first tower resembling that of a Jyunsen B (ai jap sub mod) and all of you who contribute by either comment or advice,THANK YOU ALL

http://files.filefront.com/IJN+Jyunsen+Brar/;10365189;/fileinfo.html

careerstart :

http://img389.imageshack.us/img389/6479/careerstartjl3.jpg (http://imageshack.us)
http://img389.imageshack.us/img389/6479/careerstartjl3.e223c5ca24.jpg (http://g.imageshack.us/g.php?h=389&i=careerstartjl3.jpg)

boat :

http://img410.imageshack.us/img410/9854/missiondx7.jpg (http://imageshack.us)
http://img410.imageshack.us/img410/9854/missiondx7.a1003de516.jpg (http://g.imageshack.us/g.php?h=410&i=missiondx7.jpg)

loadout :

http://img389.imageshack.us/img389/5521/loadoutxz1.jpg (http://imageshack.us)
http://img389.imageshack.us/img389/5521/loadoutxz1.6c3c122f81.jpg (http://g.imageshack.us/g.php?h=389&i=loadoutxz1.jpg)

mission :

http://img389.imageshack.us/img389/2226/deliverpk9.jpg (http://imageshack.us)
http://img389.imageshack.us/img389/2226/deliverpk9.0035105dcf.jpg (http://g.imageshack.us/g.php?h=389&i=deliverpk9.jpg)

in game :

http://img360.imageshack.us/img360/5854/ingamecareerpenang1943vz5.jpg (http://imageshack.us)
http://img360.imageshack.us/img360/5854/ingamecareerpenang1943vz5.226f87b519.jpg (http://g.imageshack.us/g.php?h=360&i=ingamecareerpenang1943vz5.jpg)



(http://www.subsim.com/radioroom/member.php?u=231887)

GerritJ9
05-26-08, 04:04 PM
Thank you for allyour hard work, Keltos! I now have sufficient Japanese names for an IJN crew- now to discover where these crew lists are located and make one for the Jyunsen. Still need Japanese P/O and O/R titles, though I do have the Japanese titles for officer ranks. Hope to have something in a few days.

keltos01
05-26-08, 04:11 PM
did you check :
http://www.history.navy.mil/faqs/faq30-8.htm

the interrogation of one of the IJN submarine aces Commander Moshi tsura Hashimoto (moshi... in one word but if I write it whole I get mo****sura..)

I think his name would be better than Bernard von Unfal ;) which means accident !

GerritJ9
05-26-08, 04:23 PM
I received "The Japanese Submarine Force and World War II" by Carl Boyd and Yoshida Akihiko last week and this book has lots of names of sub skippers in it :D
Hashimoto was skipper of the sub that sank USS " Indianapolis". You could always use another name of course, Kawasaki Mutsuro for instance- that is a lot more authentic than Bernard von Unfall. As you know, in Japanese the surname comes first, then the first name; we would say Mutsuro Kawasaki. For I-25, you could even use the name of one of her actual captains: Kohiga Masaru.

keltos01
05-26-08, 04:33 PM
I ordered the same book from england last week, it arrived last friday but since I was on holidays I'll only see it tomorrrow..

The Fishlord
05-26-08, 07:31 PM
did you check :
http://www.history.navy.mil/faqs/faq30-8.htm

the interrogation of one of the IJN submarine aces Commander Moshi tsura Hashimoto (moshi... in one word but if I write it whole I get mo****sura..)

I think his name would be better than Bernard von Unfal ;) which means accident !

I know him-He sank the USS Indianapolis and made the most of his embarrassment of the navy during McVay's court martial. Certainly that was not an accident-he said zigzagging would not make any difference in sinking that fat juicy unescorted battlecruiser...

Finally-some nice advanced subs to play with, now all we need is the ability to launch a recon plane!

Takao
05-27-08, 04:32 AM
@GerritJ9,

I found this list on the net for Japanese naval ranks.
http://www3.plala.or.jp/takihome/ranks.txt
from the parent site: http://www3.plala.or.jp/takihome/

I'll keep looking for more information and report any that I find.

Takao
05-27-08, 04:49 AM
@GerritJ9,

I went through my books at home and drew a blank. However I came across the reply over on the J-aircraft forums about Japanese ranks in WW2.

Re: IJA and IJN Ranks [FAQ candidate]
Posted By: David_Aiken <mailto:David_Aiken@hotmail.com?subject=Re: IJA and IJN Ranks [FAQ candidate]>
Date: Wednesday, 2 August 2000, at 10:27 a.m.
In Response To: Re: IJN Ranking System (EMP_204_Rik)

Hi Rik,
Once upon a time, the IJN enlisted ranks were posted and was an early FAQ. These got lost in the ether. Recent requests, yours included, have asked for these again. Checked your web page and note that you have used IJA collar tabs with the IJN ranks. This may be remedied using AIR NEWS mag (August 1944), or the book Japanese Uniforms and Equipment (also out of print), or other sources.
Japanese Officer ranks are the same for IJA and IJN. The point of difference is in translation. If we speak of British equivalent terms, then the translation is somewhat different than American terms. The following uses American terms:
Taisho = General or Admiral
Chujo = Lt General or Vice-Admiral
Shosho = Major General or Rear Admiral
Taisa = Colonel or Captain [IJN liked to use "Daisa" instead!]
Chusa = Lt Colonel or Commander
Shosa = Major or Lt Commander
Taii = Captain or Lieutenant
Chui = First Lieutenant or Lieutenant (JG)
Shoi = Second Lieutenant or Ensign
It becomes a problem to compare enlisted ranks with American enlisted ranks. There were also changes in the Japanese Naval enlisted ranks after select dates.
IJA Enlisted Ranks
Juni = Warrant Officer
Socho = Sergeant Major
Gunso = Sergeant
Socho = Corporal
Heicho = Lance Corporal (leading Private)
Jotohei = Superior Private
Ittohei = Private First Class
Nitohei = Private
IJN Enlisted Ranks (pre-June 1941)
Joto (Koku) Heiso = (Air) Chief Petty Officer
Itto (Koku) Heiso = (Air) Petty Officer First Class
Nito (Koku) Heiso = (Air) PO2c
Santo (Koku) Heiso = (Air) PO3c
Itto (Koku) Hei = (Air) Airman 1c
Nito (Koku) Hei = (Air) Airman 2c
Santo (Koku) Hei = (Air) Airman 3c
IJN Enlisted Ranks POST-June 1941
Joto (Hiko) Heiso = (Flight) Petty Officer
Itto (HIko) Heiso = (Flight) PO1c
Nito (Hiko) Heiso = (Flight) PO2c
Santo (Hiko) Heiso = (Flight) PO3c
Itto (Hiko) Hei = Flyer 1c
Nito (Hiko) Hei = Flyer 2c
Santo (Hiko) Hei = Flyer 3c
AFTER November 1942, three changes:
the (Hiko) Heisocho = (Flight) Warrant Officer
was placed above the CPO;
and an (Hiko) Heicho = Assistant (Flight) Petty Officer
and a Joto (Hiko) Hei = Chief Flyer REPLACED the Santo (Hiko) Heiso
The additional term "Koku" or "Hiko" determines the aeronautical nature of the aviator job. This is "understood" in many aeronautical texts and thus eliminated.
The difference between Japanese Naval ratings is similar to US Navy ratings. A Japanese Seaman First Class, for example, has crossed anchors on his rank badge; the Japanese Flyer First Class has crossed aircraft; the Japanese Mechanic First Class has crossed wrenches; etc.
The range of NAVAL aviators in combat is usually "Flyer 1c" and above. Those lower ranks of "Flyer 2c" or "Flyer 3c" are ranks seen in training schools. Again usually the top Naval flying officer on an aircraft carrier is "Hikotaicho" or "Kokutaicho" in land units with the rank of Lieutenant Commander, with the Commander job slot going to a non-flying officer (usually with aviator experience) as "Hikocho". However, as the war progressed, several "Hikocho" positioned men were placed in combat flight "slots" as "Hikotaicho" or "Kokutaicho".

HTH,
Cheers,
David Aiken
Director
Pearl Harbor History Associates, Inc.

keltos01
05-27-08, 06:03 AM
here is the first japanese officer face :D :

http://img171.imageshack.us/img171/1570/capijnm02copierz4.jpg (http://imageshack.us)http://img299.imageshack.us/img299/6045/capijnm04copiebd7.jpg (http://imageshack.us)http://img411.imageshack.us/img411/1697/capijnm03copielw6.jpg (http://imageshack.us)
http://img411.imageshack.us/img411/1697/capijnm03copielw6.70d05b38a0.jpg (http://g.imageshack.us/g.php?h=411&i=capijnm03copielw6.jpg)

ModMaster
05-29-08, 08:37 PM
I downloaded your mod and started a campaign, but when I pressed start, the game crashed. also, using a custom mission of my own, when I went to the bridge station (for deck gun AI targeting), my view angle seemed to be from someone sticking his head out the hatch. am I doing something wrong? I am using ony the one mod.

keltos01
05-30-08, 03:47 AM
It is for SH4 ver 1.5 Uboot add-on, do you have it installed?


FEEDBACK anyone ???

keltos01
05-30-08, 03:27 PM
managed to import the Sen Toku's 3 inch with sailors in my Kaichu mod. Will repreat the sequence for the Jyunsen B later on.

ModMaster
05-31-08, 12:00 AM
It is for SH4 ver 1.5 Uboot add-on, do you have it installed?




yes, I have u-boat. my view is somewhere below the conning tower deck, although the tower itself is in the same place.

peabody
05-31-08, 01:05 AM
It is for SH4 ver 1.5 Uboot add-on, do you have it installed?



yes, I have u-boat. my view is somewhere below the conning tower deck, although the tower itself is in the same place.

I didn't try the bridge before, but it's doing the same on mine. Outside looks great, inside is the way it should be but from the bridge I am looking under the conning tower. I am eye level with your deck gun.

Peabody

keltos01
05-31-08, 04:00 AM
erm, I knew that :oops: jsut didn't have time to fix it yet.µ
the uzo has to be on top of the tower, as it has an episcope, the bridge is inside the tower where the windows are, but how do you change the height ?

keltos01
06-02-08, 04:28 PM
hi all,
I fixed the diveplanes both fore and aft, the rudder's in place too. The sub now dives better than before. I readjusted the specs in the . sim to have those of a Jyunsen B, same in the cfg file.

The torpedo tubes caps are at their right place, the torp tube dummies have been adjusted so that the torpedoes come out of their assigned tubes too.

I darkened the tower so that it wouldn't stand out so much anymore, so I thought it was time to release a new version.

I took Takao's advice regarding the Kaiten torpedoes, they only appear in September 1944 now (cost 500) then decrease in price till the actual first known use of them on November 20th 1944.

Known issues :
Command deck too low
deck gun still german 105mm not jap 5.5 inch
AA still typ 18 turret
occlusion map and textures to be worked at some more.

Enjoy ! Keltos 01

ps for an ai boat we could place a plane on deck like the Sen Toku ? Miner ?

ps2 the IJN Torpedo mod has a new version for download as well with the later date kaiten.

http://img440.imageshack.us/img440/8702/ijnjyunsenbva3.jpg (http://imageshack.us)
http://img440.imageshack.us/img440/8702/ijnjyunsenbva3.b15ca0b100.jpg (http://g.imageshack.us/g.php?h=440&i=ijnjyunsenbva3.jpg)

http://img135.imageshack.us/img135/4052/bowcapsonod1.jpg (http://imageshack.us)
http://img135.imageshack.us/img135/4052/bowcapsonod1.767454268f.jpg (http://g.imageshack.us/g.php?h=135&i=bowcapsonod1.jpg)

http://img206.imageshack.us/img206/8069/firingtubeonevb1.jpg (http://imageshack.us)
http://img206.imageshack.us/img206/8069/firingtubeonevb1.c7cb588930.jpg (http://g.imageshack.us/g.php?h=206&i=firingtubeonevb1.jpg)

http://img135.imageshack.us/img135/4726/sternzd6.jpg (http://imageshack.us)
http://img135.imageshack.us/img135/4726/sternzd6.d16104efc6.jpg (http://g.imageshack.us/g.php?h=135&i=sternzd6.jpg)

link :
http://files.filefront.com/IJN+Jyunsen+B+20rar/;10462030;/fileinfo.html

Nokia
06-02-08, 04:56 PM
Looks good :up: ! Going to give it a try tomorrow.

miner1436
06-02-08, 08:21 PM
Check out my last post in the AI sen toku thread regarding the AI sub. As for planes, im sure you could put a dummy on the catapult but I have no idea how to make it AI.

peabody
06-02-08, 08:35 PM
deck gun still german 105mm not jap 5.5 inch

The Jap 5.5 has a shield around it, I didn't know if you knew that.

Peabody

keltos01
06-05-08, 03:40 PM
Here it goes :
I've made a new mod with three stand-alone IJN submarines (the IJN torpedo mod is included, with Takao's remarks about the kaiten as well):

Jyunsen B
Kaichu
Kaidai

I am working on the Sen Toku again, this time it has separate hull and tower, I hope to implement it soon, then I'll finish off the Ko Hyoteki I started working on lately, then who knows ? a mine laying sub ? if anyone can make mines that do work (give you credit when a ship is sunk)

As I could'nt find a blueprint/3d model of the Kaidai it has the IXD2 hull but a real new conning tower.

Campaigns are available from Penang only (so far).

I haven't tested the compatibility with operation Monsun yet, but as IJN subs operated in the Indian Ocean as well I think it would be nice to include them there.

Jyunsen B type submarine :
http://img98.imageshack.us/img98/8337/ijnjyunsenbcp6.jpg (http://imageshack.us)
http://img98.imageshack.us/img98/8337/ijnjyunsenbcp6.49d82bce67.jpg (http://g.imageshack.us/g.php?h=98&i=ijnjyunsenbcp6.jpg)

Kaichu type submarine :
http://img181.imageshack.us/img181/6104/kaichu4vp7.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/6104/kaichu4vp7.e2b6d16777.jpg (http://g.imageshack.us/g.php?h=181&i=kaichu4vp7.jpg)

Kaidai type 4 submarine :

http://img171.imageshack.us/img171/8348/kaidaiflankspeedaheadeh8.jpg (http://imageshack.us)
http://img171.imageshack.us/img171/8348/kaidaiflankspeedaheadeh8.a9b6c98367.jpg (http://g.imageshack.us/g.php?h=171&i=kaidaiflankspeedaheadeh8.jpg)

Download link :
http://files.filefront.com/IJN+Sub+mod+Jyunsen+B+andirar/;10507724;/fileinfo.html

keltos01
06-05-08, 03:44 PM
i gues i'd have to edit it to remove the turret from around the gun, looks kindo like the "Monitor" now..

http://img179.imageshack.us/img179/3876/encounterou6.jpg (http://imageshack.us)
http://img179.imageshack.us/img179/3876/encounterou6.4aaf5009d0.jpg (http://g.imageshack.us/g.php?h=179&i=encounterou6.jpg)