Log in

View Full Version : [REL] Jyunsen B, Kaichu and kaidai IJN mod


Pages : 1 2 [3] 4 5

keltos01
05-27-09, 04:40 PM
I-Boat Damage Mod version 1.3 released

http://files.filefront.com/IBDM+JB+v13+ ... einfo.html (http://files.filefront.com/IBDM+JB+v13+0526rar/;13813214;/fileinfo.html)

includes the Jyunsen C2 damage model, this one is a working damage model but will still be refined.

btw thanks to Polyfiller who solved a crucial problem for me

keltos

keltos01
05-28-09, 05:39 AM
I tried Peabody's dc mission, so as to test the C2 damage model and see if the Kaitens could be hit by dc

http://img37.imageshack.us/img37/5633/damage.jpg (http://img37.imageshack.us/my.php?image=damage.jpg)

on the surface :

http://img32.imageshack.us/img32/4874/98147812.jpg (http://img32.imageshack.us/my.php?image=98147812.jpg)


obviously yes, since after sustaining a lot of damage from dc attacks, and finally surfacing
to sink the US DD with the DG I saw no Kaiten on deck . :)

keltos

keltos01
05-28-09, 07:50 AM
The kaitens now have separate damage models :

http://img11.imageshack.us/img11/8425/kaitensseparate.jpg (http://img11.imageshack.us/my.php?image=kaitensseparate.jpg)

http://img7.imageshack.us/img7/5536/59647433.jpg (http://img7.imageshack.us/my.php?image=59647433.jpg)


they can then be destroyed one at a time !

keltos

keltos01
06-05-09, 01:26 PM
http://img189.imageshack.us/img189/7926/c2copy.jpg (http://img189.imageshack.us/my.php?image=c2copy.jpg)

here are the tube doors, the model will have to be altered somewhat to fit the opening etc.. but now all tubes have doors.

http://img510.imageshack.us/img510/7926/c2copy.jpg (http://img510.imageshack.us/my.php?image=c2copy.jpg)




then again sometime in the future maybe someone can cook up a real IJN torpedo tube door... and make tubes that don't make as much fuss as the japanese did suck the firing air back in !

keltos

keltos01
06-05-09, 02:20 PM
http://img198.imageshack.us/img198/7926/c2copy.jpg (http://img198.imageshack.us/my.php?image=c2copy.jpg)


moved the gun a bit aft, same with the watch crewman on deck, changed torpedo door texture

keltos

http://warshipsww2.eu/lode.php?language=E&period=2&idtrida=552

polyfiller
06-05-09, 05:03 PM
Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ... then every dozen tests or so, when you take damage on that zone, your unit begins to appear invisible as the game engine slowly crashes .... eventually everything locks up and you have to reboot.

It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

keltos01
06-08-09, 01:55 PM
Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ... then every dozen tests or so, when you take damage on that zone, your unit begins to appear invisible as the game engine slowly crashes .... eventually everything locks up and you have to reboot.

It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

then what link should I use ? I want them to be able to blow up if hit...

keltos

keltos01
06-09-09, 02:32 PM
zone set to =63 ExternalStorage (I want them to get destroyed, here two are hit by dcs...)

http://img41.imageshack.us/img41/9894/kaaiten63.jpg (http://img41.imageshack.us/my.php?image=kaaiten63.jpg)
I'd like to see the kaitens here...

http://img29.imageshack.us/img29/9894/kaaiten63.jpg (http://img29.imageshack.us/my.php?image=kaaiten63.jpg)

http://img188.imageshack.us/img188/9894/kaaiten63.jpg (http://img188.imageshack.us/my.php?image=kaaiten63.jpg)


Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ...
It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

It is not listed in the upcge, a lucky overlook from my part ?

would it be ok then ? is there any better zone to link the Kaitens to ? without having to create a new one ? ...

I know from I-Boat Captain that in RL some got damaged by dc, inoperable but not destroyed (or the sub would go down with them !)

keltos

polyfiller
06-09-09, 02:59 PM
Keltos - if you want them to be destroyed (visually) then that is fine - just have a single seperate zone branch in the .zon file with the zone 63 in it and have the zone number (63 you are using ?) defined as destructable in the zones.cfg.

What you can't do without causing game engine problems is have a destructable zone that's part of the main zones branch in the .zon and is mapped to an item in the upcge. So you can't have both destructable item and have it show in the damage screen as such. I reckon there may be a way to trick the system by have a parent zone of 63 in the upcge and define it to be in the same place as the Kaiten itself, with a slightly lower hitpotin value - so you would guarantee the damage screen would show up as destroyed at the same time the kaitens themself are blown off the sub. Worth a try I think.

keltos01
06-09-09, 03:24 PM
Keltos - if you want them to be destroyed (visually) then that is fine - just have a single seperate zone branch in the .zon file with the zone 63 in it and have the zone number (63 you are using ?) defined as destructable in the zones.cfg.

What you can't do without causing game engine problems is have a destructable zone that's part of the main zones branch in the .zon and is mapped to an item in the upcge. So you can't have both destructable item and have it show in the damage screen as such.

I reckon there may be a way to trick the system by have a parent zone of 63 in the upcge and define it to be in the same place as the Kaiten itself, with a slightly lower hitpotin value - so you would guarantee the damage screen would show up as destroyed at the same time the kaitens themself are blown off the sub. Worth a try I think.

I'll try, I just wanna have those kaiten show on the damage screen.. I know I always want more.. :oops:

how do you set up such a parent zone ? I'm a real beginner at zones..

keltos

polyfiller
06-10-09, 07:34 AM
Keltos - for parent zones - look at zones.cfg and you'll see some zones have a parent. Look at 21 & 55 for example - they should show 29 or 201 as the parent. You just specify the number of the parent zone. Children do not pass damage updwards to parents (unlike real life) but parents pass damage down to children - but only when completely destroyed (also not quite like RL).

I then suggest the parent zone id should be in the main zones branch of the subname.zon file and also linked to the equipment item in the .upc

I'd also not want you to do this if you have NOT had the game engine crash - my observations are based on my extensive testing ... but no one is perfect. I'd suggest adding the zone 63 to the .upc and do a test ... let me know if you sub starts to enter stealth mode i.e. the game engine stops rendering it from the outside view ... before slowly crashing the game.

Hope this helps.

keltos01
06-10-09, 11:18 AM
I'll give it a try, thanks Polyfiller !

keltos

keltos01
06-10-09, 02:34 PM
C2 doors 3d model fixed :

in 3ds

http://img189.imageshack.us/img189/2141/doors.jpg (http://img189.imageshack.us/my.php?image=doors.jpg)

in s3d :

http://img197.imageshack.us/img197/6844/doorss3d.jpg (http://img197.imageshack.us/my.php?image=doorss3d.jpg)

doors linked to new texture nodes so they'd have colors like in RL :

http://img191.imageshack.us/img191/2933/c2doorsred.jpg (http://img191.imageshack.us/my.php?image=c2doorsred.jpg)

ingame :

http://img189.imageshack.us/img189/692/c2newdoors.jpg (http://img189.imageshack.us/my.php?image=c2newdoors.jpg)

up close :

http://img188.imageshack.us/img188/2141/doors.jpg (http://img188.imageshack.us/my.php?image=doors.jpg)


now the tedious/hard part : fixing the animation....

tube 1 anim ok

[edit] fixed all doors anims :D


keltos

Carotio
07-05-09, 07:13 PM
version 3.7 available through SHMF too (http://www.silenthuntermods.com/forum/index.php?topic=158.0) :03:

keltos01
07-22-09, 04:32 PM
Version 3.7 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod has been released !


it includes :

Takao's IJN name and rank mod

Two new loading screens

IJN Torpedo mod including kaiten

IJN Telegraph mod

New detailed towers and texture for the Type AM submarine and the Jyunsen B

A stand alone Type 22 radar :

Type 22 "stick" mast mounted surface/air http://www.silenthuntermods.com/forum/Smileys/extended/searchclick.gif radar for the Type AM

Type 22 "drum" drum mounted surface/air http://www.silenthuntermods.com/forum/Smileys/extended/searchclick.gif radar for the Jyunsen B

A new localization file giving you new info on torpedoes (explosive power added) and Snorkel and radar.

A bigger deckgun 127 mm available right away as an upgrade.


Radar :

http://img208.imageshack.us/img208/7387/radardecriptiongo4.jpg (http://%22http//imageshack.us/%22)


Torpedoes :

http://img513.imageshack.us/img513/605/torpedoesdecriptionlj7.jpg (http://%22http//imageshack.us/%22)

v 3.0 Jyunsen B

http://img205.imageshack.us/img205/5918/v30jyunsenbkm7.jpg (http://%22http//imageshack.us/%22)


Flank speed ahead :

http://img503.imageshack.us/img503/1503/v30jyunsenbflankcn7.jpg (http://%22http//imageshack.us/%22)

IJN Snorkel :

http://img392.imageshack.us/img392/7886/v30jyunsenbsnorkeleo1.jpg (http://%22http//imageshack.us/%22)
Type AM loadout :

http://img396.imageshack.us/img396/6208/v3typeamloadoutxw0.jpg (http://%22http//imageshack.us/%22)

Type AM submarine


http://img529.imageshack.us/img529/2197/v3typeamrq0.jpg (http://%22http//imageshack.us/%22)

http://img145.imageshack.us/img145/2738/v3typeam2te5.jpg (http://%22http//imageshack.us/%22)
http://img145.imageshack.us/img145/v3typeam2te5.jpg/1/w1024.png (http://%22http//g.imageshack.us/img145/v3typeam2te5.jpg/1/%22)

Type AM tower and snorkel :

http://img133.imageshack.us/img133/7301/v3amsnorkelandtowerct5.jpg (http://%22http//imageshack.us/%22)

Kaidai 4

http://img120.imageshack.us/img120/6008/v3kaidai4io1.jpg (http://%22http//imageshack.us/%22)
http://img120.imageshack.us/img120/v3kaidai4io1.jpg/1/w1024.png (http://%22http//g.imageshack.us/img120/v3kaidai4io1.jpg/1/%22)

http://img79.imageshack.us/img79/6497/v3kaidai4boa4.jpg (http://%22http//imageshack.us/%22)

Kaichu

http://img395.imageshack.us/img395/9215/v3kaichufi7.jpg (http://%22http//imageshack.us/%22)

Thanks to Peabody for much of the latest bug fixes including the snorkel and IJN radar stand alone set up, Sledgehammer427 for his Jyunsen B deck texture, waiting for the complete one ! http://www.silenthuntermods.com/forum/Smileys/extended/wink.gif


Enjoy !

Keltosv


I'm still working on refining the damage model for all I-boats, and it's not because I tweak the Narwhal that I forgot this mod, far from it !

keltos

keltos01
08-14-09, 04:20 AM
The mod will now include AOTD_Mad_Max's IJN Naval rockets - ship to air.

maybe he can make another ship to surface ?

ok that one not historically accurate on a sub, but would be fun to fire !

keltos

keltos01
08-14-09, 02:44 PM
I have received both IJN Naval surface to surface rockets and IJN Naval surface to air rockets from AOTD_Mad_Max, they will be implemented in the next Jyunsen B mod :

IJN Naval surface to air rockets (AOTD_Mad_Max)

http://img14.imageshack.us/img14/9266/rocketssam.jpg (http://img14.imageshack.us/i/rocketssam.jpg/)

I can't stop watching ... :D :88) but...

http://img134.imageshack.us/img134/9063/rocketsats.jpg (http://img134.imageshack.us/i/rocketsats.jpg/)

http://img33.imageshack.us/img33/8074/rockets.jpg (http://img33.imageshack.us/i/rockets.jpg/)


the US planes also fire rockets !!!!


keltos

keltos01
08-31-09, 04:22 PM
new version 3.9.3 includes the Sen Toku and C2 submarines.

to Daemon : have a look around mate !

keltos

keltos01
09-22-09, 03:07 PM
http://img529.imageshack.us/img529/8702/gunscopy.jpg (http://img529.imageshack.us/my.php?image=gunscopy.jpg)
Version 3.7 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod has been released !


it includes :

Takao's IJN name and rank mod

Two new loading screens

IJN Torpedo mod including kaiten

IJN Telegraph mod

New detailed towers and texture for the Type AM submarine and the Jyunsen B

A stand alone Type 22 radar :

Type 22 "stick" mast mounted surface/air http://www.silenthuntermods.com/forum/Smileys/extended/searchclick.gif radar for the Type AM

Type 22 "drum" drum mounted surface/air http://www.silenthuntermods.com/forum/Smileys/extended/searchclick.gif radar for the Jyunsen B

A new localization file giving you new info on torpedoes (explosive power added) and Snorkel and radar.

A bigger deckgun 127 mm available right away as an upgrade.


Radar :

http://img208.imageshack.us/img208/7387/radardecriptiongo4.jpg (http://%22http//imageshack.us/%22)


Torpedoes :

http://img513.imageshack.us/img513/605/torpedoesdecriptionlj7.jpg (http://%22http//imageshack.us/%22)

v 3.0 Jyunsen B

http://img205.imageshack.us/img205/5918/v30jyunsenbkm7.jpg (http://%22http//imageshack.us/%22)


Flank speed ahead :

http://img503.imageshack.us/img503/1503/v30jyunsenbflankcn7.jpg (http://%22http//imageshack.us/%22)

IJN Snorkel :

http://img392.imageshack.us/img392/7886/v30jyunsenbsnorkeleo1.jpg (http://%22http//imageshack.us/%22)
Type AM loadout :

http://img396.imageshack.us/img396/6208/v3typeamloadoutxw0.jpg (http://%22http//imageshack.us/%22)

Type AM submarine


http://img529.imageshack.us/img529/2197/v3typeamrq0.jpg (http://%22http//imageshack.us/%22)

http://img145.imageshack.us/img145/2738/v3typeam2te5.jpg (http://%22http//imageshack.us/%22)
http://img145.imageshack.us/img145/v3typeam2te5.jpg/1/w1024.png (http://%22http//g.imageshack.us/img145/v3typeam2te5.jpg/1/%22)

Type AM tower and snorkel :

http://img133.imageshack.us/img133/7301/v3amsnorkelandtowerct5.jpg (http://%22http//imageshack.us/%22)

Kaidai 4

http://img120.imageshack.us/img120/6008/v3kaidai4io1.jpg (http://%22http//imageshack.us/%22)
http://img120.imageshack.us/img120/v3kaidai4io1.jpg/1/w1024.png (http://%22http//g.imageshack.us/img120/v3kaidai4io1.jpg/1/%22)

http://img79.imageshack.us/img79/6497/v3kaidai4boa4.jpg (http://%22http//imageshack.us/%22)

Kaichu

http://img395.imageshack.us/img395/9215/v3kaichufi7.jpg (http://%22http//imageshack.us/%22)

Thanks to Peabody for much of the latest bug fixes including the snorkel and IJN radar stand alone set up, Sledgehammer427 for his Jyunsen B deck texture, waiting for the complete one ! http://www.silenthuntermods.com/forum/Smileys/extended/wink.gif


I'm still working on refining the damage model for all I-boats, and it's not because I tweak the Narwhal that I forgot this mod, far from it !


Version 3.7 of the Jyunsen B mod released !

list of features coming soon

D/L :

http://www.filefront.com/14580601/V_...d_JyunsenB.rar (http://www.filefront.com/14580601/V_3_7_IJN_Sub_mod_JyunsenB.rar)

miner1436
09-24-09, 09:45 PM
Close up of the conning/command room
http://eastcoastarmory.com/forumPic/junsen_b.jpg

keltos01
09-24-09, 11:49 PM
Close up of the conning/command room
http://eastcoastarmory.com/forumPic/junsen_b.jpg

nice ! I had the same but less detailed and yellow in a magazine, would you happen to have the rest of the Blueprint by any chance ?

thanks

keltos

miner1436
09-25-09, 01:14 AM
Sadly that is all I have found.

I-25
09-30-09, 11:58 AM
Hi keltos! dropped by to see how things were coming along and WOW. not bad at all. :yeah:

keltos01
09-30-09, 02:06 PM
Hi keltos! dropped by to see how things were coming along and WOW. not bad at all. :yeah:

:D more coming your way when the campaign comes !

3.9.3 is our current test version, and it adds yet another sub I think ... :hmmm:

keltos

keltos01
10-25-09, 02:10 AM
bump

I am working on the AI torpedoes for the NDD Somers

keltos

keltos01
11-01-09, 02:38 AM
Videos :

New :

http://img413.imageshack.us/img413/4751/marcello.jpg (http://img413.imageshack.us/i/marcello.jpg/)


Italian submarine training movie WWII (http://www.youtube.com/watch?v=78QvEKmqupE)



submerging, loading torpedoes, you see the engine room too... drewling...

http://img97.imageshack.us/img97/1292/ommagiao.jpg (http://img97.imageshack.us/i/ommagiao.jpg/)


ommaggio ai sommergibili italiani (http://www.youtube.com/watch?v=OKlHvugPn7o&feature=related)

http://img524.imageshack.us/img524/5493/sommwii.jpg (http://img524.imageshack.us/i/sommwii.jpg/)

http://www.youtube.com/watch?v=Mvu4XnHilXI

I think those images are from the show to A. Hitler when over 50 italian subs surfaced together in the bay of Naples and fired their guns together.


http://img340.imageshack.us/img340/4933/betasom.jpg (http://img340.imageshack.us/i/betasom.jpg/)

http://www.youtube.com/watch?v=y-TSly9zdio

Italian subs in the Atlantic

http://img264.imageshack.us/img264/4280/sssu.jpg (http://img264.imageshack.us/i/sssu.jpg/)


http://www.youtube.com/watch?v=kRgd1IusuGY


another :

http://img503.imageshack.us/img503/4613/78770638.jpg (http://img503.imageshack.us/i/78770638.jpg/)

I love their banner !

http://www.youtube.com/watch?v=4k-f8pbonys


I still am planning to mod an italian sub, Marcello Class, since the japanese used one that I know of.

keltos

bill clarke
11-02-09, 01:35 AM
How do I download this mod ?, where is it ?

keltos01
11-02-09, 02:19 PM
How do I download this mod ?, where is it ?

:)

see the first post for the link :)

keltos

keltos01
11-24-09, 02:42 PM
http://img413.imageshack.us/img413/4412/type22radar.jpg (http://img413.imageshack.us/i/type22radar.jpg/)

new 3d model for short stick radar type 22 :

http://img149.imageshack.us/img149/4559/radar22.jpg (http://img149.imageshack.us/i/radar22.jpg/)


keltos

keltos01
11-24-09, 03:25 PM
http://img688.imageshack.us/img688/9616/radar22short.jpg (http://img688.imageshack.us/i/radar22short.jpg/)

new Type 22 radar 3d model.

keltos

keltos01
11-25-09, 12:58 PM
http://img513.imageshack.us/img513/8114/radarjbdrum.jpg (http://img513.imageshack.us/i/radarjbdrum.jpg/)


new dedicated radars models for the Type AM and the Jyunsen B seen here above.

keltos

Radio
11-25-09, 05:22 PM
Those screenies look so awesome! can't wait to lay my hands on the final release version!:yeah:

keltos01
11-26-09, 02:06 AM
Those screenies look so awesome! can't wait to lay my hands on the final release version!:yeah:

the available 3.7 version is on the first page of this thread, the final one will come with the IJN campaign mod Peabody and I are working on, he's the writer and I'm tester for that campaign.

keltos

keltos01
11-28-09, 03:39 PM
http://img402.imageshack.us/img402/2199/j1m.jpg (http://img402.imageshack.us/i/j1m.jpg/)

hunting a convoy

http://img691.imageshack.us/img691/2572/t92.jpg (http://img691.imageshack.us/i/t92.jpg/)


Type 92 torpedo


keltos

ghcpa9
11-28-09, 05:28 PM
First time poster here =) The subs looks awsome!

One question, I d/l'd 3.7 and noticed several files & folders in addition to the data folder...how do I install? Use the Jones Installer? Thanks.

keltos01
11-28-09, 06:09 PM
First time poster here =) The subs looks awsome!

One question, I d/l'd 3.7 and noticed several files & folders in addition to the data folder...how do I install? Use the Jones Installer? Thanks.

unrar in the mod folder

verify that the mod path is Jyunsen B mod\Data and not Jyunsen B mod\Jyunsen B mod\Data which can happen when one unrars

enable with jsgme

enjoy !

Welcome to Subsim !

keltos

Radio
11-28-09, 06:10 PM
To the above poster: Yes, it is fully JSGME compatible.

To the Modders:

I downloaded and tested the v3.9 version and tested it quickly.
First impression: WOW! :o:o:o They should release a Japanese Submarine game instead of Silent Hunter 5, I'm totally in love with those subs!

As a small help/tribute I wanted to report some smaller issues I saw during the test:

Jyunsen B
-The Battery was empty fast and it took very long to reload it. Could be realistic, though.
-The Conning Tower looked odd (pale) when being submerged (see 3rd pic below)
-The hydrophones could be used when surfaced and at very high speed, they detected ships over large distances. Could be realistic, my apologies if it is.
-Had a weird refuel bug (maybe from stockgame): When refueling at an non-home-base harbour I could not click any buttons on the orderbar. after I saved the game (which took very long) everything was back to normal.
-Couldn't make more tests as my boat suddenly exploded and everyone was dead (unknown cause,maybe mines???)


Kaichu Type 1
-I could load 13 torpedoes, nice :D
-The deckgun was not usable manually

Type AM
-I could not fill the last empty torpedo slot when in the harbor.
-The second deckgun was missing
-The Conning water had the same paleness-glitch like the first sub ^

Kaidai Type 3
-The (possible?) torpedo reserve was not filled by default.

Jyunsen IM
-same as above, the reserve room was not used by default.

My favourite boat is the Jyunsen IM, I gonna start a career in it now :yeah:
There are so many interesting and exciting things in this mod (new torpedoes, weapons, equipment, Kaiten, etc etc), I felt like a small kid in a toy store :DL

Some random pics:

http://img130.imageshack.us/img130/2061/sh4img20091128231902015.th.jpg (http://img130.imageshack.us/i/sh4img20091128231902015.jpg/)

http://i49.tinypic.com/vomqdh.jpg

http://i50.tinypic.com/wlszeq.jpg

p.s.: Now after playing the Axis side I realize that I never looked far enough in the west for targets. There are many warships and giant convoys, everything in the other areas are mere breadcrumbs against that :88)

keltos01
11-28-09, 06:36 PM
[quote=Radio;1210516]To the above poster: Yes, it is fully JSGME compatible.

To the Modders:

I downloaded and tested the v3.9 version and tested it quickly.
First impression: WOW! :o:o:o They should release a Japanese Submarine game instead of Silent Hunter 5, I'm totally in love with those subs!
:Dfeedback !!! YES !
As a small help/tribute I wanted to report some smaller issues I saw during the test:

Jyunsen B
-The Battery was empty fast and it took very long to reload it. Could be realistic, though. will verify
-The Conning Tower looked odd (pale) when being submerged (see 3rd pic below) known bug
-The hydrophones could be used when surfaced and at very high speed, they detected ships over large distances. Could be realistic, my apologies if it is.it shouldn't
-Had a weird refuel bug (maybe from stockgame): When refueling at an non-home-base harbour I could not click any buttons on the orderbar. after I saved the game (which took very long) everything was back to normal.
-Couldn't make more tests as my boat suddenly exploded and everyone was dead (unknown cause,maybe mines???)

install the IBDM (I-Boat Damage mod) on top of the Jyunsen B mod :

d/l link :
http://www.mediafire.com/file/mw4e4onnmlk/IBDM_JB_v1.4_09_22.7z

Kaichu Type 1
-I could load 13 torpedoes, nice :D
-The deckgun was not usable manually I know and she won't be in the IJN campaign mod "Climb Mount Niitaka" as she has such a short range...

Type AM
-I could not fill the last empty torpedo slot when in the harbor.
-The second deckgun was missing I set one for the sake of it, in RL she had only AA guns, no deck gun.

-The Conning water had the same paleness-glitch like the first sub ^

Kaidai Type 3
-The (possible?) torpedo reserve was not filled by default.will look it up

Jyunsen IM
-same as above, the reserve room was not used by default.will look it up

My favourite boat is the Jyunsen IM, I gonna start a career in it now :yeah:Mine too !!!
There are so many interesting and exciting things in this mod (new torpedoes, weapons, equipment, Kaiten, etc etc), I felt like a small kid in a toy store :DL

Some random pics:

http://img130.imageshack.us/img130/2061/sh4img20091128231902015.th.jpg (http://img130.imageshack.us/i/sh4img20091128231902015.jpg/)

http://i49.tinypic.com/vomqdh.jpg

http://i50.tinypic.com/wlszeq.jpg

p.s.: Now after playing the Axis side I realize that I never looked far enough in the west for targets. There are many warships and giant convoys, everything in the other areas are mere breadcrumbs against that :88)

Wait untill you see this mod in the IJN campaign mod "Climb Mount Niitaka"

those subs will soon have their dedicated campaign, they were designed with it in mind, not the german one although it is also realistic since IJN subs did fight along the germans and italians in the IO out of Penang, Peabody is currently finishing up the Beta of our IJN campaign mod.

Thanks for the feedback

Keltos

peabody
11-28-09, 07:35 PM
Just to add some additional info to Keltos' answers.

I downloaded and tested the v3.9 version and tested it quickly.

The only 'official' release Keltos made was version 3.7 so if you actually have a 3.9 it is probably full of bugs. It will be a version that Keltos and I were sending back and forth to work on.

Jyunsen B

-Had a weird refuel bug (maybe from stockgame): When refueling at an non-home-base harbour I could not click any buttons on the orderbar. after I saved the game (which took very long) everything was back to normal.
-Couldn't make more tests as my boat suddenly exploded and everyone was dead (unknown cause,maybe mines???)

1. I had that happen twice in all the times I have tested this during writing the Campaign, and I tested a lot. I have no idea why it happened, but I do know I could go to the Periscope view and then back to the other view and that corrected the problem without save/load. I don't know the reason. I don't think Keltos ever had the error, so I do not have an answer.

2. If your boat suddenly exploded it was probably a mine or more likely a bomb dropped from aircraft with a direct hit.


Type AM
-I could not fill the last empty torpedo slot when in the harbor.
-The second deckgun was missing

1. A number mistake. Corrected.
2. Can't have a second deckgun, it had a ramp on the front for launching Seaplanes that were stored inside it's 'hanger" in the conning tower.



Peabody

Radio
11-28-09, 07:55 PM
Thanks! I will use the 3.7 version now and the Damage mod. About that second deckgun: I was able to select it in the equipment screen in harbor.

p.s. Sorry for the giant pics :oops:

p.p.s.: I can not find the japanese language pack for IL-2 anymore, sorry

Radio
11-29-09, 02:32 AM
Ok I started a 43 career in the Jyunsen B and atm I'm on my first patrol. Here some observations:

-Planes are a real threat now because of the lack of a decent Air-Radar
-However the radar detector, a good flak armament and the Snorkel helped to get me even through heavily carrier-plane infected territory.
-Well mostly. One time my boat was damaged by a bomb. The periscopes, the radar and the AAA were gone so I had to run to a nearby harbour for repairs.
Oddly only one flak was listed as destroyed, but the other one had (graphically) dissapeared from the sub, too.
-The new torpedoes are OMGWTFBBQ-cool! :up: However they seem to confuse the german boat GUI a bit, over the tubes (on the attack map) LUT and FAT appears with certain torpedoes, a minor problem. They worked flawlessly, though. Could not fire a Kaiten yet, but an acoustic torpedo crippled a huge (and unarmed) tanker and I was able to sink it with the giant deckgun (FUN!!!!) :D. Fired some unguided torpedoes of all the other types and they seem to work, too.
-When selecting another tube the previously selected tube automatically closes. Not a big problem, though, as they seem to open rather quick.
-There was a small render problem with the front of the boat when submerged. See here: http://i46.tinypic.com/30mmkig.jpg
-The heading indicator (GUI) is nice but hard too read.


That boat really packs a punch! It's fast as lightning, has a good loadout of strong torpedoes, a giant deckgun, good AAA. The lack of a good AA radar is fair enough, otherwise it would be too strong. The battery is weak, too, but again this balances things out. And with a speed like that, 1 knot less for charging it doesn't matter too much :rock:

After playing the Type IX with its extremely long divetimes (Operation Monsun) the dive speed of the Jyunsen seemed a bit too fast, but maybe I feel like that about it because of the huge difference... not sure...

The voices... well, if you can't get any Japanese voice files, I would recommend to simply make the crew silent. German or English does not really fit.

Conclusion: Great mod! Those new subs really give the game a totally new feeling.:yeah::salute:

p.s.: I discovered what caused the sinking of my boat in the first test above^ : I had run into a anti-sub-net. It seems there are some of them north of Melekeok (TMO installed btw)

keltos01
11-29-09, 03:29 AM
quote=Radio

Ok I started a 43 career in the Jyunsen B and atm I'm on my first patrol. Here some observations:

-Planes are a real threat now because of the lack of a decent Air-Radar
and especially since they have really decent american technology ;)

-However the radar detector, a good flak armament and the Snorkel helped to get me even through heavily carrier-plane infected territory.
The snorkel is a really good add on to the boat, about the AAs : you start with 7.92 mm machine guns, then get 25 mm single AA guns, double and triple 25mm AA, beware of the first guns as they are more like peashooters than real AA guns, those were changed quickly after the start of the war as were the US .30 machineguns.


-Well mostly. One time my boat was damaged by a bomb. The periscopes, the radar and the AAA were gone so I had to run to a nearby harbour for repairs.
you enabled the IBDM right ? in stock you would've been sunk..


Oddly only one flak was listed as destroyed, but the other one had (graphically) dissapeared from the sub, too.you mean in the damage screen or on the sub ? I think I made some to be destructible items :rotfl2:as the rudders (top and bottom) etc...

-The new torpedoes are OMGWTFBBQ-cool! :up: However they seem to confuse the german boat GUI a bit, over the tubes (on the attack map) LUT and FAT appears with certain torpedoes, a minor problem.
will try and correct that, but all characteristics are RL IJN torpedoes'

They worked flawlessly, though. Could not fire a Kaiten yet november 1944 for the first Kaiten attack, hey they had to tran the drivers first ! :03:

, but an acoustic torpedo crippled a huge (and unarmed) tanker and I was able to sink it with the giant deckgun (5inch gun !)(FUN!!!!) :D.
read the weapons' info in the T screen or in port, you'll see f.I. the Type 89 torpedo had a range of 10 000 m at ? 35 knots, if you shoot from far away, select slow speed, a high speed increases misses for some reason, I usually fire at 6000 - 7000 m :o

Fired some unguided torpedoes of all the other types and they seem to work, too.
again read the specs : Type 96 was a torp with twice the amount of explosive of the Type 95 f.i.

-When selecting another tube the previously selected tube automatically closes. Not a big problem, though, as they seem to open rather quick.
weird.. I usually open all tubes prior to an attack..


-There was a small render problem with the front of the boat when submerged. See here: http://i46.tinypic.com/30mmkig.jpg

-The heading indicator (GUI) is nice but hard too read.
sorry, it is the RL IJN SUB indicator I took it from a 1943 war footage.


That boat really packs a punch! It's fast as lightning, has a good loadout of strong torpedoes, a giant deckgun, good AAA.
they were designed to spearhead the fleet in a war of attrition against the US fleet, but yeah, 23 knots is fast !

The lack of a good AA radar is fair enough, otherwise it would be too strong. The battery is weak, too, but again this balances things out. And with a speed like that, 1 knot less for charging it doesn't matter too much :rock:

After playing the Type IX with its extremely long divetimes (Operation Monsun) the dive speed of the Jyunsen seemed a bit too fast, but maybe I feel like that about it because of the huge difference... not sure...
it's not that fast..

The voices... well, if you can't get any Japanese voice files, I would recommend to simply make the crew silent. German or English does not really fit.
still discussing the matter with Peabody, but voices are a lot of work
just look how many sentences there are and how many voices (12 ?)


Conclusion: Great mod! Those new subs really give the game a totally new feeling.:yeah::salute:

p.s.: I discovered what caused the sinking of my boat in the first test above^ : I had run into a anti-sub-net. It seems there are some of them north of Melekeok (TMO installed btw)

A heartfelt thank you to you Radio for the first real feedback on our boats :yeah:

but the IJN campaign... that will change things trust me !

keltos

peabody
11-29-09, 04:39 AM
Ok I started a 43 career in the Jyunsen B and atm I'm on my first patrol. Here some observations:

-Planes are a real threat now because of the lack of a decent Air-Radar
-However the radar detector, a good flak armament and the Snorkel helped to get me even through heavily carrier-plane infected territory.
-Well mostly. One time my boat was damaged by a bomb. The periscopes, the radar and the AAA were gone so I had to run to a nearby harbour for repairs.
Oddly only one flak was listed as destroyed, but the other one had (graphically) dissapeared from the sub, too.
-The new torpedoes are OMGWTFBBQ-cool! :up: However they seem to confuse the german boat GUI a bit, over the tubes (on the attack map) LUT and FAT appears with certain torpedoes, a minor problem. They worked flawlessly, though. Could not fire a Kaiten yet, but an acoustic torpedo crippled a huge (and unarmed) tanker and I was able to sink it with the giant deckgun (FUN!!!!) :D. Fired some unguided torpedoes of all the other types and they seem to work, too.
-When selecting another tube the previously selected tube automatically closes. Not a big problem, though, as they seem to open rather quick.
-There was a small render problem with the front of the boat when submerged. See here: http://i46.tinypic.com/30mmkig.jpg
-The heading indicator (GUI) is nice but hard too read.


That boat really packs a punch! It's fast as lightning, has a good loadout of strong torpedoes, a giant deckgun, good AAA. The lack of a good AA radar is fair enough, otherwise it would be too strong. The battery is weak, too, but again this balances things out. And with a speed like that, 1 knot less for charging it doesn't matter too much :rock:

After playing the Type IX with its extremely long divetimes (Operation Monsun) the dive speed of the Jyunsen seemed a bit too fast, but maybe I feel like that about it because of the huge difference... not sure...

The voices... well, if you can't get any Japanese voice files, I would recommend to simply make the crew silent. German or English does not really fit.

Conclusion: Great mod! Those new subs really give the game a totally new feeling.:yeah::salute:

p.s.: I discovered what caused the sinking of my boat in the first test above^ : I had run into a anti-sub-net. It seems there are some of them north of Melekeok (TMO installed btw)

Thanks for the feedback, I have a couple of comments.
There may be a way to fix it but the opening one door and the other one closes is stock uboat. It's been commented on by others, I don't know why it does it and the Fleetboats don't.

The LUT and FAT are also carryovers from using the German torpedoes. Keltos did research on the Japanese torps so I am sure we can come up with something to change them to. It's fairly easy to change them, I just don't know what they should be. We will work on it.

The radar is being worked on and almost set. Worked on some yesterday and some tonight, almost done. I hope I get it right, this stuff is all new to me. First time ever doing a MOD is with SH4, never tried this stuff before.

One big issue now is time that items are available to "buy". We had a lot of stuff available from the start for testing. I actually haven't used the final 'released' version of 3.7 in a long time because I have been working and doing the campaign with the unreleased version so I can keep the Sub and mission files compatable with each other.

I have to agree the indicator is hard to read.

I did not know Keltos had made a gun destuctable.:hmmm: Gonna have to keep an eye on him....:D.

Thanks for the info, we get so used to the subs, sometimes we don't see things that are right in front of us, so the feedback it good.

Peabody

keltos01
11-29-09, 07:35 AM
[quote=peabody;1210673]Thanks for the feedback, I have a couple of comments.
There may be a way to fix it but the opening one door and the other one closes is stock uboat. It's been commented on by others, I don't know why it does it and the Fleetboats don't.
I never noticed... as I said I usually open all fore tubes before an attack..

The LUT and FAT are also carryovers from using the German torpedoes. Keltos did research on the Japanese torps so I am sure we can come up with something to change them to. It's fairly easy to change them, I just don't know what they should be. We will work on it.
I'll try and look where it's coming from, also : the fat ones still do make turns at the end of the straight run.. they shouldn't.

The radar is being worked on and almost set. Worked on some yesterday and some tonight, almost done. I hope I get it right, this stuff is all new to me. First time ever doing a MOD is with SH4, never tried this stuff before.
:haha:
One big issue now is time that items are available to "buy". We had a lot of stuff available from the start for testing. I actually haven't used the final 'released' version of 3.7 in a long time because I have been working and doing the campaign with the unreleased version so I can keep the Sub and mission files compatible with each other.
We use 3.9 for the campaign not 3.7, there are more subs inthere.. might call it 4.0 when released with the campaign .

I have to agree the indicator is hard to read.:|\\ I don't
might be cause I use all sorts of compasses at work ?


I did not know Keltos had made a gun destuctable.:hmmm: Gonna have to keep an eye on him....:D.
:har: what ? you don't like surprises ? maybe other stuff can blow up too !

Thanks for the info, we get so used to the subs, sometimes we don't see things that are right in front of us, so the feedback it good.
yes feedback is very good :up:

keltos
Peabody

keltos01
11-29-09, 11:26 AM
I increased the straight run to 13000 on all Luft torpedoes and removed all ladder items from the FAT torps.

FAT torpedoes don't have a straight run item in S3D just a ladder item..

increased wake length for the
type 95 mod 1 and 2
type 96

to 20.0 from stock 10.0


still don't know where the "FAT" name appearing in the attack map above the tube lights come from...

not from the localization.
not from the torpedo.dat

where ? :damn:

keltos

peabody
11-29-09, 01:21 PM
Thanks for the feedback, I have a couple of comments.
There may be a way to fix it but the opening one door and the other one closes is stock uboat. It's been commented on by others, I don't know why it does it and the Fleetboats don't.
I never noticed... as I said I usually open all fore tubes before an attack..

I did read that if you open with the keyboard you can open them all, but if you click them with the mouse then hit Q to open then one closes.

I have to agree the indicator is hard to read.:|\\ I don't
might be cause I use all sorts of compasses at work ?

NO, I have used a good many compasses in my time, maybe younger eyes?:haha: I agree it looks good, just the letters are hard to read.


what ? you don't like surprises ? maybe other stuff can blow up too !

Ya, I can't wait to get DCed with a load of Kaitens on my deck.:doh:

Peabody

keltos01
11-29-09, 03:25 PM
Peabody
:har:

peabody
11-29-09, 03:57 PM
still don't know where the "FAT" name appearing in the attack map above the tube lights come from...

not from the localization.
not from the torpedo.dat

where ? :damn:

keltos

Check you PM, explanation sent. Buttons (check box) are in Menu_1024_768.ini linking to a dds/tga.
Name/Label for Fat/Lut in Menu.txt.

Peabody

keltos01
11-29-09, 05:29 PM
Check you PM, explanation sent. Buttons (check box) are in Menu_1024_768.ini linking to a dds/tga.
Name/Label for Fat/Lut in Menu.txt.

Peabody

you are my guru !

thanks

keltos

cheese123
11-29-09, 09:28 PM
Just noticed there are some places where faces don't meet, like the propeller shafts connecting to the hull on the image below and an area where the airplane hanger meets the deck. And a lot of places inside the conning tower.
http://img39.imageshack.us/img39/4717/c2s3d.jpg

keltos01
11-30-09, 12:13 PM
Just noticed there are some places where faces don't meet, like the propeller shafts connecting to the hull on the image below and an area where the airplane hanger meets the deck. And a lot of places inside the conning tower.
http://img39.imageshack.us/img39/4717/c2s3d.jpg

I will look it up, but right now our first priority is the campaign.

regards

keltos

peabody
11-30-09, 06:26 PM
Clear some PM space I have subs to send.

Peabody

keltos01
12-01-09, 09:41 AM
done clearing space

keltos

Radio
12-01-09, 11:20 AM
A bit more feedback after sinking some (a lot!) British/American ships:

-The dive speed of the Jyunsen B is too fast
-The periscope of the Jyunsen B has tiny problems staying over the water surface in general: I work around this by manually ordering 1 or 2 feet less depth

-The acoustic torpedo and the torpedoes in general.... I love them!
-The giant deckgun... I love it!
-The speed of those Japanese Subs... I love it!

Haven't found a worthy target for those Kaitens yet, I do not want to waste them on merchants or tiny DD's, I'll wait for BB'S or CV's ;).

Sadly that means that 2 torpedo tubes are blocked atm...:hmmm:
Anyway, I like every second of playing this mod! Many thanks to you guys!:up::yeah::up::yeah::up:

p.s. I am whistling the Godzilla movie theme quite often when playing this, I wonder why... Somehow it fits to your subs, you should maybe include it as a gramophone track :rotfl2:
http://i46.tinypic.com/ok1lj8.jpg

keltos01
12-01-09, 12:46 PM
Radio :A bit more feedback after sinking some (a lot!) British/American ships:

-The dive speed of the Jyunsen B is too fast
waiting on Webster's help on this

-The periscope of the Jyunsen B has tiny problems staying over the water surface in general: I work around this by manually ordering 1 or 2 feet less depth

go to the Jyunsen_B directory of the mod, open the Jyunsen_B.cfg with the notepad, you'll see some specs and :

[Properties]
PeriscopeDepth=18.8;meters
SnorkelDepth=15;meters

set PeriscopeDepth=18.5 (meters) that should give you a foot more clearance for the scope, if two are needed set PeriscopeDepth=18.2

-The acoustic torpedo and the torpedoes in general.... I love them! :D
-The giant deckgun... I love it! :D
-The speed of those Japanese Subs... I love it! :D

Haven't found a worthy target for those Kaitens yet, I do not want to waste them on merchants or tiny DD's, I'll wait for BB'S or CV's ;).
good idea, you can also fire them without rasing the scope, that's what I usually do, I go to the attack map, select manual angles and move the aim line roughly towards a sound target then let go !
This way it is (to me at least) more realistic, they don't find their quarry everytime..

Sadly that means that 2 torpedo tubes are blocked atm...:hmmm:reserved more like it
Anyway, I like every second of playing this mod! Many thanks to you guys!:up::yeah::up::yeah::up:
you are most welcome and keep posting feedback here !

keltos

p.s. I am whistling the Godzilla movie theme quite often when playing this, I wonder why... Somehow it fits to your subs, you should maybe include it as a gramophone track :rotfl2:never heard it... :-(
http://i46.tinypic.com/ok1lj8.jpg
nice picture btw

peabody
12-01-09, 01:17 PM
-The periscope of the Jyunsen B has tiny problems staying over the water surface in general: I work around this by manually ordering 1 or 2 feet less depth



One the new version I will raise the scopes so you don't have to do that, I was getting the same problem is rough weather. Raising the sub is ok for a 'quick fix' but you run the risk of exposing the radars and stuff on the conning tower, and say hello to MR. Destroyer. :D

Peabody

keltos01
12-01-09, 01:24 PM
One the new version I will raise the scopes so you don't have to do that, I was getting the same problem is rough weather. Raising the sub is ok for a 'quick fix' but you run the risk of exposing the radars and stuff on the conning tower, and say hello to MR. Destroyer. :D

Peabody

OOOPS ME !

keltos

peabody
12-01-09, 01:37 PM
OOOPS ME !

keltos

No, ooops, that is a good quick fix and sometimes the weather is so bad that is the only way to do it. You don't want the scopes hitting the moon when they are raised, although I don't know if it makes any difference in the game how high the scopes are. I think the DD will spot the scope just as easy if it's low as if it's high to a point anyway, but it is a hard thing to test to see what is actually happening.

Peabody

peabody
12-01-09, 01:39 PM
OOOPS ME !

keltos

No, ooops, that is a good quick fix and sometimes the weather is so bad that is the only way to do it. You don't want the scopes hitting the moon when they are raised, although I don't know if it makes any difference in the game how high the scopes are. I think the DD will spot the scope just as easy if it's low as if it's high to a point anyway, but it is a hard thing to test to see what is actually happening.
I just changed the scopes in 3.9.

Peabody

keltos01
12-02-09, 05:23 AM
good I'll try that when I get some time, maybe friday night ;)

I'll use you upgraded version from now on, but I thought : if I set up the IBDM on top won't that conflict with some of the files you edited ?

keltos

Shinbou Hakugei
12-02-09, 08:58 AM
Hi, Mr.Keltos!

Here is some reports.

It's very difficult to find and download your files. At http://hosted.filefront.com/keltos01 I can't find mod 3.7 or 3.9.
For download mod 3.7 users must go to "Keltos' submarines mods links and more", then click to http://www.silenthuntermods.com/forum/index.php?topic=158.0.
For download mod 3.9 users must go to "Keltos' submarines mods links and more", then click to link named "Download link version 3.4". When your mediafire.com page will opened, user must go to IBDM folder, and only then he will found V_3_9__2_IJN_Sub_mod_5_26_9_22.7z. It seems, latest version of IBDM placed here too, in all others folders and sites too much older versions of different IBDMs. Chaos!!! ;)

Because I have bad understanding English, I don't understand, which version of mod I must test - 3.7 or 3.9? And must I use IDBM or not? Therefore I download and install by JSGME V_3_9__2_IJN_Sub_mod_5_26_9_22, and then IBDM_JB_v1.4_09_22 over it.

Sorry, but I don't understand - why you made IBDM separate from IJN_Sub_mod? If it is more precision damage model for your boats, why not change this directly in IJN_Sub_Mod?

So, there is the feedback.

1. Common for all boats
1.1. I think, artillery crew is too small. Two men per big gun - it is not realistic. It must be 4 or more gunners per deck gun. Maybe will be better to do 6 crewmember cells per deck gun, and leave 8-10 cells of repair team empty? When submarine surfaced, player can move repairers to guns, when submerged - move them to repair team. Two crewmembers will be with artillery skills, all others will be just "shell loaders/firemans/repairers", for example...
1.2. Designations of guns. AA guns designated in mm, deck guns designated in cm. It confuses non-experience player. For example - here is 25mm AA gun and 12,7cm deck gun. I was inattentive, and think about 12,7mm Browning machinegun.... Maybe it will be better designate it as 127mm gun?
1.3. Torpedo tubes reloading time is about 2 minutes. I think, it is too fast...
1.4. Firing angles of AA guns on many boats is not good - they can fire through bridge, but cannot fire in some open sectors...
1.5. Sound of 13mm MG and sound of 25mm AA Gun is identical. It confuses...


2. Type AM boat.
2.1. There is two deck guns in the subsystem screen, update screen and crewmembers screen. But only one "slot_M02" into NSS_AM.dat
2.2. In 1945 single mission, boat have 17 torpedoes, at starting career in 1943 - 18 torpedoes. The http://www.combinedfleet.com/type_am.htm says that type AM must have 12 torpedoes.
2.3. Submerged speed in mod at flank speed is 7 knots, www.combinedfleet.com says - 5,5 knots.
2.4. Hydroacoustic system named "UpackXVII_Balkon_Gerat". Non-japanese.
2.5. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And it have german name.

3. Junsen 1M boat.
3.1. No access from interior of command room to interior of conning tower. It is able to move into conning tower only from bridge (by mouse right-click).
3.2. Too few crewmembers.
3.3. Type 3 mark 1 model 3 radar have old german description.
3.4. Hydroacoustic subsystem called "UpackIXGHG". Non-japanese.
3.5. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And have german name.
3.6. In upgrade screen shown only one deckgun. At subsystem screen and at deck we have two deck guns. At subsystem screen all guns have a german names.
3.7. In 1945 single mission, boat have 14 torpedoes, at starting career in 1943 - 18 torpedoes. The http://www.combinedfleet.com/type_j1m.htm says that type J1M must have 20 torpedoes.
3.8. I think, the boat is too maneuverable for it's size.

4. Junsen B1 boat.
4.1. Hydroacoustic subsystem called "UpackBalkonGerat".
4.2. Submarine have 23 torpedoes. The http://www.combinedfleet.com/type_b1.htm says that type J1B must have 17 torpedoes.

5. Junsen C2 boat.
5.1. At crewmember, subsystem and upgrade screens we have places for heavy AA gun, but here is no mount point for this gun at 3D model.
5.2. Hydroacoustic subsystem called "UPackIXGHG"
5.3. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And it have german name.
5.4. I think, the boat is too maneuverable for it's size.

6. Kaidai 3b
6.1. Visually, this boat more similar to Kaidai6 or Kaidai7 boats.
6.2. At crewmember, subsystem and upgrade screens we have places for heavy AA gun, but here is no mount point for this gun at 3D model.
6.3. No slots for sonar and radar at upgrade screen. Therefore sonar not working.
6.4. Radar warning reciever don't have a antenna at subsystem screen.
6.5. In 1945 single mission, boat have 14 torpedoes, at starting career in 1943 - 20 torpedoes. Norman Polmar in his "Submarines of Imperial Japanese Navy" say about 16 torpedoes for Kaidai 3A/3B.
6.6. I think, the boat is too maneuverable for it's size.

7. Kaidai 4 made error message when launch mission. Test stopped. Will be digged later.

8. About Kaichu. This German type IIB boat is absolutely no similar to Kaichu 5 type. IIB is much smaller (283 t vs 700t of Kaichu5), have only 3 torpedo tubes, etc, etc... It even not similar to Kai Sho type (Ro-100), which was 525 tons and have 4 torpedo tubes... The german type VII more similar to Kai Chu 5 type, than type IIB... Maybe will be better to remove IIB boat from mod?

Sorry for my bad english speaking. :cry: Thank for your patience. :oops:

keltos01
12-02-09, 09:43 AM
I will reply in details later :

on the first post of this thread you'll find the link to the dl page of version 3.7 :

http://www.silenthuntermods.com/forum/index.php?topic=158.0

It is as of now the only official version, 3.9 is one we move back and forth Peabody and I, and it's full of bugs. That version (Jyunsen B mod v 3.9 )will only be released with the IJN campaign mod "Climb Mount Niitaka" as we have previously stated.

regards

keltos

keltos01
12-02-09, 11:28 AM
http://img17.imageshack.us/img17/8350/weaponsdt7.jpg (http://imageshack.us/)




[quote=Shinbou Hakugei;1212334]Hi, Mr.Keltos!

Here is some reports.

because I have bad understanding English, I don't understand, which version of mod I must test - 3.7 or 3.9? And must I use IDBM or not? Therefore I download and install by JSGME v3.7, and then IBDM_JB_v1.4_09_22 over it.

Sorry, but I don't understand - why you made IBDM separate from IJN_Sub_mod? If it is more precision damage model for your boats, why not change this directly in IJN_Sub_Mod?
wip will be included in the campaign that's why, and also so as not to damage a working mod :03:

So, there is the feedback.

1. Common for all boats
1.1. I think, artillery crew is too small. Two men per big gun - it is not realistic. It must be 4 or more gunners per deck gun.

I would tend to agree, but that's stock crew for a gun.

Maybe will be better to do 6 crewmember cells per deck gun, and leave 8-10 cells of repair team empty? When submarine surfaced, player can move repairers to guns, when submerged - move them to repair team. Two crewmembers will be with artillery skills, all others will be just "shell loaders/firemans/repairers", for example...

1.2. Designations of guns. AA guns designated in mm, deck guns designated in cm. It confuses non-experience player. For example - here is 25mm AA gun and 12,7cm deck gun. I was inattentive, and think about 12,7mm Browning machinegun.... Maybe it will be better designate it as 127mm gun?
that's the name I found online for them : big guns in cm small ones in mm.

1.3. Torpedo tubes reloading time is about 2 minutes. I think, it is too fast...ok

1.4. Firing angles of AA guns on many boats is not good - they can fire through bridge, but cannot fire in some open sectors...there's the railing and no they shouldn't shoot through the bridge !

1.5. Sound of 13mm MG and sound of 25mm AA Gun is identical. It confuses...I don't have a sound for it for now.


2. Type AM boat.
2.1. There is two deck guns in the subsystem screen, update screen and crewmembers screen. But only one "slot_M02" into NSS_AM.dat
the DG is not historically accurate : those boats had none, I included it for playability.

2.2. In 1945 single mission, boat have 17 torpedoes, at starting career in 1943 - 18 torpedoes. The http://www.combinedfleet.com/type_am.htm says that type AM must have 12 torpedoes.I know

2.3. Submerged speed in mod at flank speed is 7 knots, www.combinedfleet.com (http://www.combinedfleet.com) says - 5,5 knots.ok


2.4. Hydroacoustic system named "UpackXVII_Balkon_Gerat". Non-japanese.that has changed since ;)

2.5. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And it have german name.not anymore

3. Junsen 1M boat.
3.1. No access from interior of command room to interior of conning tower. It is able to move into conning tower only from bridge (by mouse right-click).???

3.2. Too few crewmembers.

3.3. Type 3 mark 1 model 3 radar have old german description.ok

3.4. Hydroacoustic subsystem called "UpackIXGHG". Non-japanese.changed since

3.5. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And have german name.changed since

3.6. In upgrade screen shown only one deckgun. At subsystem screen and at deck we have two deck guns. At subsystem screen all guns have a german names.changed since

3.7. In 1945 single mission, boat have 14 torpedoes, at starting career in 1943 - 18 torpedoes. The http://www.combinedfleet.com/type_j1m.htm says that type J1M must have 20 torpedoes.
14 fore and 6 aft then ?

3.8. I think, the boat is too maneuverable for it's size.That i can't work on for now, it's on the backburner.

4. Junsen B1 boat.
4.1. Hydroacoustic subsystem called "UpackBalkonGerat".
4.2. Submarine have 23 torpedoes. The http://www.combinedfleet.com/type_b1.htm says that type J1B must have 17 torpedoes.ok

5. Junsen C2 boat.
5.1. At crewmember, subsystem and upgrade screens we have places for heavy AA gun, but here is no mount point for this gun at 3D model.

5.2. Hydroacoustic subsystem called "UPackIXGHG"

5.3. Radar antenna is not included in radar subsystem. Radar subsystem included only "A-Scope radar"; but "FuMo29 Seetakt radar antenna" is a separate. And it have german name.

5.4. I think, the boat is too maneuverable for it's size.

6. Kaidai 3b
6.1. Visually, this boat more similar to Kaidai6 or Kaidai7 boats.It was made from a blueprint of a Kaidai 3B I found, when it was made I saw the RL pictures showing it to be a little different.

6.2. At crewmember, subsystem and upgrade screens we have places for heavy AA gun, but here is no mount point for this gun at 3D model.
6.3. No slots for sonar and radar at upgrade screen. Therefore sonar not working.ok

6.4. Radar warning reciever don't have a antenna at subsystem screen.

6.5. In 1945 single mission, boat have 14 torpedoes, at starting career in 1943 - 20 torpedoes. Norman Polmar in his "Submarines of Imperial Japanese Navy" say about 16 torpedoes for Kaidai 3A/3B.ok

6.6. I think, the boat is too maneuverable for its size.

7. Kaidai 4 made error message when launch mission. Test stopped. Will be digged later.will be scrapped in the campaign, too similar to the Kaidai 3b and also a bad hull.

8. About Kaichu. This German type IIB boat is absolutely no similar to Kaichu 5 type. IIB is much smaller (283 t vs 700t of Kaichu5), have only 3 torpedo tubes, etc, etc... It even not similar to Kai Sho type (Ro-100), which was 525 tons and have 4 torpedo tubes... The german type VII more similar to Kai Chu 5 type, than type IIB... Maybe will be better to remove IIB boat from mod?will be scrapped in the campaign, too short a range anyways but I wanted to play with a smaller boat for once.

Sorry for my bad english speaking. :cry: Thank for your patience. :oops:

Thank you for a very well researched feedback, we'll take it into account and don't hesitate to post again. If you browse through the posts you'll see how long it has taken us to get this far, starting at 0, so although it's not perfect and probably never will be, it will still be improved.

more intel for you :
http://img31.imageshack.us/img31/5089/shipkaidai3b.jpg (http://img31.imageshack.us/i/shipkaidai3b.jpg/)


http://warshipsww2.eu/lode.php?language=E&period=2&idtrida=558 (http://warshipsww2.eu/lode.php?language=E&period=2&idtrida=557)

the next version will not come separately (that was to allow people to play IJN out of Penang) but only with Peabody's dedicated IJN campaign "Climb Mount Niitaka".

regards

keltos

Radio
12-02-09, 12:36 PM
For Keltos: http://www.youtube.com/watch?v=vE-JwmDrTNI :oops:
I don't know why but that theme sounds so "foolishly brave", one simply has to like it. :88)

Ans thanks for the CFG tip!

keltos01
12-02-09, 01:34 PM
I like that theme ! thanks Radio ! listening as I type ;)

but I like movies better :

Gochin (1942 movie made during I-10's 5th war patrol in the IO)

Torpedoes firing and sinking of a merchantman - filmed through the periscope -

http://www.youtube.com/watch?v=pMygRFouxXg&feature=related

Gochin 1942, torpedoes away ! Banzai !



I have made a small IJNsound mod (taken from GOCHIN) too :

http://www.mediafire.com/file/my0jmx2z3aj/IJN_sound_mod_version_1.4e.rar

which might have a navy music theme ? checked ! it does, implement on top of the IBDM..


Intro music theme (more realistic than Godzilla ;) ):

Catured from the movie Gochin from 6'45'' till 8'56''

music playing when the sub leaves the harbor


mp3 :

http://files.filefront.com/Intro+mus.../fileinfo.html (http://files.filefront.com/Intro+music+Gochinmp3/;12660624;/fileinfo.html)

keltos

Shinbou Hakugei
12-02-09, 03:28 PM
Greeting!
I very glad to help!

Webpage on this link has an error. Photo really show I-55 (I-155) submarine of Kaidai 3a type. But drawing an bottom show I-53 boat of C3/C4 type. This is mistake, they confuse I-153 from year 1927 and I-53 from year 1944.:-?

Now my present for you. :salute: At my website http://ro48.front.ru you will find links to Japanese war music (Gunka) and sounds of various gunshots from game "IL-2 Shturmovik".

Radio
12-02-09, 04:15 PM
Just to make sure: The Godzilla theme was a small joke :rotfl2:

Before I go and continue my patrol:
Watched the Gochin videos and heard the intro music, not bad and VERY rare stuff! I have searched for Japanese voice files and there are some mod packs available for several games (AION, Street Fighter IV etc) but I doubt that they would be of any use for this mod :cry:

Are there no Japanese volunteers here on this board? :hmmm:
What about computer-generated voice-files then?

keltos01
12-03-09, 12:08 PM
Maybe ALF can help? where the hell is that cat gone ? kitty kitty kitty :har:

seriously anyone other than me saw those ghost Sesuna posts on a few threads ? including here...

I have the whole Gochin movie (look on utube there is more but not posted by me) and a 1941 training movie in a Ro boats.. sweet as can be !

keltos

cheese123
12-05-09, 01:28 AM
Will the control room be modeled on a Japanese one?

keltos01
12-05-09, 01:43 AM
Will the control room be modeled on a Japanese one?

:wah: if you've sifted your way through this and my other IJN boats threads you might've noticed how even outside pictures of IJN subs are rare... not to mention pictures taken from the inside.

I have already made the IJN Type 88 Periscope, which you see in the conning tower and inside the control room of the Kaichu, the research and modelling on that one took me over two months works...

The only pictures of the inside I have are :

from the Navy mission to japan 1946 :

Sen Toku

from my Gakken books :

I-47

from my movies :

I-10 (movie Gochin 1942) I-10 RL 5th patrol in the IO, view through the scope too.

Ro training movie (1941 ?) slightly better pics than Gochin



In a way my answer is yes if I can get the pictures, and the personal time to do it as I have a full time job.

regards

keltos

miner1436
12-05-09, 01:50 AM
I know I posted this before, but it zooms in on the control room and might be of help.
http://eastcoastarmory.com/forumPic/junsen_b.jpg

keltos01
12-05-09, 02:16 AM
I have this one for the AM (inverted the colors on the original blueprint)

http://img215.imageshack.us/img215/3949/amcontrolroom.jpg (http://img215.imageshack.us/i/amcontrolroom.jpg/)





I know I posted this before, but it zooms in on the control room and might be of help.
http://eastcoastarmory.com/forumPic/junsen_b.jpg


moved a copy to my blueprint thread.

I know I asked before Miner but do you have the rest of this blueprint at this resolution or better ? if so please post it on the blueprint thread or here,

I need someone ? Rubenandthejets ? to translate all labels on the AM blueprint please !

thanks


keltos

miner1436
12-05-09, 02:35 AM
Found one more image
http://eastcoastarmory.com/forumPic/SubPic.jpg

You might want to contact the original poster of the images found on this thread: http://forum.sub-driver.com/showthread.php?t=410&page=6 He might have more.

keltos01
12-05-09, 03:08 AM
done and I posted on the same thread, thanks Miner ! :up:

keltos

keltos01
12-08-09, 01:10 PM
testing Jyunsen B mod v3.9 integrated with IBDM and radars mod :

http://img412.imageshack.us/img412/5313/jbintegratedmodradarnda.jpg (http://img412.imageshack.us/i/jbintegratedmodradarnda.jpg/)

http://img192.imageshack.us/img192/5313/jbintegratedmodradarnda.jpg (http://img192.imageshack.us/i/jbintegratedmodradarnda.jpg/)

darn both scopes destroyed.. again...

http://img707.imageshack.us/img707/5313/jbintegratedmodradarnda.jpg (http://img707.imageshack.us/i/jbintegratedmodradarnda.jpg/)


integration work by Peabody. :salute:


keltos

keltos01
12-08-09, 01:40 PM
the zones are different :

http://img18.imageshack.us/img18/5313/jbintegratedmodradarnda.jpg (http://img18.imageshack.us/i/jbintegratedmodradarnda.jpg/)



so that's why I got the scopes destroyed (again) I set it back to IBDM settings, we'll see


periscopes destroyed again.. and a bug nothing showed on the damage screen although they were destroyed... ?

implemented the IBDM on top : peri destroyed again on the JB.... GRRRRRR what changed ?

keltos

Radio
12-08-09, 04:50 PM
So far 3.7 with IBDM seems to be very stable. I applied the cfg fix^ . Went on with my patrol, sank a lone british merchant, refueled at the german tanker. Had my first early detonator (my mistake i used magnetic triggers in rough sea). No other problems. :salute:

keltos01
12-08-09, 04:58 PM
So far 3.7 with IBDM seems to be very stable. I applied the cfg fix^ . Went on with my patrol, sank a lone british merchant, refueled at the german tanker. Had my first early detonator (my mistake i used magnetic triggers in rough sea). No other problems. :salute:

Yes ! good news at last !

thanks Radio ! keep reporting here !

keltos

miner1436
12-08-09, 11:58 PM
Will the I-361 class sub be in game? Seems they served as Kaiten motherships.
http://en.wikipedia.org/wiki/Type_D_submarine
http://www.aeronautic.dk/BoxArtNye09-07.jpg

Also, when I get SHIV again in 7-9 days (computer ate disc) I might start work on the Chogei submarine tender.
http://www.aeronautic.dk/Chogei1937-05.jpg

keltos01
12-09-09, 02:01 AM
Will the I-361 class sub be in game? Seems they served as Kaiten motherships.
http://en.wikipedia.org/wiki/Type_D_submarine
http://www.aeronautic.dk/BoxArtNye09-07.jpg

Also, when I get SHIV again in 7-9 days (computer ate disc) I might start work on the Chogei submarine tender.
http://www.aeronautic.dk/Chogei1937-05.jpg


I-176 probably since I have blueprints, I-361 not likely for now : we have the C2 type I-47 that served as a kaiten carrier already ingame with Kaiten on deck :D

keltos

miner1436
12-09-09, 08:44 PM
Just thought this was cool, an I-52 3D model.
http://www.galleryof3d.com/site/gal-profile.php?ID=6

keltos01
12-09-09, 11:17 PM
Just thought this was cool, an I-52 3D model.
http://www.galleryof3d.com/site/gal-profile.php?ID=6

http://img132.imageshack.us/img132/3948/i52.jpg (http://img132.imageshack.us/i/i52.jpg/)

This is an exact replica of the Japanese I-52 World War Two Submarine. To make this accurate 3D-computer model, bulkheads of a plastic model were traced using pliable metal. These sections were then scanned loaded up into the computer as background images and then aligned with the bulkhead locations from the original drawings used to construct the submarine. This is one of several National Geographic Specials the we did. This Submarine and a Germany Class Sub were made for National Geographic Television Special "I-52" at the Infinite 3dfx and Radical 3D facilities in 1999.Yeah, I tried and contact the maker of this model before I made the Type C2 (I-47) submarine, but either the email is wrong or the guy plain didn't want to give us his model..

was made for a National Geographic Documentary

tried the listed email again - it does not work...

edit : he works at www.Radical3D.com (http://www.Radical3D.com) I sent them a message asking for the model, we'll see.. it's a ten years old model so I am hoping he'll agree to give it to us.. fingers crossed !

keltos

nikimcbee
12-09-09, 11:20 PM
http://www.aeronautic.dk/Chogei1937-05.jpg

When I saw this, I thought it was one of your mods!

keltos01
12-09-09, 11:25 PM
http://www.aeronautic.dk/Chogei1937-05.jpg

When I saw this, I thought it was one of your mods!

cute..

keltos

cheese123
12-10-09, 12:47 AM
I found their homepage, there seems to be a new email link and even a phone number. Just sent them out an E-mail.
http://infinite3dfx.com/index.html

And after even more research I found they are selling both I-52 and a U-boat, maybe we could get only one for half the price.
Its a bit pricey though.
http://www.turbosquid.com/FullPrevie....cfm/ID/248368 (http://www.turbosquid.com/FullPreview/Index.cfm/ID/248368)
Not trying to tell you how to spend money but you could take the Narwhal contest prize of 200$ and buy this, breaking even not losing anything but gaining 2 new sub models.

miner1436
12-10-09, 12:50 AM
That model looks sweet.

Found this image of I-52
http://i131.photobucket.com/albums/p292/herrmill/I-52planII.jpg
(http://i131.photobucket.com/albums/p292/herrmill/I-52planII.jpg)

keltos01
12-10-09, 07:33 AM
nice blueprints, I think I had already seen those.

but since we already have a boat with 6 fore tubes, and I was looking for variety, I made the Type C2 instead, with 8 fore tubes :D

so this one is kind on the backburner atm

keltos

miner1436
12-10-09, 08:32 AM
Ok, I sent them ab E-mail asking if they were interested in trading models, hopefully they say yes.:D

keltos01
12-10-09, 09:14 AM
Ok, I sent them ab E-mail asking if they were interested in trading models, hopefully they say yes.:D

I did the same to James the model maker yesterday via a company he works for, but asking for a free release of their model for our non profit campaign mod.

:)

keltos

miner1436
12-10-09, 10:24 AM
And if he says no, maybe we could set up a donations box.

miner1436
12-10-09, 11:18 AM
Allright he said trading models could work, ill send him some images of my work and keep you updated when I get home.

keltos01
12-10-09, 12:14 PM
Allright he said trading models could work, ill send him some images of my work and keep you updated when I get home.

GREAT WORK MINER !!!!

:yeah::yeah::yeah::yeah:

keltos

ps and I don't give those easily ;)

keltos01
12-11-09, 01:17 PM
http://i131.photobucket.com/albums/p292/herrmill/I-52planII.jpg (http://i131.photobucket.com/albums/p292/herrmill/I-52planII.jpg)

Miner did it ! he traded ships with James, the maker of this model :

http://img341.imageshack.us/img341/3948/i52.jpg (http://img341.imageshack.us/i/i52.jpg/)

miner1436
12-11-09, 04:33 PM
Looks great:rock:

keltos01
12-11-09, 05:11 PM
Looks great:rock:


Thanks to you Miner ! :yeah:

Hip Hip Hurray !

then again, it was only a transport submarine, but still she looks good !


regards,

Keltos

keltos01
12-11-09, 05:21 PM
IBDM v1.5 d/l :

http://www.mediafire.com/file/zmidmt..._v1.5_12_11.7z (http://www.mediafire.com/file/zmidmtmgmtn/IBDM_JB_v1.5_12_11.7z)



keltos

cheese123
12-12-09, 10:10 PM
Are you planning on doing the RO sub class?

keltos01
12-14-09, 12:07 PM
3,500 nmi (http://en.wikipedia.org/wiki/Nautical_mile) (6,500 km (http://en.wikipedia.org/wiki/Kilometre)) at 12 knots (22 km/h) surfaced
60 nmi (http://en.wikipedia.org/wiki/Nautical_mile) (110 km (http://en.wikipedia.org/wiki/Kilometre)) at 3 knots (5.6 km/h) submerged
(After expanded the fuel tanks)
6,000 nmi (http://en.wikipedia.org/wiki/Nautical_mile) (11,000 km (http://en.wikipedia.org/wiki/Kilometre)) at 12 knots (22 km/h) surfaced

http://en.wikipedia.org/wiki/Ro-100_class_submarine

Are you planning on doing the RO sub class?

no not atm, they have too short a range for the campaign we are working on, only long range subs are in.

regards

keltos

keltos01
12-15-09, 05:06 AM
testing damage mod some more...

http://img36.imageshack.us/img36/2867/damc.jpg (http://img36.imageshack.us/i/damc.jpg/)

now that's gotta get their attention ! ;)

http://img64.imageshack.us/img64/6288/damp.jpg (http://img64.imageshack.us/i/damp.jpg/)

http://img684.imageshack.us/img684/993/dam.jpg (http://img684.imageshack.us/i/dam.jpg/)


guess it did...


but aren't 12 DC per attack a bit much compared to RL ?

keltos

keltos01
12-20-09, 03:34 AM
Torpedo loadout fix for all boats (kaichu included) and IBDM v 12_20

fixes a load problem noticed by miner1436 and that was there since version 3.7 and started in 44 preventing the loading of torpedoes on all boats...

[edit] : June 31 changed to June 30 in all boats...


D/L IBDM v 12_20 torp fix:


http://www.mediafire.com/file/jymjmzyizfk/IBDM_JB_v1.5_12_20 torp fix.7z



including new armor/hitpoints values :

http://www.mediafire.com/file/ynzoyjztmmr/IBDM_JB_v1.6_12_20 torp fix.7z

beware you won't be as protected as before !





keltos

keltos01
12-21-09, 07:01 AM
http://img189.imageshack.us/img189/6007/pdvd190ct5.jpg (http://img189.imageshack.us/i/pdvd190ct5.jpg/)


http://img710.imageshack.us/img710/4383/3ds.jpg (http://img710.imageshack.us/i/3ds.jpg/)

top :

http://img710.imageshack.us/img710/2333/topsh.jpg (http://img710.imageshack.us/i/topsh.jpg/)


Miner1436 made us some subs, clones of the JB as they were in RL but with weaker engines etc.., those will be the Jyunsen B2 and B3. :)

Then, on a request on my part, and this is (I-10) the boat seen in the movie Gochin during I-10's 5th war patrol in the IO, I asked for the Type A1 submarine (same here a clone of it would get us the Type A2 submarine).

Miner made a very nice tower out of the JB's, but as always, I had to modify it a bit...

I made a box the exact size of the boat, applied the blueprint to it, and resized some parts of the A1's tower.

I already wanna try this boat :yep:

Then there's the I-52, a C3 class submarine that Miner exchanged for a few of his boats, that one will be implemented too.

keltos

keltos01
12-21-09, 08:27 AM
I had to resize a bit the hull according to my blueprint, and move the foredeck up a bit :

http://img710.imageshack.us/img710/3474/i9whole.jpg (http://img710.imageshack.us/i/i9whole.jpg/)


here's the new tower with AA nest :

http://img704.imageshack.us/img704/1848/61356912.jpg (http://img704.imageshack.us/i/61356912.jpg/)

http://img710.imageshack.us/img710/4290/towera1b.jpg (http://img710.imageshack.us/i/towera1b.jpg/)



http://img704.imageshack.us/img704/3220/towera1.jpg (http://img704.imageshack.us/i/towera1.jpg/)

Original mesh : JB
first modifications on the Tower : Miner1436
other modifications on hull and tower according to blueprints : Keltos

still not sure about the lower back tub housing the telemeter, some blueprints show a one piece tub like the Jyunsen B, and the above one two tubs, one slightly lower. The very few RL pictures I have don't help in that matter.


keltos

keltos01
12-21-09, 10:51 AM
reworked the whole of the tower because RL pictures don't show a lower rear tub but only one, and it's a precursor/contemporary design to that of the Jyunsen B:

http://img341.imageshack.us/img341/219/moda1tower.jpg (http://img341.imageshack.us/i/moda1tower.jpg/)


keltos

keltos01
12-21-09, 05:30 PM
http://img33.imageshack.us/img33/29/i52m.jpg (http://img33.imageshack.us/i/i52m.jpg/)



different objects linked in a SH4 way :

tower
tower cables
DG
planes
rudder
hull

keltos

miner1436
12-21-09, 09:23 PM
IJN subs in color:

Looks like the type D1:http://www.youtube.com/watch?v=uCKB2LT5x3I&feature=related

I-400 class:http://www.youtube.com/watch?v=XYjc_dFkgmI&feature=related

And I dont know if it is accurate but this video has 3D I-25 interiors: http://www.youtube.com/watch?v=DqdQNxrQC54&feature=related

keltos01
12-22-09, 01:43 AM
IJN subs in color:

Looks like the type D1:http://www.youtube.com/watch?v=uCKB2LT5x3I&feature=related

I-400 class:http://www.youtube.com/watch?v=XYjc_dFkgmI&feature=related

And I dont know if it is accurate but this video has 3D I-25 interiors: http://www.youtube.com/watch?v=DqdQNxrQC54&feature=related

WOW miner ! this is Xmas !!!

keltos

keltos01
12-22-09, 11:05 AM
Roaring Tiger : see previous thread for links

originally found by Miner1436

http://img36.imageshack.us/img36/1310/i204tigeremblemcloseup.jpg (http://img36.imageshack.us/i/i204tigeremblemcloseup.jpg/)

So they had emblems too !!!! :D:D


SEE PREVIOUS POST FOR LINKS

keltos

keltos01
12-23-09, 11:01 AM
IJN submarine type A1 wip

a new sub is coming our way : I-10 the one submarine seen in Gochin

http://img97.imageshack.us/img97/5120/typea1.jpg (http://img97.imageshack.us/i/typea1.jpg/)


http://img194.imageshack.us/img194/5120/typea1.jpg (http://img194.imageshack.us/i/typea1.jpg/)

http://img85.imageshack.us/img85/5997/typea1tower.jpg (http://img85.imageshack.us/i/typea1tower.jpg/)

http://img709.imageshack.us/img709/1018/typea1aa.jpg (http://img709.imageshack.us/i/typea1aa.jpg/)

i also increased the B2 torpedo load to 18 torpedoes and 19 on the B3 and A1 as per RL


keltos

keltos01
12-24-09, 05:40 AM
this is the model miner1436 exchanged some of his own models for, the I-52 C3 class IJN submarine.

It is made of 69000 poly. S3D wouldn't import that many so I took a look at the model and noticed there were no elements linking the triangles..

http://img691.imageshack.us/img691/5842/halfverticescount.jpg (http://img691.imageshack.us/i/halfverticescount.jpg/)


VERTICES COUNT REDUCED BY 50% thanks to Peabody's info

I was then able to import the tower in S3D :

http://img38.imageshack.us/img38/8444/halfverticescounts3d.jpg (http://img38.imageshack.us/i/halfverticescounts3d.jpg/)


the problem are the flipped faces... where in a normal model where say the outside of the tub is one element composed of different faces (any of which can be "flipped" during transfer, thus showing the transparent side instead of the texture side), here the model is a bunch of triangles with no elements linking some of them :

http://img15.imageshack.us/img15/158/halfverticescounttower.jpg (http://img15.imageshack.us/i/halfverticescounttower.jpg/)


as you can see (I imported it in the A1 tower for the example) to the right is my simple AA nest model, to the left is the broken glass type I-52 tower model... LOTS of flipped faces there..

but it is imported... :-/

keltos

keltos01
12-26-09, 02:49 AM
Type KD7

Units 10 (none survived)
Ships I-176, I-177, I-178, I-179, I-180, I-181, I-182, I-183, I-184, and I-185.
Year(s) Completed 1942-1943
Displacement 1,833 tons / 2,602 tons
Dimensions 346 ft x 27 ft x 15 ft
Machinery 2 diesels: 8,000 hp

electric motors: 1,800 hp
Speed 23 knots / 8 knots
Range 8,000 nm @ 16 knots
Armament 6x533mm TT fwd (none aft) + 1x12cm/50 cal. (12 Torpedoes)
Max. Depth 80 m (265 feet)
Crew 86 officers and men

keltos01
12-26-09, 03:10 AM
I-10 Type A1 submarine :


http://img13.imageshack.us/img13/9776/tiger1h.jpg (http://img13.imageshack.us/i/tiger1h.jpg/)

http://img63.imageshack.us/img63/3918/tigerg.jpg (http://img63.imageshack.us/i/tigerg.jpg/)


tiger emblem

http://img14.imageshack.us/img14/7620/i10typea1b.jpg (http://img14.imageshack.us/i/i10typea1b.jpg/)

Showa 17 (1942) April
I-10 shown departing Penang near Singapore

this is a photo scan at half the resolution, I have a better one at home Miner ! look at the vertical fins on either side of the DG aft of the tower : very similar to the Jyunsen B, this boat reaaly was her precursor !
I hope we are now settled about the tower shape : no rear platform sitting lower and behind the tub to house the telemeter : all in one tub, as for the JB.

but : the hangar sits too low on my tower model and the AA fore tub should be nearly underneath the tower windows.

Merry Xmas to all !

keltos

keltos01
12-27-09, 03:30 AM
reworked (again) A1 tower

http://img64.imageshack.us/img64/2047/a1towertop.jpg (http://img64.imageshack.us/i/a1towertop.jpg/)


http://img109.imageshack.us/img109/2825/towera13d.jpg (http://img109.imageshack.us/i/towera13d.jpg/)


http://img692.imageshack.us/img692/4097/towera1right.jpg (http://img692.imageshack.us/i/towera1right.jpg/)

http://img32.imageshack.us/img32/8616/towerijnsuba1.jpg (http://img32.imageshack.us/i/towerijnsuba1.jpg/)

http://img32.imageshack.us/img32/5702/towerijnsuba1h.jpg (http://img32.imageshack.us/i/towerijnsuba1h.jpg/)

http://img64.imageshack.us/img64/5997/typea1tower.jpg (http://img64.imageshack.us/i/typea1tower.jpg/)



I reset the box with the new scanned image of the blueprint, and I imported a captain for size comparison

keltos

keltos01
12-27-09, 03:52 AM
http://img14.imageshack.us/img14/7620/i10typea1b.jpg (http://img14.imageshack.us/i/i10typea1b.jpg/) http://img14.imageshack.us/img14/i10typea1b.jpg/1/w1476.png (http://g.imageshack.us/img14/i10typea1b.jpg/1/)
http://img697.imageshack.us/img697/6237/i10typea12.jpg (http://img697.imageshack.us/i/i10typea12.jpg/)


http://img692.imageshack.us/img692/1018/typea1aa.jpg (http://img692.imageshack.us/i/typea1aa.jpg/)http://img121.imageshack.us/img121/9058/typea1aa2.jpg (http://img121.imageshack.us/i/typea1aa2.jpg/)


http://img140.imageshack.us/img140/3156/i10typea13.jpg (http://img140.imageshack.us/i/i10typea13.jpg/)


keltos

keltos01
12-27-09, 05:23 AM
New Type A1 tower (I-10)

http://img694.imageshack.us/img694/5162/a1tower.jpg (http://img694.imageshack.us/i/a1tower.jpg/)


http://img8.imageshack.us/img8/4853/a1towersh4.jpg (http://img8.imageshack.us/i/a1towersh4.jpg/)


there.

keltos

skwasjer
12-27-09, 06:46 AM
as you can see (I imported it in the A1 tower for the example) to the right is my simple AA nest model, to the left is the broken glass type I-52 tower model... LOTS of flipped faces there..

but it is imported... :-/

keltos
fwiw, as I am not sure if you solved it already but this happens when winding order of faces is flipped.

F.ex. a face is stored in OBJ in 1-2-3 order (vertex 1, vertex 2, vertex 3), and imported with S3D as 1-2-3. You can correct this by ticking the reverse face winding option upon import in S3D (or a similar option in your 3D studio it's OBJ exporter). Then, S3D will flip the face and read it as 3-2-1...

keltos01
12-27-09, 04:57 PM
Jyunsen B2, B3, Type A1 and Type C3 all set to RL characteristics

A1 loadout :

http://img696.imageshack.us/img696/4461/a1loadout.jpg (http://img696.imageshack.us/i/a1loadout.jpg/)

http://img693.imageshack.us/img693/2851/a1loadoutguns.jpg (http://img693.imageshack.us/i/a1loadoutguns.jpg/)


keltos

keltos01
12-27-09, 05:29 PM
IJN Type A1 submarine in Penang :

http://img709.imageshack.us/img709/9655/a1penang.jpg (http://img709.imageshack.us/i/a1penang.jpg/)

http://img709.imageshack.us/img709/4461/a1loadout.jpg (http://img709.imageshack.us/i/a1loadout.jpg/)

keltos

keltos01
12-27-09, 05:45 PM
flank speed trouble :

http://img690.imageshack.us/img690/9810/flank.jpg (http://img690.imageshack.us/i/flank.jpg/)

http://img690.imageshack.us/img690/4461/a1loadout.jpg (http://img690.imageshack.us/i/a1loadout.jpg/)


?????

keltos

keltos01
12-27-09, 06:11 PM
http://img690.imageshack.us/img690/9755/a1loadoutq.jpg (http://img690.imageshack.us/i/a1loadoutq.jpg/)

http://img96.imageshack.us/img96/5120/typea1.jpg (http://img96.imageshack.us/i/typea1.jpg/)

http://img46.imageshack.us/img46/4461/a1loadout.jpg (http://img46.imageshack.us/i/a1loadout.jpg/)

keltos

keltos01
12-28-09, 03:43 AM
re-worked AA nest :

http://img696.imageshack.us/img696/8995/aabest.jpg (http://img696.imageshack.us/i/aabest.jpg/)

http://img27.imageshack.us/img27/5162/a1tower.jpg (http://img27.imageshack.us/i/a1tower.jpg/)

http://img39.imageshack.us/img39/7503/ijna1tower.jpg (http://img39.imageshack.us/i/ijna1tower.jpg/)

keltos01
12-28-09, 09:10 AM
checked and corrected :

surf displ
subm displ
engine power
electric engine power
ballast

for all boats

keltos

keltos01
12-29-09, 07:57 AM
Jyunsen B2 ingame :

http://img6.imageshack.us/img6/165/jyunsenb2.jpg (http://img6.imageshack.us/i/jyunsenb2.jpg/)


Jyunsen B3 (1944) :

http://img442.imageshack.us/img442/8168/jyunsenb3.jpg (http://img442.imageshack.us/i/jyunsenb3.jpg/)

http://img690.imageshack.us/img690/165/jyunsenb2.jpg (http://img690.imageshack.us/i/jyunsenb2.jpg/)

finally ingame with all it should have miner ! took me a while to fix... but now they both look ok, uploading now


keltos

keltos01
12-30-09, 04:58 PM
IJN Type C2 submarine (I-47, Orita's ship):

view through the Type 88 periscope :

http://img340.imageshack.us/img340/1817/c28tubes.jpg (http://img340.imageshack.us/i/c28tubes.jpg/)


notice the 8 tubes are now numbered I-VIII thanks to Peabody

keltos

keltos01
12-30-09, 07:45 PM
someone said that my Kaidai 3B tower looked more like a Kaidai 6 tower..

I stood corrected, and so is the tower !

http://img190.imageshack.us/img190/2148/ssi58b.jpg (http://img190.imageshack.us/i/ssi58b.jpg/)
http://www.worldweapons.eu/1-Warships/Japan/10-SS/1928%20-%20KD3b/index_warships_foto_japan_ss-i58.htm

http://img683.imageshack.us/img683/9157/i55a.jpg (http://img683.imageshack.us/i/i55a.jpg/)
http://www.worldweapons.eu/1-Warships/Japan/10-SS/1927%20-%20KD3a/index_warships_foto_japan_ss-i55.htm

http://img13.imageshack.us/img13/4417/kd3bi53.jpg (http://img13.imageshack.us/i/kd3bi53.jpg/)
Osprey Imperial Japanese Navy Submarines 1941-45, #135, p.25

http://img697.imageshack.us/img697/3786/kd3bw.jpg (http://img697.imageshack.us/i/kd3bw.jpg/)


http://img138.imageshack.us/img138/3529/kaidai3btower.jpg (http://img138.imageshack.us/i/kaidai3btower.jpg/)

http://img704.imageshack.us/img704/2316/kd3b2.jpg (http://img704.imageshack.us/i/kd3b2.jpg/)


http://img41.imageshack.us/img41/783/towerkd3b.jpg (http://img41.imageshack.us/i/towerkd3b.jpg/)

http://img709.imageshack.us/img709/8914/towerkd3b2.jpg (http://img709.imageshack.us/i/towerkd3b2.jpg/)

[edit] WOOOPs !!! I think I just made the Kadai 3a tower... one I didn't wanna build at first cause we were lacking the 8fore tubes, but now that we have them ? we'll see..

keltos

keltos01
12-31-09, 10:00 AM
http://img691.imageshack.us/img691/3159/kaidai3a.jpg (http://img691.imageshack.us/i/kaidai3a.jpg/)


:woot:Happy New Year's Eve from the Kaidai 3a !!!! :woot:


Keltos

keltos01
01-08-10, 03:26 PM
http://img695.imageshack.us/img695/3415/kaidai3ak.jpg (http://img695.imageshack.us/i/kaidai3ak.jpg/)

http://img707.imageshack.us/img707/3395/kaidaitowfront.jpg (http://img707.imageshack.us/i/kaidaitowfront.jpg/)

http://img707.imageshack.us/img707/9278/kaidaistarboard.jpg (http://img707.imageshack.us/i/kaidaistarboard.jpg/) http://img707.imageshack.us/img707/kaidaistarboard.jpg/1/w640.png (http://g.imageshack.us/img707/kaidaistarboard.jpg/1/)


trying to whip up something like the WWII picture..

keltos

fair_weather
01-12-10, 04:31 PM
Coming soon to the IJN Mod!

My first contributes to the SH4 modding community!

The Kaidai 7!

http://www.majhost.com/gallery/Corhellion/Artwork/kaidaifw_wip4.jpg

And the Sen Taka Fast Attack Sub!

http://www.majhost.com/gallery/Corhellion/Artwork/sentaka_fw_wip1.jpg

This one was the hardest to find images of. It's still being worked on. (because new images are being found almost daily. Thanks to Keltos for providing them!)

Enjoy! :yeah:

keltos01
01-15-10, 03:10 PM
http://img51.imageshack.us/img51/4710/shots.jpg (http://img51.imageshack.us/i/shots.jpg/)

shots fired at me when I was submerged ? I never surfaced and my scope is down, I'm at 54 feet..

weird..

keltos

keltos01
01-17-10, 04:09 AM
Sen Taka submarine :

http://img683.imageshack.us/img683/2374/sentakaocclu.jpg (http://img683.imageshack.us/i/sentakaocclu.jpg/)


http://img94.imageshack.us/img94/9384/sentakaocclu2.jpg (http://img94.imageshack.us/i/sentakaocclu2.jpg/)


tower and hull AO maps done

hull will be redone when Fair_wheather sends me the latest


keltos

keltos01
01-17-10, 05:35 AM
Sen Taka WIP seen ingame (model by fair_weather):

http://img193.imageshack.us/img193/7479/sentakas.jpg (http://img193.imageshack.us/i/sentakas.jpg/)

http://img193.imageshack.us/img193/2108/sentaka.jpg (http://img193.imageshack.us/i/sentaka.jpg/)


hull :

http://img10.imageshack.us/img10/458/sentaka2.jpg (http://img10.imageshack.us/i/sentaka2.jpg/)

keltos

fair_weather
01-17-10, 07:26 AM
Still working on it Keltos.

And I'll send the redone shear along with the new hull. :yep:

(My first boat in SH4...WHEEEE! :yeah:)

peabody
01-17-10, 12:28 PM
shots fired at me when I was submerged ? I never surfaced and my scope is down, I'm at 54 feet..

weird..

keltos

What sub are you using?

Peabody

keltos01
01-17-10, 01:46 PM
What sub are you using?

Peabody


Kaidai 3a I think, lemme check I was just aboard the Narwhal ;)

keltos

peabody
01-17-10, 08:23 PM
Kaidai 3a I think, lemme check I was just aboard the Narwhal ;)

keltos

Check the center line on the sub, it may be too high, so you think the sub is submerged but the game doesn't. They will shoot at anything that is above the water.

Peabody

keltos01
01-18-10, 02:13 PM
http://img508.imageshack.us/img508/4858/visioncopy.jpg (http://img508.imageshack.us/i/visioncopy.jpg/)

http://img64.imageshack.us/img64/3948/i52.jpg (http://img64.imageshack.us/i/i52.jpg/)

I-52 tower shape n windows : bell shaped

holes :

http://img204.imageshack.us/img204/3555/lfd67820f59fe403f869aa8.jpg (http://img204.imageshack.us/i/lfd67820f59fe403f869aa8.jpg/)

keltos

keltos01
01-22-10, 03:31 PM
World War 2 Japanese Submarine Ship's Clock Seikosha



http://img694.imageshack.us/img694/6667/ijnsubmarineclock.jpg (http://img694.imageshack.us/i/ijnsubmarineclock.jpg/)

I used it to replace the german cloack still ingame.

http://img695.imageshack.us/img695/9198/ijnclock.jpg (http://img695.imageshack.us/i/ijnclock.jpg/)

in the conning tower :

http://img695.imageshack.us/img695/1051/ijnclock2.jpg (http://img695.imageshack.us/i/ijnclock2.jpg/)

d/l new dds files (unrar and copy the .dds files in both texture directories) :

http://www.mediafire.com/file/tyqiomnw2iw/clock.7z

keltos

keltos01
01-22-10, 04:16 PM
Jyunsen B doors animation fix


http://img651.imageshack.us/img651/4369/jbdoorfix.jpg (http://img651.imageshack.us/i/jbdoorfix.jpg/)

http://img197.imageshack.us/img197/2199/j1m.jpg (http://img197.imageshack.us/i/j1m.jpg/)

Jyunsen B fix :

d/l :

http://www.mediafire.com/file/oi22mv2zjut/NSS_Jyunsen_B.7z

Jyunsen 1M fix :

d/l :

http://www.mediafire.com/file/zmzvg5yjijj/NSS_Jyunsen1M.7z



simply slip in the NSS_Jyunsen_B and NSS_Jyunsen1M directory to replace the earlier .dat

the other subs will follow but I wanted to do the IJN workhorse first !

Thanks to Peabody and Skwasjer who taught me how to animate the doors on the Narwhal, this in turn allowed me to start fixing doors on our IJN subs :yeah:

The doors now open and close at will :-)


keltos

keltos01
01-29-10, 11:47 AM
Sen Taka Fast Attack Boat :


http://img689.imageshack.us/img689/2108/sentaka.jpg (http://img689.imageshack.us/i/sentaka.jpg/)

http://img62.imageshack.us/img62/2108/sentaka.jpg (http://img62.imageshack.us/i/sentaka.jpg/)

http://img688.imageshack.us/img688/2108/sentaka.jpg (http://img688.imageshack.us/i/sentaka.jpg/)

19 knots submerged !!!


model by fair_weather, textures and implementation by Keltos


keltos

Nit
01-29-10, 01:30 PM
Excellently Keltos01 but... Sen Taka had no big guns. Originally she had two 25 mm MG but after tests they have been dismantled

keltos01
01-29-10, 01:46 PM
http://img27.imageshack.us/img27/2108/sentaka.jpg (http://img27.imageshack.us/i/sentaka.jpg/)

ExcellentlyKeltos01 but... Sen Taka had no big guns. Originally she had two 25 mm MG but after tests they have been dismantled


WIP !!!!!

I have removed the extra tubes etc... DG is next!

but boy is she fast ! you can evade those DDs easily !!!

keltos

Nit
01-29-10, 03:02 PM
I dream to see she in game. It would be magnificent addition.

PS.you can evade those DDs easily !!!With submerged range of 135 n. miles at 3 knots ( or 55 minutes at 19 knotes)? You are the optimist.:)

keltos01
01-29-10, 03:05 PM
http://img37.imageshack.us/img37/2108/sentaka.jpg (http://img37.imageshack.us/i/sentaka.jpg/)

no more DG

model : fair_weather
implementation : keltos


I dream to see she in game. It would be magnificent addition.

PS.With submerged range of 135 n. miles at 3 knots ( or 55 minutes at 19 knotes)? You are the optimist.:)

:har:

btw she is ingame, just not released yet ! fair_weather is perfecting the hull shape

keltos

keltos01
01-29-10, 04:09 PM
http://img52.imageshack.us/img52/2108/sentaka.jpg (http://img52.imageshack.us/i/sentaka.jpg/)

http://img692.imageshack.us/img692/458/sentaka2.jpg (http://img692.imageshack.us/i/sentaka2.jpg/)

lurking...

keltos

Nit
01-29-10, 04:25 PM
Keltos, I beg you: give us the working version of Sen Taka for this game! Give us chance to play Russian roulettein in the end of war.

keltos01
01-29-10, 04:36 PM
Keltos, I beg you: give us the working version of Sen Taka for this game! Give us chance to play Russian roulettein in the end of war.


In due time, we are finishing the first batch of subs for the IJN campaign, this sub might just be in a second batch... ;)

keltos

keltos01
01-29-10, 05:03 PM
http://img62.imageshack.us/img62/5632/39735845.jpg (http://img62.imageshack.us/i/39735845.jpg/)


darn ao map looks good in s3d and not that good ingame.... :damn:

it's the Hull AO map painted on the tower !!!

[UnitPart 1]
ID= Turm_Sen_Taka_1
Type= Sen_TakaConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Turm_Sen_Taka_1
HullTextureNameOverride=data/Submarine/NSS_Sen_Taka/NSS_Sen_Taka_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Sen_Taka/Turm_Sen_Taka_O01.tga so I changed this
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Sen_Taka_1.tga

and.... :

http://img691.imageshack.us/img691/957/48937560.jpg (http://img691.imageshack.us/i/48937560.jpg/)

a bit bright maybe but it's the right AO map now ! :DL

but now the sub has the tower ao map grrrrrrrrrrrrrrrrrrrrrrrrrr




keltos

keltos01
01-29-10, 05:35 PM
I cloned a new tower out of a typ XVIII :

http://img98.imageshack.us/img98/2108/sentaka.jpg (http://img98.imageshack.us/i/sentaka.jpg/)

and added the necessary textures and AO maps :

http://img19.imageshack.us/img19/2108/sentaka.jpg (http://img19.imageshack.us/i/sentaka.jpg/)

tower :

http://img99.imageshack.us/img99/6146/towersentaka.jpg (http://img99.imageshack.us/i/towersentaka.jpg/)


Bridge :

http://img215.imageshack.us/img215/4029/bridgeq.jpg (http://img215.imageshack.us/i/bridgeq.jpg/)

fore AA gun :

http://img69.imageshack.us/img69/7938/foreaa.jpg (http://img69.imageshack.us/i/foreaa.jpg/)

http://img21.imageshack.us/img21/7642/sentaka3.jpg (http://img21.imageshack.us/i/sentaka3.jpg/)

surface !

http://img651.imageshack.us/img651/8052/surf.jpg (http://img651.imageshack.us/i/surf.jpg/)

http://img191.imageshack.us/img191/2830/12553783.jpg (http://img191.imageshack.us/i/12553783.jpg/)
:D

keltos

fair_weather
01-30-10, 11:53 AM
Very very very overdue (Due to School getting back in session.)

http://www.majhost.com/gallery/Corhellion/SH4/sentaka_wip7_1.jpg

That's the Sen Taka hull that I'm working on now. She's FAR better than the old one. It's got the knife like bow and tubes that are closer to the real thing.

I've also got the little cut out for the extendable bow planes. :up:

I'll work on the limber/flood holes, fix up a few things on the sail (group the steps to the tower, cause that detail has been missing in the current SH4 one :-?) And once those are done...

I'll send it to Keltos :yeah:

keltos01
02-01-10, 12:17 PM
in campaign :

http://img689.imageshack.us/img689/3159/kaidai3a.jpg (http://img689.imageshack.us/i/kaidai3a.jpg/)

Kaidai 3a

http://img202.imageshack.us/img202/9435/kaidai3b.jpg (http://img202.imageshack.us/i/kaidai3b.jpg/)

Kaidai 3b

http://img13.imageshack.us/img13/4062/typec2.jpg (http://img13.imageshack.us/i/typec2.jpg/)

Type C2 (I-47)

http://img341.imageshack.us/img341/1528/sentoku.jpg (http://img341.imageshack.us/i/sentoku.jpg/)

Sen Toku (WIP)

http://img524.imageshack.us/img524/2108/sentaka.jpg (http://img524.imageshack.us/i/sentaka.jpg/)

Sen Taka

thanks to peabody a conflict in the upcge was found that caused ctds when trying any of our 8 torpedo tubes boats in campaign :DL

All boats now also have a bunker capacity equal to that in RL f.i. the Sen Taka has 10 torpedoes in the bunker. Since the game seems to think that the tubes have to be loaded when in harbor, those are "extra" torpedoes.

keltos

PL_Andrev
02-05-10, 07:04 AM
Great work. But to build a better "climate" you need (optional, of course) original japanese commands to this mod...
:rock:

Nit
02-05-10, 07:38 AM
Keltos, pictures - it is good certainly. But when will you introduce to us the release? It would be desirable to try very much...

keltos01
02-05-10, 07:51 AM
Great work. But to build a better "climate" you need (optional, of course) original japanese commands to this mod...
:rock:

So far even my contacts in Japan have not been able to present me with a set of recorded commands in japanese. I have implemented a few sounds and commands from the movie Gochin (1942 - I-9 's 5th war patrol in the Indian Ocean)

Japanese submarine sounds from movie Gochin :
http://www.subsim.com/radioroom/showthread.php?t=145437

Gochin movie parts :

http://www.youtube.com/user/keltos0104

All dials are japanese dials, the latest one is the submarine clock which I found a week ago on ebay.

The IJN periscope (taken from a kaiten periscope view) has been improved last week thanks to Hitman who found a way to remove the stock horizontal and vertical ladders seen in the scope view.

As for uniforms, I tried but got alien results everytime, so it's at a stop for now, concentrating on the boats.

keltos

keltos01
02-05-10, 07:57 AM
http://img529.imageshack.us/img529/8702/gunscopy.jpg


from Nit :
Keltos, pictures - it is good certainly. But when will you introduce to us the release? It would be desirable to try very much...



Keltos' submarines mods links and more :

http://www.subsim.com/radioroom/showthread.php?t=157622


includes :

IJN submarines :


New Jyunsen B, Type AM, Kaidai and Kaichu mod version 3.7 (http://www.subsim.com/radioroom/showthread.php?t=137761) d/l :http://www.silenthuntermods.com/forum/index.php?topic=158.0


Playable IJN Type AM submarine mod (http://www.subsim.com/radioroom/showthread.php?t=138889)


IJN Kaidai 3B v 1.6 Stand alone (http://www.subsim.com/radioroom/showthread.php?t=146925)

the subs seen here recently are version 3.9.3 of the Jyunsen B mod and still WIP

Stable release version is 3.7 (see link here above), the 3.9.3 will be released in probably two batches with the coming IJN campaign mod "Climb Mount Niitaka" that Peabody and I are working on.

regards

keltos

PL_Andrev
02-05-10, 09:05 AM
Right...

There are few climatic japanese commands captured from Battlestation Midway: Japanese submarine attack mission:

http://www.youtube.com/watch?v=Av4J3X0YAZE

keltos01
02-05-10, 10:09 AM
Right...

There are few climatic japanese commands captured from Battlestation Midway: Japanese submarine attack mission:

http://www.youtube.com/watch?v=Av4J3X0YAZE


also I have made a IJN sound mod Lite v 1.4 for the Jyunsen B mod :

includes sounds from Gochin, Banzai shout !, dive alarm etc..


here :


Keltos

PL_Andrev
02-06-10, 03:43 AM
also I have made a IJN sound mod Lite v 1.4 for the Jyunsen B mod :

includes sounds from Gochin, Banzai shout !, dive alarm etc..


here :


No link.

keltos01
02-06-10, 01:49 PM
No link.

IJN sound mod Version 1.4 :

http://www.mediafire.com/file/my0jmx2z3aj/IJN_sound_mod_version_1.4e.rar

and Peabody just loves that trumpet !!:har:

keltos

keltos01
02-07-10, 09:02 AM
http://img502.imageshack.us/img502/9899/i201data.jpg (http://img502.imageshack.us/i/i201data.jpg/)

http://img42.imageshack.us/img42/1141/i201data2.jpg (http://img42.imageshack.us/i/i201data2.jpg/)


http://img13.imageshack.us/img13/1955/i201data3.jpg (http://img13.imageshack.us/i/i201data3.jpg/)

http://img294.imageshack.us/img294/2637/i201data4.jpg (http://img294.imageshack.us/i/i201data4.jpg/)

http://img51.imageshack.us/img51/6918/i201data5.jpg (http://img51.imageshack.us/i/i201data5.jpg/)

http://img42.imageshack.us/img42/1141/i201data2.jpg (http://img42.imageshack.us/i/i201data2.jpg/)

http://img233.imageshack.us/img233/259/i201data7.jpg (http://img233.imageshack.us/i/i201data7.jpg/)

http://img3.imageshack.us/img3/13/i201data8.jpg (http://img3.imageshack.us/i/i201data8.jpg/)

file:///d:/DOCUME%7E1/HELLER.MRW/LOCALS%7E1/Temp/moz-screenshot.pnghttp://img246.imageshack.us/img246/2104/i201data9.jpg (http://img246.imageshack.us/i/i201data9.jpg/)

http://www.fischer-tropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ%20Reports/USNTMJ-200G-0695-0924%20Report%20S-01-7.pdf

NICE DATA !

keltos

Nit
02-07-10, 09:42 AM
We see that I-201 had driving time to periscope depth (50 сек) more than Gato in the end of war (~40 сек, Friedman, "US Submarines Through 1945").
Is it possible, what do you think? :)

Who deceives us?

keltos01
02-07-10, 10:21 AM
We see that I-201 had driving time to periscope depth (50 сек) more than Gato in the end of war (~40 сек, Friedman, "US Submarines Through 1945").
Is it possible, what do you think? :)

Who deceives us?


Look at what they say about the periscope : the IJN had the azimuth visible in the scope view unlike their american counterparts... and ingame who decieves us ?

they state in their reports that nearly all subs had 50'' diving time, Orita says 30 to 40'' for the I-47, I-201 was designed for a 30'' diving time...

keltos

Nit
02-07-10, 10:53 AM
... and ingame who decieves us ?
I know who will be the great deceiver: Keltos (if he makes 50 seconds in his mod certainly. We (Japanese) will sink still before we can take pleasure from your super periscope). (:har: :har:)

keltos01
02-07-10, 11:20 AM
I know who will be the great deceiver: Keltos (if he makes 50 seconds in his mod certainly. We (Japanese) will sink still before we can take pleasure from your super periscope). (:har: :har:)

in japanese please ???

keltos01
02-09-10, 05:08 PM
http://img33.imageshack.us/img33/7053/modversion394incampaign.jpg (http://img33.imageshack.us/i/modversion394incampaign.jpg/)

J1M works in campaign thanks to Peabody in the new integrated mod that houses all of our subs (14)

next !

keltos

keltos01
02-14-10, 03:32 AM
mod version 3.4 was downloaded 619 times on Filefront

mod version 3.7 was downloaded times on carotio's

http://www.silenthuntermods.com/forum/index.php?topic=158.0

Thank you all !


Keltos

keltos01
02-15-10, 08:32 AM
New I-8 dual DG pictures found !

http://img707.imageshack.us/img707/6200/i8aerial.jpg (http://img707.imageshack.us/i/i8aerial.jpg/)

http://img709.imageshack.us/img709/4946/27570023.jpg (http://img709.imageshack.us/i/27570023.jpg/)

Yet another view :

might've to redo the 3D model a little :03:

keltos

Ingen175
02-15-10, 12:46 PM
Hello,
I'm reading this text but j'm really confused :cry:
If I want to play this mod with all new ships, sounds, torpedoes and many other things what should I install ?
Can you help me ?

keltos01
02-15-10, 03:54 PM
Hello,
I'm reading this text but j'm really confused :cry:
If I want to play this mod with all new ships, sounds, torpedoes and many other things what should I install ?
Can you help me ?

link to version 3.7 in the first post.

the complete version will come with the IJN campaign mod written by Peabody

keltos

spike12
02-15-10, 05:32 PM
The i-8? Wasn't that the boat that was crewed by deranged Satan-worshippers that captured U.S merchantmen,and used 'em for human sacrifices?

keltos01
02-17-10, 02:52 AM
All subs are now in the same mod :

We are now at version 3.7 released, and version IJN Jyunsen B mod v 3.9.6 (non released) for the testers.

Just a quick note to let you know that all of our subs (14 of them) are now playable in campaign and single missions. We are still debating whether or not to include the Ko Hyoteki, this unit would then only be available for single missions (Pearl Harbor, Diego Suarez, Guadalcanal ..)

In mod subs are :

A1
AM
C3
JB
JB2
JB3
C2
J1M
Kaichu (not to be in the campaign)
Kaidai 3a
Kaidai 3b
Kaidai 4
Sen Taka
Sen Toku (WIP)

They are at various stages of completion, but close enough.

http://img713.imageshack.us/img713/4134/jbbowplanej.gif (http://img713.imageshack.us/i/jbbowplanej.gif/)

latest work : bow plane anim for the Jyunsen B

the real one is smoother than this animated gif, this is just to give an idea of how it works

keltos

keltos01
02-18-10, 10:40 AM
Jyunsen B new bow

http://img237.imageshack.us/img237/3772/jbnewbow.jpg (http://img237.imageshack.us/i/jbnewbow.jpg/)

http://img175.imageshack.us/img175/175/jb2.jpg (http://img175.imageshack.us/i/jb2.jpg/)

what do you think ? scrounged off the C3 and modified to fit the JB

keltos

keltos01
02-18-10, 12:44 PM
http://img109.imageshack.us/img109/1878/84291245.jpg (http://img109.imageshack.us/i/84291245.jpg/)


C3 modified flag pole and tower, new AO map

I'm having trouble making a new uv map. I still think the sub should be darker, but I like the model Miner got us.

keltos

MGR1
02-19-10, 04:14 PM
Hmmm....

I like it!:yeah:

Mike.

keltos01
02-19-10, 05:42 PM
Stern :

http://img694.imageshack.us/img694/7316/newjb394.jpg (http://img694.imageshack.us/i/newjb394.jpg/)

Bow :

http://img411.imageshack.us/img411/789/newjb39.jpg (http://img411.imageshack.us/i/newjb39.jpg/)

http://img175.imageshack.us/img175/789/newjb39.jpg (http://img175.imageshack.us/i/newjb39.jpg/)

Keltos

keltos01
02-22-10, 06:41 AM
New AO map for the Jyunsen B :

http://img148.imageshack.us/img148/3913/jbnewhull.jpg (http://img148.imageshack.us/i/jbnewhull.jpg/)

[edit] changed it again so as to be able to have a high res texture

keltos

keltos01
02-22-10, 02:50 PM
http://img12.imageshack.us/img12/9606/95358351.jpg (http://img12.imageshack.us/i/95358351.jpg/)

new texture higher resolution

keltos

keltos01
02-22-10, 05:04 PM
JB new AO map :

http://img99.imageshack.us/img99/61/jbaomap.jpg (http://img99.imageshack.us/i/jbaomap.jpg/)

http://img203.imageshack.us/img203/1999/61030607.jpg (http://img203.imageshack.us/i/61030607.jpg/)

keltos

keltos01
02-23-10, 03:34 AM
http://img294.imageshack.us/img294/3772/jbnewbow.jpg (http://img294.imageshack.us/i/jbnewbow.jpg/)

http://img651.imageshack.us/img651/5696/jbnewbowstarboard.jpg (http://img651.imageshack.us/i/jbnewbowstarboard.jpg/)

polishing up the bow

keltos

keltos01
02-23-10, 04:04 AM
fixing the anchors' position and place on uv map

port :

http://img341.imageshack.us/img341/3257/anchorport.jpg (http://img341.imageshack.us/i/anchorport.jpg/)

starboard :

http://img341.imageshack.us/img341/7572/starboardanchor.jpg (http://img341.imageshack.us/i/starboardanchor.jpg/)

keltos

keltos01
02-23-10, 05:45 AM
http://img186.imageshack.us/img186/5046/anchport.jpg (http://img186.imageshack.us/i/anchport.jpg/)

http://img294.imageshack.us/img294/1151/anchstarboard.jpg (http://img294.imageshack.us/i/anchstarboard.jpg/)

anchors textured

keltos

keltos01
02-23-10, 12:56 PM
http://img522.imageshack.us/img522/5387/jbnew.jpg (http://img522.imageshack.us/i/jbnew.jpg/)

see japanese campaign thread for more pictures

keltos

keltos01
03-05-10, 02:34 PM
http://img202.imageshack.us/img202/2675/92557981.jpg (http://img202.imageshack.us/i/92557981.jpg/)

had to revert to an earlier version ? getting shot at at 22 m ! something's awry

keltos

peabody
03-05-10, 03:34 PM
had to revert to an earlier version ? getting shot at at 22 m ! something's awry

keltos

The files I sent corrected that problem on my MOD. Did you copy to the MOD folder after you changed the files?

Peabody

keltos01
03-05-10, 05:44 PM
will do haven't had the time to really play tonight,

keltos

keltos01
03-16-10, 02:10 PM
new torpedo .sim fix

changes the straight run for the experimental turbine torpedo which was set at less than its real range.

same for the Type 95 mod 2 torpedo.


d/l :

http://www.mediafire.com/file/amyn0yizklj/Torpedo.sim

slip into the Library folder of the Jyunsen B mod


keltos

keltos01
03-18-10, 04:52 PM
http://img688.imageshack.us/img688/5064/92077554.jpg (http://img688.imageshack.us/i/92077554.jpg/)


JB and C3 are ready, onward to the C2 (I-47) :

new C2 AO map done :DL

doors animation fixed

dg moved back

keltos

keltos01
03-20-10, 02:28 AM
Real I-Boat mod v 1.0 :

http://img16.imageshack.us/img16/5698/periijn.jpg (http://img16.imageshack.us/i/periijn.jpg/)
http://img689.imageshack.us/img689/2638/hitsa.jpg (http://img689.imageshack.us/i/hitsa.jpg/)



LukeFF allowed us to use stuff from RFB pertaining to our side :

here is the first version of the RIB (;) ) Real I-Boat mod

it contains the damage model made by Observer and LukeFF for the allied ships which gives a more natural feel to their sinking mechanics : now DDs hit with two torps don't automatically blow up and sink like in stock's.

removed are all parts that are for the US fleetboat side.

It will be kept as a separate mod for now.

enable on top of the Jyunsen B mod using jsgme

d/l :

http://www.filefront.com/15873255/RIB-Real-I-Boat.7z/


keltos

Lazarus905
03-24-10, 11:08 AM
This mod crashes my game every time I try to start a campaign :06:

keltos01
03-24-10, 03:58 PM
I removed the non target ships, textures that belonged to US subs etc..

d/l version 1.1 of RIB :

http://www.mediafire.com/file/jy2z2m2chgz/RIB Real I-Boat v 1.1.7z


keltos

keltos01
03-24-10, 04:09 PM
This mod crashes my game every time I try to start a campaign :06:

what mods do you use ? which order ?

keltos

Lazarus905
03-25-10, 12:36 PM
Just, IJN sub mod 3.7a that I got off the first page. It crashes when I try to choose a boat or even enter a name. (I know I can't change harbors, so I haven't tried.)

It is worth noting that when I un-rared the files after downloading, I got a WinRAR Diagnostic message for an unexpected end to archive, that file 'IJN_Sub_Mod_JyunsenB\peritypxviii.psd.' is corrupt, followed by another nexpected end to archive.

I get these messages every time I download it.

Is it broken or am I doing something wrong? Last time I had silent hunter IV installed I had an eaarly release version of the IJN sub mod (some time in 08, I'd estimate), and never had any of these problems.

keltos01
03-25-10, 12:55 PM
no it shouldn't...

I'm dl now to see, but the thing is I don't have that version anymore, I am working on the 3.9 which is intended for the campaign..

getting back to u asap

keltos

keltos01
03-25-10, 01:19 PM
downloaded, unrared and played no problems...

make sure that the first directory down from the main Jyunsen B directory is Data, as 7z or winrar have a tendency to double the main directory.

re compressing in 7z format now , I'll upload that version to mediafire

link coming shortly here


keltos

Lazarus905
03-25-10, 01:24 PM
Thanks :) will do.

keltos01
03-25-10, 04:36 PM
http://img529.imageshack.us/img529/8702/gunscopy.jpg

IJN Jyunsen B mod version 3.7 :

d/l :

http://www.mediafire.com/file/0fuwqynl1ml/V_3_7a_IJN_Sub_mod_JyunsenB.7z


keltos

keltos01
04-20-10, 09:51 AM
I need to find a way to animate the Sen Taka guns so that they swivel in the hull when the sub submerges..

any clues ?

keltos

keltos01
04-20-10, 09:58 AM
I cloned a new tower out of a typ XVIII :

[/URL]

and added the necessary textures and AO maps :

http://img19.imageshack.us/img19/2108/sentaka.jpg (http://img98.imageshack.us/i/sentaka.jpg/)

tower :

http://img99.imageshack.us/img99/6146/towersentaka.jpg (http://img99.imageshack.us/i/towersentaka.jpg/)


Bridge :



fore AA gun :

http://img69.imageshack.us/img69/7938/foreaa.jpg (http://img215.imageshack.us/i/bridgeq.jpg/)



surface !

[URL="http://img651.imageshack.us/i/surf.jpg/"] (http://img21.imageshack.us/i/sentaka3.jpg/)

http://img191.imageshack.us/img191/2830/12553783.jpg (http://img191.imageshack.us/i/12553783.jpg/)
:D

keltos
http://img713.imageshack.us/img713/4134/jbbowplanej.gif (http://img713.imageshack.us/i/jbbowplanej.gif/)

I need to do this vertically so the AA guns hide themsleves when we submerge...

how do you add a waterinterraction thingie so that it does ?

keltos

pointblank
04-23-10, 03:46 AM
hi, 1 question in your submarine mod why is there no bridge? is it a bug?

keltos01
04-23-10, 08:31 AM
hi, 1 question in your submarine mod why is there no bridge? is it a bug?


what version are you using ?

what sub is it ??

regards,

keltos

pointblank
04-23-10, 07:14 PM
it is the jyunsen i think?

using 1.5

peabody
04-23-10, 11:37 PM
hi, 1 question in your submarine mod why is there no bridge? is it a bug?

Are you saying there is no "Bridge view" or there is no "Conning Tower". Do you have the same set of MODs that you list in the "Lacking Crew" thread? If you do then that is most likely the problem. You have several MODs that will not work with each other, they are overwriting files.
If the entire conning tower is missing it is most likely that there are two subs with the same number in the UPCDataGe/UPCUnitsData/UnitParts3Jyunsen_B.upc. If you look at the sub highlighted in green is the number I am referring to, #3.

That is the whole reason for having JSGME, so you can use MODS then change them when you want. You can't just add Mod after Mod after Mod into the game, a lot of them edit the same files, so a file needed by one mod is replaced by the same file with different information in another MOD. So it ends up not working right.

OM the first file in your JSGME list has a Unitparts3 sub. So if that is still enabled there will be a conflict, and probably not the only conflict with the two mods since they both deal with German subs. There may also be torpedo , Flotilla , equipment, guns, ammo conflicts and maybe even more.

So, to answer the question, No it is not a bug.

Peabody

pointblank
04-24-10, 05:41 AM
Thanks for your advice:salute: i will just sort it out

I-25
06-04-10, 04:30 AM
bump.... :D

keltos01
06-06-10, 11:34 AM
still away for a whole week !

keltos

dyshman
06-18-10, 07:32 PM
hi, guys!
some time ago i have wrote here about own-created Japanese submarine.
there is new report. now i'm working on revised 3d model. this will be type C japanese attack submarine. next week i plan to finalize 3d modell. may be I'll need some help to incorporate it to the game. can you, guys help me?
http://i080.radikal.ru/1006/7a/8daa4f2e5e78t.jpg (http://radikal.ru/F/i080.radikal.ru/1006/7a/8daa4f2e5e78.jpg.html)
its aft part of hull of my model. below is damage model parts.

miner1436
06-18-10, 08:26 PM
Looks awesome, sure we can help you put it in game. Just tell us when your ready.:yeah:

keltos01
06-19-10, 12:39 AM
hi, guys!
some time ago i have wrote here about own-created Japanese submarine.
there is new report. now i'm working on revised 3d model. this will be type C japanese attack submarine. next week i plan to finalize 3d modell. may be I'll need some help to incorporate it to the game. can you, guys help me?
http://i080.radikal.ru/1006/7a/8daa4f2e5e78t.jpg (http://radikal.ru/F/i080.radikal.ru/1006/7a/8daa4f2e5e78.jpg.html)
its aft part of hull of my model. below is damage model parts.

can you show the rest of the model ?

keltos

dyshman
06-19-10, 09:49 AM
of course.
here:
1.http://s54.radikal.ru/i145/1006/67/d5284884d756t.jpg (http://radikal.ru/F/s54.radikal.ru/i145/1006/67/d5284884d756.jpg.html)
aft part. conning tower
2. http://s47.radikal.ru/i116/1006/b1/fcde83b222d6t.jpg (http://radikal.ru/F/s47.radikal.ru/i116/1006/b1/fcde83b222d6.jpg.html)
rest of hull. damage modell inside hull.
all WIP

keltos01
07-01-10, 01:56 PM
Nice Dyshman !

be aware that we already have the C3 model from the National Geographic video about the search for I-52.

regards

keltos

keltos01
07-01-10, 02:33 PM
Testing Real I-Boat 1.1

http://img130.imageshack.us/img130/395/rib11.jpg (http://img130.imageshack.us/i/rib11.jpg/)

two Type 89 torpedo hits each, one is still going strong...

http://img638.imageshack.us/img638/395/rib11.jpg (http://img638.imageshack.us/i/rib11.jpg/)


shouldn't that broken shaft stop turning ?

http://img25.imageshack.us/img25/395/rib11.jpg (http://img25.imageshack.us/i/rib11.jpg/)


a third hit did the trick !

http://img156.imageshack.us/img156/395/rib11.jpg (http://img156.imageshack.us/i/rib11.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

a fourth insured a kill :arrgh!:



keltos

andritsos
07-06-10, 03:00 AM
great job.

keltos01
07-06-10, 10:38 AM
great job.

:D:D:D

:arrgh!:

keltos01
07-20-10, 12:49 PM
http://img215.imageshack.us/img215/3086/58472637.jpg (http://img215.imageshack.us/i/58472637.jpg/)
C2 class submarine I-47 leaving for a test patrol

http://img339.imageshack.us/img339/9101/fishs.jpg (http://img339.imageshack.us/i/fishs.jpg/)


a glorious first kill ! a 530 t fishing trawler west of madagascar, sunk with the dual 5.5 inch DG

http://img231.imageshack.us/img231/8946/dualj.jpg (http://img231.imageshack.us/i/dualj.jpg/)

spotted a small convoy, torpedoed two out of three, went after the third, a tanker, with guns blazing !
keltos

keltos01
07-22-10, 07:26 AM
http://img42.imageshack.us/img42/2228/77837326.jpg (http://img42.imageshack.us/i/77837326.jpg/)




http://img24.imageshack.us/img24/2628/c2guns.jpg (http://img24.imageshack.us/i/c2guns.jpg/)

http://img121.imageshack.us/img121/2547/c2gunsdual55inch.jpg (http://img121.imageshack.us/i/c2gunsdual55inch.jpg/)



think she's had it ? ;)

http://img694.imageshack.us/img694/2628/c2guns.jpg (http://img694.imageshack.us/i/c2guns.jpg/)



I just love this dual 5.5 inch ! nearly no need for torpedoes anymore ! aim below waterline !

i was travelling looking at the map.. didn't notice that ship till she fired on us ! bad mistake !

keltos

keltos01
07-22-10, 08:53 AM
http://img829.imageshack.us/img829/9352/kaiten.jpg (http://img829.imageshack.us/i/kaiten.jpg/)


firing Kaiten at large european tanker 9 km away...


http://img267.imageshack.us/img267/2628/c2guns.jpg (http://img267.imageshack.us/i/c2guns.jpg/)


keltos

andritsos
07-22-10, 02:57 PM
Very nice to see teh kaiten.. Brilliant.. want to see if there is the animation of firing... in mor egameplay thing do these torpedo actually turn, what is their liberty? work like sound homing torp?

keltos01
07-22-10, 06:58 PM
Very nice to see teh kaiten.. Brilliant.. want to see if there is the animation of firing... in mor egameplay thing do these torpedo actually turn, what is their liberty? work like sound homing torp?

they are based on a homing torp. right now they fire from the tubes... till we figure out how to make a non reloadable deck tube..

keltos

Captain_AJ
07-24-10, 03:44 PM
I wished to download your works. however mediafire and filefront are having issues , Media fire installs a spy program for browesing and filefront links are broken . I am on my new machine after my last one was stolen . is there any were else that I can download your japanese subs ? I am a fan of your works ,, thank you

keltos01
07-27-10, 01:34 PM
I wished to download your works. however mediafire and filefront are having issues , Media fire installs a spy program for browesing and filefront links are broken . I am on my new machine after my last one was stolen . is there any were else that I can download your japanese subs ? I am a fan of your works ,, thank you

Will try and find another hosting service then, to add to mediafire and FF

thanks

keltos

tater
07-31-10, 08:45 AM
http://cgi.ebay.com/IJN-Submarine-Perfect-Guide-GAKKEN-PICTORIAL-BOOK-/250652295079

^might be worth buying given your interest.

peabody
07-31-10, 03:07 PM
Keltos empty your PM box.

keltos01
08-01-10, 05:51 AM
Keltos empty your PM box.
done !

tater
08-01-10, 10:23 AM
keltos01,

do you guys have any japanese troops to populate special mission rafts, etc?

Might be useful as a loadout for the landing craft.

The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops.

Heck, might be cool to make a troop ship with a LOT of men on deck...

tater

keltos01
08-02-10, 03:42 AM
[QUOTE=tater;1457583]keltos01,

do you guys have any japanese troops to populate special mission rafts, etc?
not that I know of : I know of only the jap sailors (bad polys) that populate the various boats, including american DDs !

Might be useful as a loadout for the landing craft.
we could always make a new cargo item with troops 3d model ?

The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops.

Heck, might be cool to make a troop ship with a LOT of men on deck...
same on the allied/us side !!!

btw did you get what files you needed for the 13.2 mm AA gun ?


keltos
tater

tater
08-02-10, 08:02 AM
Got the link. Need to mess with it. I got preoccupied with other merchanty stuff :)

keltos01
08-02-10, 01:24 PM
tried the experimental turbine torpedo in 1945... wow she sure goes at speed !!

tater
08-03-10, 01:15 AM
I got the gun in, but the crew animation isn't showing.

http://i121.photobucket.com/albums/o222/tatersw/SH4/13mm.jpg

peabody
08-03-10, 01:59 AM
I got the gun in, but the crew animation isn't showing.



Change the CharacterInstantiation. The character name=WM1, so it is placed on the gun when you go to battle stations, but if you are putting it on an AI ship you need to change this since the info comes from the subs.upc crewmembers file.
Try changing the name to a crewman from a similar gun from guns_Radars.dat. I don't know what ships you are putting the guns on, but one example is charactername= #JP_SOL_MRN_01, this comes from the Japanese 25mm flak gun.

Peabody

tater
08-03-10, 08:11 AM
Yeah, I put that one on, but he stands to one side (the way the sight is on the 25mm gun). I didn't know if you had a new animation with the guy shouldering the weapon. I can shift the node for the std jap AA gunner so he's centered, at least.

peabody
08-03-10, 11:25 AM
Yeah, I put that one on, but he stands to one side (the way the sight is on the 25mm gun). I didn't know if you had a new animation with the guy shouldering the weapon. I can shift the node for the std jap AA gunner so he's centered, at least.

No we didn't. Keltos made the 3D model and I set the files up to get it into the game, but at the time I knew nothing about animations. I still don't know a lot, but a little more than I did. So the animation was never worked on.

Peabody

tater
08-03-10, 11:28 AM
No one should pay that close attention to it. Seems like it would be hard since he'd need a stance with the stock shouldered, and a foregrip.

keltos01
08-04-10, 01:30 AM
I got the gun in, but the crew animation isn't showing.

http://i121.photobucket.com/albums/o222/tatersw/SH4/13mm.jpg

Very nice ! what mod is it you intend to use them with ?

I'm interrested even though I don't play the allies that much ;)

also : does the gun still fire its custom ammo ? lots of noise for less bang ;)

keltos

tater
08-04-10, 08:42 AM
For testing I set it to point at RFB's 12.7mm ammo (.50 cal).

There are a couple mods, actually.

Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto).

Second might be a small update to the Real IJN ship work I've done (buried in RSRDC). Many ships started the war with 13mm guns that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships.

keltos01
08-05-10, 02:14 AM
http://i121.photobucket.com/albums/o222/tatersw/SH4/armed_LC.jpg

There is the armed version (you can see the gunner at the bow).


http://i121.photobucket.com/albums/o222/tatersw/SH4/LCs.jpg

I need sergei to help me with getting the skin mapped better I think... then I I can make them look better. Also, I think the splinter shield need more, but smaller windows, and needs perhaps to be smaller period. Close enough, though! (thanks to miner for the great model!)

This is collaboration ! and I'm so happy to see my 13.2 mm gun on a new IJN vessel ! :D

keltos

keltos01
08-05-10, 02:23 AM
[QUOTE=tater;1459555]For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
ok, Peabody set it up for us , I don't remember what he used :oops:
There are a couple mods, actually.

Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto).
nice ! you work with Sergei on that one right ?

Second might be a small update to the Real IJN ship work I've done (buried in RSRDC).
could we have it for "We Dive At Dawn" too ? and RFB ?

Many ships started the war with 13mm guns
that's why I created the gun in the first place : Peabody and I had just made the single, double and triple 25 mm AA guns, then as always I felt something missing... :oops:

and wanted another gun to start with, so we made the 13.2 mm AA gun (same line of thought that saw the .50 machine gun as AA gun on the Narwhal ...)
that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships.

looking forward to seeing it ingame !

keltos

peabody
08-05-10, 03:59 AM
[QUOTE=tater;1459555]For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
ok, Peabody set it up for us , I don't remember what he used :oops:

keltos


Well, I must have copied the wrong ID because it has a 2pdr shell on it. Not the right ammo for that gun!!
Peabody

keltos01
08-05-10, 08:03 AM
[QUOTE=keltos01;1460221]

Well, I must have copied the wrong ID because it has a 2pdr shell on it. Not the right ammo for that gun!!
Peabody

:har:

that's why it didn't make much of a difference from the 25 mm single AA !!!

keltos

keltos01
08-14-10, 02:20 AM
in 1944, had kaitens and nice torps on board, spotted a battle group with 2 CA Kent in it :) though I only saw one at first

http://a.imageshack.us/img830/7186/camap.jpg (http://img830.imageshack.us/i/camap.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
http://a.imageshack.us/img580/5004/kentca.jpg (http://img580.imageshack.us/i/kentca.jpg/)



fired both Kaiten from 9000 yards ... don't know it any hit since I then fired Type 95 torpedoes...

hit one near the bow, the other one near the stern and clipped a DD unwillingly (remember : 8 bow tubes !!!)

http://a.imageshack.us/img64/4493/77528774.jpg (http://img64.imageshack.us/i/77528774.jpg/)



Uploaded with ImageShack.us (http://imageshack.us)

http://a.imageshack.us/img714/2629/c2peri.jpg (http://img714.imageshack.us/i/c2peri.jpg/)

they could've done much more damage to the USN fleet in RL had they had better tactics....

keltos01
08-15-10, 03:24 PM
1944 out of Penang

http://a.imageshack.us/img34/2108/sentaka.jpg (http://img34.imageshack.us/i/sentaka.jpg/)

http://a.imageshack.us/img180/5708/sentakascopeview.jpg (http://img180.imageshack.us/i/sentakascopeview.jpg/)

http://a.imageshack.us/img197/8932/53972431.jpg (http://img197.imageshack.us/i/53972431.jpg/)

the Sen Taka ... 19 knots submerged :) like driving a racecar :)

keltos

tater
08-15-10, 03:30 PM
I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
:yeah:

peabody
08-15-10, 08:40 PM
I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
:yeah:

Thanks Tater, I wish I knew more so I could work faster. It's taking forever, but I guess you have been there, testing new ideas, some work some don't.

I tried to get a sailor on land a long time ago, I was not successful. I know it can be done somehow because of the men on the docks and even the bands, although I have not seen a band.

Survivors in lifeboats, great idea. So tell me how far off I am. I would either try to make the lifeboat link to a survivor OR I would make the sailor in the boat a Unit_Survivor. I think maybe make the sailor a unit_survivor?
So am I even close? :shucks:

There will be supply missions with a slight twist (nothing spectacular) but not like it was historically. In fact I suppose not a lot of it will be very historical, let's face it, the Japanese subs did not make a big impact on the war. They did sink some ships but not like you will be doing in this campaign.

I ran into a problem today that kind of caught me by surprise. The Sen Toku sub used the 25mm triple barrel flak gun and the gun is not in the sub folder, it is in the ShipParts. I had cloned it a while ago and Keltos made sights and a new texture, and a little redesign. (ship guns have solid circles not sights on the guns) I had left the IJN sailors on the gun. Today I discovered that when you submerge then surface the sailors are gone. I am assuming since they are from ships, when the ship goes down they get destroyed. It was quite a surprise to find out I had nobody to man the guns if I submerged. :o But I did find some from a German gun that are close enough to work on that gun. They had to be sitting. But just another example of something I expected to go quickly turning into a pain.

Peabody

Peabody

tater
08-15-10, 09:28 PM
Look at names.cfg. Survivor is simply a unit type.

You can put a DC on a merchant, make him a type=0, and he'll use DCs.

Make a fishing boat—of a landing craft—a survivor and see if it works. When you rescue, of course, the survivor disappears.

Gotta be a way to test it. My test mission was to rescue a crew off a beached (on a reef) Pig Boat, then sink the pig boat.

Lemme dig up what I have.

BTW, I will get the WIP landing craft for you. Even if some bits change, the name, file structure, etc won't change so it won't break missions (my WIP has one set to the landing craft type, and another set to a coastal craft (104).

tater

peabody
08-15-10, 11:51 PM
Look at names.cfg. Survivor is simply a unit type.

You can put a DC on a merchant, make him a type=0, and he'll use DCs.

Make a fishing boat—of a landing craft—a survivor and see if it works. When you rescue, of course, the survivor disappears.

Gotta be a way to test it. My test mission was to rescue a crew off a beached (on a reef) Pig Boat, then sink the pig boat.

Lemme dig up what I have.

BTW, I will get the WIP landing craft for you. Even if some bits change, the name, file structure, etc won't change so it won't break missions (my WIP has one set to the landing craft type, and another set to a coastal craft (104).

tater

So if I understand you, you are making the boat a survivor and when saved, the boat and the men disappear? I thought you made the men in the boat survivors and I didn't know how you kept them in the boat.

Peabody

Peabody

tater
08-16-10, 12:10 AM
Sorry, it was a LONG time ago. I set a few bp-cloned boats to Type106=Survivor

peabody
08-16-10, 01:05 AM
Sorry, it was a LONG time ago. I set a few bp-cloned boats to Type106=Survivor

I know what you mean. I have done things and then later forget what I did to make it work.
Peabody:doh:

keltos01
08-16-10, 02:18 AM
I know what you mean. I have done things and then later forget what I did to make it work.
Peabody:doh:

me too :oops:

keltos01
08-16-10, 10:24 AM
http://a.imageshack.us/img827/5936/sentakash4.jpg (http://img827.imageshack.us/i/sentakash4.jpg/)

surfacing !

http://a.imageshack.us/img34/6947/sentakatower.jpg (http://img34.imageshack.us/i/sentakatower.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

keltos01
08-17-10, 04:45 AM
Sen Taka Fast Attack Sub :

http://a.imageshack.us/img824/4103/sentakafastattacksub.jpg (http://img824.imageshack.us/i/sentakafastattacksub.jpg/)

http://a.imageshack.us/img809/6947/sentakatower.jpg (http://img809.imageshack.us/i/sentakatower.jpg/)

Snorkel on board

http://a.imageshack.us/img204/9773/sentakatower2.jpg (http://img204.imageshack.us/i/sentakatower2.jpg/)


Snorkel raised


new loadout picture :

http://a.imageshack.us/img685/4524/sentakaloadout.jpg (http://img685.imageshack.us/i/sentakaloadout.jpg/)

People...


http://a.imageshack.us/img153/4524/sentakaloadout.jpg (http://img153.imageshack.us/i/sentakaloadout.jpg/)


things on board ;)

http://a.imageshack.us/img811/2108/sentaka.jpg (http://img811.imageshack.us/i/sentaka.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

keltos

keltos01
08-20-10, 04:58 AM
Ammunition for the Type 92 7.7 mm machine gun :

Incendiary :

http://a.imageshack.us/img267/1636/japaneseincendiarybulle.jpg (http://img267.imageshack.us/i/japaneseincendiarybulle.jpg/)

Explosive :

http://a.imageshack.us/img44/2748/japaneseexplosivebullet.jpg (http://img44.imageshack.us/i/japaneseexplosivebullet.jpg/)

Class of
Ammunition Type of Projectile Position of Color Mark Color Shape of Nose
7.7-mm Navy rimmed Explosive Incendiary Primer cap Dull red ?
7.7-mm Navy rimmed Incendiary Primer cap Green Pointed

The 7.7-mm rimmed Navy round is of two kinds—one is a combination high-explosive and incendiary, the other only incendiary. Both types of the Army ammunition—the semi-rimmed and the rimless—are loaded either with an incendiary bullet or with a strictly explosive bullet (see illustration on page 32).

These bullets are not fuzed, but explode or ignite when the copper jacket is ruptured on impact with the target. The explosive bullet may be recognized by its flat nose, but the incendiary has the pointed nose of an ordinary bullet. The explosive bullet is capable of blowing a 3-inch hole in a sheet of aircraft Duralumin.

http://www.lonesentry.com/articles/jp-explosive-bullets/index.html

tater
08-20-10, 08:20 AM
That seems far-fetched to me. Many US planes were hit by literally hundreds of 7.7mm rounds.

I think in game, they should be bee stings to shipping :)

keltos01
08-20-10, 09:25 AM
http://a.imageshack.us/img155/3615/subra.jpg (http://img155.imageshack.us/i/subra.jpg/)

Peabody is making us the appropriate ammo.

keltos