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keltos01
06-08-08, 03:52 AM
HMS Zwaardvisch Class T type 2 submarine - original mesh by JU_88 (GWX 2.0)

http://img532.imageshack.us/img532/121/tclassmodel1.jpg (http://img532.imageshack.us/i/tclassmodel1.jpg/)

http://img396.imageshack.us/img396/4996/classt2modver13tq8.jpg (http://imageshack.us/)



Class T submarine :

Displacement
1090 / 1575 BRT
Length
275 feet
Complement
59 men
Armament
1 4" gun
3 MG AA
10 21" torpedo tubes (6 bow, 2 bow external, 2 amidships external firing forward)
16 torpedoes
Max speed
15.25 / 9 knots (surfaced/submerged)
Engines
Diesel / Electric, 2 shafts
Power
2500 / 1450 HP (surfaced/submerged)

Notes on class
The T class were the designed as replacements for the O, P and R class boats. There size (1325 tons) was kept down to allow more hulls to be built within the tonnage restrictions of the London Treaty. In common with the S class boats they had a very powerful torpedo armament, carried all their fuel internally and were constantly being improved throughout the war.

Boats specifically intended for the far east had extra fuel tanks fitted to increase the range. The specifications as given above is for the first group.

The first T class submarine to be completed, HMS Triton had a slightly different displacement; 1095 / 1579 BRT.

At least two boats from the first group,HMS Tigris (http://www.uboat.net/allies/warships/ship/3492.html) and HMS Torbay (http://www.uboat.net/allies/warships/ship/3498.html), had an external stern torpedo tube fitted giving them 11 torpedo tubes. They also carried an extra torpedo. Further specifications for the later groups;

2nd Group;
Same as the first group except;
Complement: 61 men
Armament
1 4\" gun
3 MG AA
11 21\" torpedo tubes (6 bow, 2 bow external, 2 amidships external firing aft, 1 stern external)
17 torpedoes

3th Group;
Same as the first group except;
Complement: 61 men
Armament:
1 4\" gun
1 20mm AA
3 MG AA
11 21\" torpedo tubes (6 bow, 2 bow external, 2 amidships external firing aft, 1 stern external)
17 torpedoes

The GFX model suits both the second and third groups, the first one will need 3d modifications to get two more tubes firing forward and to remove the aft tubes.
Due to the actual number of tubes limitation (10 tubes) even if we get all forward tubes (8) working, we'll only get 2 aft tubes with a working TBT (mod version 1.6), version 1.91 of mod has 3 but using the TBT causes CTD, otherwise it works fine.


"
Defense of the Netherlands East Indies – Royal Navy Submarine Actions
HMS submarine Trusty began with 1st War Patrol on February 1st, 1942. Her assigned area was the Gulf of Siam. She damaged a 200t Trawler on the 8th. On April 1st, HMS Truant scored twice on Yae Maru and Shunsei Maru (11,719 tons total) on her 2d patrol. On June 4th Trusty's 3rd patrol scored on Toyohashi Maru (7,031 t), while HMS Truant (4th Patrol) scored on Tamon Maru #1 (3,019 t) on July 3d. On November 18th HMS Trusty on her 7th patrol damaged Columbia Maru (5,617 t). All RN subs were pulled out until March of 1944."

http://img512.imageshack.us/img512/4165/hmstruantmy9.jpg (http://imageshack.us)
http://img512.imageshack.us/img512/4165/hmstruantmy9.5d6923d823.jpg (http://g.imageshack.us/g.php?h=512&i=hmstruantmy9.jpg)

VERSION 1.9.1 AVAILABLE :

http://www.mediafire.com/file/idzdmz2zdzm/v1.9.1_Hr_MS_Zwaardvisch_e.rar (http://files.filefront.com/v191+Hr+MS+Zwaardvisch+erar/;11004857;/fileinfo.html)

Truant with masts :

http://www.mediafire.com/file/tjnnl5hmkwj/v1.6.1_HMS_Truant_-_T_cla1.rar

Truant no masts :

http://www.mediafire.com/file/djjvnvtzi3y/v1.6.2_HMS_Truant_-_T_cla1.rar



Latest version with new conning tower, 10 tubes, and british periscope view and DG :

http://img511.imageshack.us/img511/413/34167278.jpg (http://img511.imageshack.us/i/34167278.jpg/)
Version 1.73 released thanks to Peabody's hard work :yep:

d/l :

http://www.mediafire.com/file/njdqr1ug5mz/v1_7_3_HMS_Truant_T_class.7z

British torpedoes for the T-Class boat (included in v 1.73):

http://www.mediafire.com/file/zzqmtqkhojm/US MK 14 II - IJN - British mark VIII.rar

Dazzle paint scheme :

dazzle 1 :

http://www.mediafire.com/file/njyey3ix43m/Class T v 1.73 Dazzle 1.7z

dazzle 2.1 :

http://www.mediafire.com/file/btjmtmznmmm/Class T v 1.73 Dazzle 2.1.7z





@all : here is the tower view fix, the rest of the stuff will come when it is ready, probably as a whole mod, fixes the views on the tower etc.. :

d/l tower fix (slip in Objects directory of mod) :
http://www.mediafire.com/file/ymzng4jvnjf/Conning_Triton_01.dat



patch :

new bases for Class T subv 1.62.

Read the full description (http://www.filefront.com/11546246/patch_for_Class_T_ver_1.62.rar/#)
I added the CLass T boat to all careerstarts and the following flotillas : Brisbane, Australia - 7 missions - Aleutians - 2 missions

d/l :
http://www.filefront.com/11546246/pa..._ver_1.62.rar/ (http://www.filefront.com/11546246/patch_for_Class_T_ver_1.62.rar/)

keltos

04 13 2010

Raptor1
06-08-08, 03:58 AM
I'm not sure the game can handle 10 forward-facing tubes...

Anyway, What do you need help with?

W4lt3r
06-08-08, 04:01 AM
I guess he is needing help to mod the thing into the game. at least i the PocketBB maker managed to put 8 rear facing tubes, so at least 8 to forward is possible on retrospect, but i donno about 10 :hmm:

keltos01
06-08-08, 04:03 AM
info for a 3d mesh, a 3d model, I think it would be nice to have one such sub ingame, I think it has two external forward facing tubes and two external aft facing ones, could we do that ???

W4lt3r
06-08-08, 04:07 AM
Well, maybe the internal tubes are possible but im 100% sure that the game doesnt and cannot support external tubes.. how those even work, i have no idea. How deep you can launch them from, etc etc...

Raptor1
06-08-08, 04:07 AM
The Truant was a Group I T class Submarine, Therefore she had 6 internal forward-facing tubes and 4 external forward-facing tubes, I guess it might be possible

Anyway, Can't be much help with the modelling, Couldn't find any blueprints and my modelling skills suck too much

W4lt3r
06-08-08, 04:09 AM
I'll check some of my books and if im lucky, i might be able to find proper picture of this I T class submarine, and sometimes they even have the blueprints in them. at least so far i've found Type 2, 7, Gato and Gar class blueprints, although those aren't much help with this.

I'll post on tomorrow if i've found something but i dont dare to promise anything.

Raptor1
06-08-08, 04:11 AM
I'll check some of my books and if im lucky, i might be able to find proper picture of this I T class submarine, and sometimes they even have the blueprints in them. at least so far i've found Type 2, 7, Gato and Gar class blueprints, although those aren't much help with this.

I'll post on tomorrow if i've found something but i dont dare to promise anything.

Not I T class, Royal Navy T class Submarine, Group I (The Triton subclass)

W4lt3r
06-08-08, 07:01 AM
Ah T class, that should help out.. Thought it was some completely different submarine :roll: But i'll see what i can find.

W4lt3r
06-08-08, 01:38 PM
Double post but what the heck.

I checked my books for any info regarding the Royal Navy T class submarines, but i seemingly couldn't find anything regarding this submarine, so i had to turn into my good friend, google. That only provided me with this picture.

http://i296.photobucket.com/albums/mm200/W4lt3r_89/t_class.jpg

At least it has all the things listed but proper picture of the hull itself is missing... :roll:

I'll get proper info regarding the sizes of the sub, how big the conning tower was and so on. To make the modeling of the sub easier.

Q3ark
06-08-08, 03:06 PM
Found a few pictures for you.

http://military.discovery.com/convergence/topten/subs/slideshow/gallery/04_tclass.jpg

This next one is entitled "launch of an unidentified T class submarine"

http://www.geocities.com/Pentagon/Bunker/6226/unk4.jpg

this one is a photo of HMS Taciturn (note the three rear external torpedo tubes)

http://www.geocities.com/Pentagon/Bunker/6226/tac.jpg

Here's one of HMS Tantalus taken in 1948

http://www.geocities.com/Pentagon/Bunker/6226/tant.jpg

Hope these pictures help. I would love to see a T class boat in game.

Most of these pictures came from here: http://www.geocities.com/Pentagon/Bunker/6226/

GerritJ9
06-08-08, 05:54 PM
There is an AI T-class in GWX 2.0 for SH3, it may be possible to make that suitable for SH4.
Introducing a T-class would not only be a great adition for the RN, but also for the RNethN- Hr.Ms. "Zwaardvisch" sank U-168 and the IJN minelayer "Itsukushima" in the Java Sea in October 1944.

keltos01
06-09-08, 04:35 AM
I wanted to mod the K9, and still do btw !, as a gift for Skwasjser, since he's dutch :)
I didn't know what type of subs the dutch had, surely not T class, so we could sink two ships with one torp ? make a dutch T class ?
Is the ship you refer to the one made by CB :
http://www.ebort2.co.uk/ (english sub, but only conning tower ) ?

I posted a pic of it here :
http://img368.imageshack.us/img368/6770/britsub1aay8.jpg (http://imageshack.us/)

but I don't know which hull it uses, like the one for his "japsub", which btw looks like the base for Nautilus42 ai jap sub, is different from a typ VII or IX ?

http://www.subsim.com/radioroom/showthread.php?t=137725

Then we might already have a working conning tower :)

in any case,
Could you upload the files so I can downoload them and work on it ?

GerritJ9
06-09-08, 06:08 AM
The K.IX class was obsolete by the time WW2 started; the only really useful classes were the K.XIV class, O16, O19 and O20, and the O21 class. During the war, two T-class were transferred to the RNethN: Hr.Ms. Zwaardvisch and Hr.Ms. Tijgerhaai. Zwaardvisch saw action in the Far East in 1944-45, but Tijgerhaai was too late to see action- she was proceeding to the Far East when the Emperor signed on the dotted line.
Most numerous was the O21 class, but three were captured by the Germans in May 1940: O25, O26 and O27. Thus, only four saw service with the RNethN during WW2: O21, O22, O23 and O24, O22 being lost in 1940. O19 and O20 were very similar, differing only in their ability to carry 40 mines in addition to the torpedo armament.
The K.XIV class consisted of five subs: K.XIV, K.VX, K.XVI, K.XVII and K.XVIII; O16 was a one-off. Welding was introduced at a fairly early stage, the percentage of the welding in the structure being increased with each successive class- O.16 was 49% welded.
Originally, submarines were built for either service in European waters or service in the NEI, the former receiving the prefix "O" (for "Onderzeeboot" or submarine) followed by an Arabic number and the latter the prefix "K" (for "Koloniėn" or Colonies) followed by a Roman number. Eventually this distinction was abandoned and K.XIX and K.XX were renamed O19 and O20 while building. O19 and O20 were the world's first submarines to enter service with a "snuiver", this device also being fitted to the succeeding O21 class:up: . Later this became famous as "Schnorchel", "snorkel" or "snort". Best would be to model either the K.XIV class, O19 class or O21 class- I have few drawings of the O19 and O21 which I can scan for you.
The "T" class I referred to was specially modelled for SH3 by the GWX team and is a FULL model, not just the conning tower. I;ll post the files on my Filefront page and PM you when done.

GerritJ9
06-09-08, 10:35 AM
File uploaded to my Filefront page!

keltos01
06-09-08, 01:04 PM
thanks !!! do you have the specs for the dutch sub classes ?

GerritJ9
06-09-08, 05:23 PM
Which class? :D
There is a lot of info, plus lots of pics, on www.dutchsubmarines.com (http://www.dutchsubmarines.com), I will scan the few drawings I have for the O19 and O21 classes. O16 and the K.XIV class are generally very similar, externally they differ mainly in dimensions (just a matter of a few feet in length etc.) Apart from the steady increase in the percentage of welding (which allowed the safe diving depth to be increased from 80m for K.XIV and O16 to 100m in O19 and O21 classes) the main differences were in equipment, such as the change from 8-cylinder four-stroke MAN engines in K.XIV and O16 to 7-cylinder two-stroke Sulzers in the O19 and O21 classes- but that is not something simmers would notice!

Webster
06-09-08, 07:11 PM
Well, maybe the internal tubes are possible but im 100% sure that the game doesnt and cannot support external tubes.. how those even work, i have no idea. How deep you can launch them from, etc etc...

its easy, you weld two subs hull to hull for a submarine catameran then merge the control systems for it. :hmm:

Webster
06-09-08, 07:13 PM
who needs ubisoft? at the rate you guys are going, you are going to create the sh5 game all by yourselves. :up:

Raptor1
06-10-08, 12:19 AM
this one is a photo of HMS Taciturn (note the three rear external torpedo tubes)

http://www.geocities.com/Pentagon/Bunker/6226/tac.jpg

Here's one of HMS Tantalus taken in 1948

http://www.geocities.com/Pentagon/Bunker/6226/tant.jpg



NOTE!: Both these were Group III subs, the Group Is did not have the stern tubes

keltos01
06-10-08, 03:11 AM
GerritJ9 sent me the GFX T class sub for SHIII, I will now try to implement it in game on the allied side - What ??? Keltos is tring to mod an allied sub ???;)

I managed to extract the 3d model of the tower and of the hull using Skwas S3D however, if the most important feature is there : i.e. the external tubes, the bow tubes openings in the hull are missing... now you don't wanna shoot through the hull now do you ? will try and fix that.

here it is, imported in 3ds and rendered :

Port side :


http://img392.imageshack.us/img392/584/sideviewtclasskx5.jpg (http://imageshack.us]http://img392.imageshack.us/img392/584/sideviewtclasskx5.jpghttp://img392.imageshack.us/img392/584/sideviewtclasskx5.ca026cf372.jpg)
[/URL]



Perspective view :


http://img241.imageshack.us/img241/6163/perspviewtclass2dd1.jpg (http://imageshack.us)
http://img241.imageshack.us/img241/6163/perspviewtclass2dd1.a34764375f.jpg (http://g.imageshack.us/g.php?h=241&i=perspviewtclass2dd1.jpg)


bow view :


http://img516.imageshack.us/img516/7011/bowviewcu1.jpg (http://imageshack.us)


stern view :


http://img139.imageshack.us/img139/1051/sternviewtw4.jpg (http://imageshack.us)


conning tower starboard side :


http://img168.imageshack.us/img168/1096/starboardconningtoweryv6.jpg (http://imageshack.us)

cavaliere view :

http://img294.imageshack.us/img294/4617/cavaliereviewvn9.jpg (http://imageshack.us)

bow tube doors (drawing only SHIV models have a cutout)

http://img441.imageshack.us/img441/9172/bowtubedoorska9.jpg (http://imageshack.us)


SHIII model GFX team

keltos01
06-10-08, 06:57 AM
I edited the bow, punching through the door openings, then pasted in the tubes from the Gato class, added a vertical metal plate between the tubes and voilą :

from the bow:

http://img73.imageshack.us/img73/6052/thulldoorspunchedbowvp2.jpg (http://imageshack.us)
http://img73.imageshack.us/img73/6052/thulldoorspunchedbowvp2.28c2937637.jpg (http://g.imageshack.us/g.php?h=73&i=thulldoorspunchedbowvp2.jpg)

cavaliere view :

http://img299.imageshack.us/img299/2830/bowtubedoorsia9.jpg (http://imageshack.us)

Now I need Peabody to tell me how he set up eight forward torpedo tubes (a tutorial, please) and we might be set sooner than you think !:)

Raptor1
06-10-08, 07:03 AM
Looks good, If you want the Truant you need to remove the internal stern tube, flip the rear external tubes and move them forward of the conning tower though

keltos01
06-10-08, 07:06 AM
erm... we'll start with a regular class T at first then shall we ? :-?

maybe the Zwaardvisch :

6 Oct 1944 at 06:53 hrs: Zwaardvisch (1) attacks the German submarine U 168 (+/- 1144t). The Dutch submarine fires six torpedoes, one torpedo hits the target and the U-boat sinks. 27 Germans survive the attack, but 23 men are lost. Position: 06°20'S-111°28'E (http://javascript<b></b>:;), off North coast of Java.
According to German sources the German submarine was intercepted after the allies learned of its exact position, and time of arrival at several navigation points, through code breaking efforts.
source :http://www.dutchsubmarines.com/

Raptor1
06-10-08, 07:17 AM
erm... we'll start with a regular class T at first then shall we ? :-?

maybe the Zwaardvisch :

6 Oct 1944 at 06:53 hrs: Zwaardvisch (1) attacks the German submarine U 168 (+/- 1144t). The Dutch submarine fires six torpedoes, one torpedo hits the target and the U-boat sinks. 27 Germans survive the attack, but 23 men are lost. Position: 06°20'S-111°28'E (http://javascript%3Cb%3E%3C/b%3E:;), off North coast of Java.
According to German sources the German submarine was intercepted after the allies learned of its exact position, and time of arrival at several navigation points, through code breaking efforts.
source :http://www.dutchsubmarines.com/

Zwaardvisch = HMS Talent = Group III T-class

Should be fine

GerritJ9
06-10-08, 08:50 AM
I've already made an entry for the SH3 roster which adds the two Dutch T-class, Zwaardvisch and Tijgerhaai. It should be usable for SH4 as well, so I'll post it on my Filefront page later.

peabody
06-10-08, 03:26 PM
I edited the bow, punching through the door openings, then pasted in the tubes from the Gato class, added a vertical metal plate between the tubes and voilą :

Now I need Peabody to tell me how he set up eight forward torpedo tubes (a tutorial, please) and we might be set sooner than you think !:)
I almost have the buttons worked out but for some reason (mainly I don't know what I am doing:rotfl:) the background is not transparent anymore. I now have a white border around the lights and the panel. What I did was take the dds into Photoshop Elements (can't afford the full version) made the lights 80% but when I saved there were 7 million choices for dds. And I don't exaggerate. You are more into this graphics stuff, I do Photography and don't need to do this dds stuff.;)

The tubes were easy, It didn't even work the way I expected. The upc still has them as stern tubes, that's why I commented I needed more testing. It just doesn't seem right. Tubes 7+8 are still listed as stern and loading from the stern bunker, but they don't. They moved to the forward side by themselves and started taking torps from the forward bunker. You can give it a try and do some testing, I haven't had a lot of time, been working on the campaign. (Sorry, US/Jap career not UBM, didn't realize all these boats were going to be availbale as German and this was my very first attempt at modding so It started as a learning experience.)

I shouldn't give out all my secrets:rotfl:.(Just kidding) It's about the only thing I haven't had trouble with. Ok, simply:

I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes.
Like I commented in the .upc they show as stern and load from the stern bunker, but that is not what is happening. I even tried to move the compartment and let them load from the stern bunker (more storage) but wasn't able to make it work. But I didn't try very hard either.
So, that's it in a nutshell, moved the stern tubes forward turned them around and linked to the forward doors.

This is what I ended up with when resizing the buttons, I got rid of the white around the panel but the color must be different where I resized the buttons because it isn't transparent, maybe you can fix it?
http://home.roadrunner.com/%7Epeabody/SH4/panel.jpg

gimpy117
06-10-08, 03:37 PM
I edited the bow, punching through the door openings, then pasted in the tubes from the Gato class, added a vertical metal plate between the tubes and voilą :

Now I need Peabody to tell me how he set up eight forward torpedo tubes (a tutorial, please) and we might be set sooner than you think !:)
I almost have the buttons worked out but for some reason (mainly I don't know what I am doing:rotfl:) the background is not transparent anymore. I now have a white border around the lights and the panel. What I did was take the dds into Photoshop Elements (can't afford the full version) made the lights 80% but when I saved there were 7 million choices for dds. And I don't exaggerate. You are more into this graphics stuff, I do Photography and don't need to do this dds stuff.;)

The tubes were easy, It didn't even work the way I expected. The upc still has them as stern tubes, that's why I commented I needed more testing. It just doesn't seem right. Tubes 7+8 are still listed as stern and loading from the stern bunker, but they don't. They moved to the forward side by themselves and started taking torps from the forward bunker. You can give it a try and do some testing, I haven't had a lot of time, been working on the campaign. (Sorry, US/Jap career not UBM, didn't realize all these boats were going to be availbale as German and this was my very first attempt at modding so It started as a learning experience.)

I shouldn't give out all my secrets:rotfl:.(Just kidding) It's about the only thing I haven't had trouble with. Ok, simply:

I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes.
Like I commented in the .upc they show as stern and load from the stern bunker, but that is not what is happening. I even tried to move the compartment and let them load from the stern bunker (more storage) but wasn't able to make it work. But I didn't try very hard either.
So, that's it in a nutshell, moved the stern tubes forward turned them around and linked to the forward doors.

This is what I ended up with when resizing the buttons, I got rid of the white around the panel but the color must be different where I resized the buttons because it isn't transparent, maybe you can fix it?
http://home.roadrunner.com/%7Epeabody/SH4/panel.jpg

lol...OVERKILL!!!

peabody
06-10-08, 04:35 PM
[/quote]
lol...OVERKILL!!![/quote]

If you are talking about the eight forward tubes, that is what the boat had...8 forward and no stern.

Quote:
Each submarine had four 3,000 horsepower (http://en.wikipedia.org/wiki/Horsepower) (2.2 MW (http://en.wikipedia.org/wiki/Megawatt#Megawatt)) engines and fuel enough to go around the world one-and-a-half times, more than enough to reach the United States from either direction. It displaced 6,500 tons and was over 400 feet (120 m (http://en.wikipedia.org/wiki/Metre)) long, three times the size of the average contemporary submarine. It had a figure-eight hull shape for additional strength to handle the on-deck hangar for housing the three aircraft. In addition, it had four anti-aircraft guns and a large deck gun as well as eight torpedo tubes.

Now that info is for the Sen Toku which is why Keltos wanted the eight forward tubes.

Peabody

GerritJ9
06-10-08, 05:31 PM
The T-class first group had ten tubes, of which four external. Two of the external tubes were located forward, the other two amidships with all four firing forward thus giving a salvo of no less than ten torpedoes:o
In the later groups the midships external tubes were located further aft, and arranged to fire aft; an external stern tube was also added, the external stern tube also being retrofitted to some of the first group- certainly to Trident and Taku.

keltos01
06-10-08, 07:07 PM
since they had 6 front tubes plus two external plus three aft that makes 11, the max number set ingame is 10 (gato), so my question is can we make more? what do we need to change to add a brand new tube, what files are linked and such ?

that way let's say you keep the gato's basic load : 4+6, remove one aft so you have three, move the dummy to the actual location of the aft tubes, then can you make two new ones which you'd then set upfront like the external tubes on the T class, couldn't you do that ?

what do we need to update to have a firing box with 11 working tubes? or more ? If I remember correctly some jap class has eight up front and two aft...

type c1,C2 also has eight fore tubes, J1 has six front and two aft : the problem is when bading them on the german subs like I do they have max six tubes either 4+2 or six front...

keltos01
06-11-08, 08:18 AM
Peabody said :"I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes."

couldn't you just add two tubes in the .sim ? then link them to two new doors ?

peabody
06-11-08, 02:14 PM
Peabody said :"I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes."

couldn't you just add two tubes in the .sim ? then link them to two new doors ?

Why would I want to add something that is already there? I had four stern tubes already there and the Sen toku doesn't have any stern tubes, so I moved them forward and deleted the other two.
I was thinking of something else when I commented about checking the "parent ID'.. my mistake. :damn: If you go to the tube in wpn_subtorpsystem (or something like that) and select the tube, it will tell you the name of the door that it is connected to. And use that info to move the door to the front and turn it around. I had something else on my mind where I checked for the link by parent ID so I got a bit mixed up. I was going to correct that answer yesterday but we lost power with a big storm that came through and just got power back about an hour ago.

Now, a question for you:
If you check your Jyunsen B, the tubes are all linked to the XVIII doors not the Dmy Torp tubes. The Gato didn't have any dummy torp tubes, so I assume they are just so when the door is open it shows a tube and not an empty hole?

Peabody

keltos01
06-11-08, 03:18 PM
I don't really know what they are for..
as for the Jyunsen B tubes, and the class T tubes, I copied the 3d tubes from the typ18 and gato type respectively and glued them in their respective new hulls : Jyunsen B and Class T, so that when the tube caps open, you actually see a tube behing it and not just a hole.

@for the class T, I started with a gato, messed it all up :( so I made a stand alone class T cloning a balao sub. checked it in game, and yes it worked : I had a "balao" named class T Tijgerhaai :)

now I went back to 3ds, opened the class T tower.obj (from the GFX model) textured it, made a uv map, set all ids to 2, put an unwrap modifier, edited it , loaded the uv map, collapsed all, and exported the new obj file with its mtl and a uv map with the same name. I then imported the model over that of the balao tower and here's what it looks like ingame :

http://img185.imageshack.us/img185/4966/tijgerhaaigr3.jpg (http://imageshack.us)
http://img185.imageshack.us/img185/4966/tijgerhaaigr3.96f62e94fa.jpg (http://g.imageshack.us/g.php?h=185&i=tijgerhaaigr3.jpg)

http://img88.imageshack.us/img88/1716/classttoweryw8.jpg (http://imageshack.us)
http://img88.imageshack.us/img88/1716/classttoweryw8.aea057815c.jpg (http://g.imageshack.us/g.php?h=88&i=classttoweryw8.jpg)

not there yet but getting there !
(edit)

now pasted the hull in :

http://img238.imageshack.us/img238/9483/classthulldt2.jpg (http://imageshack.us)
http://img238.imageshack.us/img238/9483/classthulldt2.ae79d59a48.jpg (http://g.imageshack.us/g.php?h=238&i=classthulldt2.jpg)

keltos01
06-11-08, 03:38 PM
there you go, btw the aa gun is nearly in place !

http://img340.imageshack.us/img340/5460/tower1zx4.jpg (http://imageshack.us)


moved them a bit aft :

http://img165.imageshack.us/img165/2803/movingti0.jpg (http://imageshack.us)
http://img165.imageshack.us/img165/2803/movingti0.cd38cc05e4.jpg (http://g.imageshack.us/g.php?h=165&i=movingti0.jpg)

keltos01
06-11-08, 04:41 PM
it works but it's still uglybetty to me ;)

http://img338.imageshack.us/img338/5260/uglybettyhh6.jpg (http://imageshack.us)
http://img338.imageshack.us/img338/5260/uglybettyhh6.13b8ab2ce2.jpg (http://g.imageshack.us/g.php?h=338&i=uglybettyhh6.jpg)

Schultzy
06-11-08, 04:44 PM
Going to sea in a british boat will make me a very happy captain :thumbsup:

Thanks for all your efforts! Looking great :D

keltos01
06-11-08, 04:57 PM
couldn't get the gun turret to work yet, got a ctd when i pasted it in...
thanks anyhow :)

keltos01
06-12-08, 05:00 AM
If I can't paste in the turret I guess I'll use the spot to install the fore aa gun seen on the above picture, I don't know that the turret would be functionnal anyhow. In that case I'll leave the US deck gun on deck for those who, once in awhile, like to surface to shoot at things ;)

@btw : added data in first post.

GerritJ9
06-12-08, 05:32 AM
It wasn't really a turret, simply a 4-inch gun mounted behind a coaming. Perhaps the 4-inch fitted to the US S-class could work. I have a photo of Hr.Ms. Zwaardvisch which might be useful- will scan it and post it later.

keltos01
06-12-08, 05:49 AM
cool, you just solved a problem, here's some intel now from torpedoman Smith :

"The Taku’s ordnance included 13 torpedos, 6 in the bow tubes with 4 reloads in the forward torpedo space, a port beam tube and a starboard beam tube. These torpedos fired at an angle and after a certain distance turned either right or left (depending which tube) so that you hoped to hit a target at the side of you.

We found these tubes were unreliable though and were reluctant to use them. Then we had a stern tube and it’s obvious why. Apart from this armament, we had a 4 inch gun mounted on a platform ahead of the bridge. This could be trained right or left because it was on a swivel. Last but not least we had two Lewis guns which could be mounted either side of the bridge for firing mainly at aircraft but normally if enemy aircraft was spotted we would get the order - “Dive! Dive! Dive!” "

I imported the 4inchsingle gun and cover :

http://img155.imageshack.us/img155/4038/4inchsingleturretandgunyd8.jpg (http://imageshack.us)

close-up :

http://img376.imageshack.us/img376/3999/tower4inchturretmo7.jpg (http://imageshack.us)
[/URL]


from under :

[URL=http://imageshack.us]http://img181.imageshack.us/img181/1153/fromunderfg6.jpg (http://g.imageshack.us/g.php?h=376&i=tower4inchturretmo7.jpg)
http://img181.imageshack.us/img181/1153/fromunderfg6.bbe52f911a.jpg (http://g.imageshack.us/g.php?h=181&i=fromunderfg6.jpg)

keltos01
06-12-08, 07:56 AM
OK, I couldn't resist !:rotfl:

Since the first class had all 10 tubes forward and the next two had only 8 forward and 3 aft, I made a mixed class with 10 tubes forward and 3 aft :rotfl:


http://img354.imageshack.us/img354/4994/classt13tubescavamd5.jpg (http://imageshack.us)http://img237.imageshack.us/img237/6135/classt13tubesbowgz5.jpg (http://imageshack.us)
http://img237.imageshack.us/img237/6135/classt13tubesbowgz5.3f17170fac.jpg (http://g.imageshack.us/g.php?h=237&i=classt13tubesbowgz5.jpg)

off course if we make them non-reloadable, that's only 17 torpedoes total : six in tubes plus 4 reloads, and 7 external tubes.

keltos01
06-12-08, 08:28 AM
So we have 3 classes which basically differ only in the tubes they had, so it's really two different boats :

Class T 1 : 6+2 2 amidship 0 amidship aft 0 aft

Class T 2: 6+2 0 amidship 2 amidship aft 1 aft

from the recollection of M. Smith a third class ?

Class T 1b : 6+2 2 amidship 0 amidship aft 1 aft

Class T 1b:
http://img187.imageshack.us/img187/7781/classt10tubesbow1aftuw5.jpg (http://imageshack.us)

the three different subs :

http://img382.imageshack.us/img382/3776/casst11b2ah9.jpg (http://imageshack.us)
http://img382.imageshack.us/img382/3776/casst11b2ah9.775c3c433c.jpg (http://g.imageshack.us/g.php?h=382&i=casst11b2ah9.jpg)

GerritJ9
06-12-08, 09:25 AM
According to H.T. Lenton's "British Submarines", the first group had ten 21-inch torpedo tubes; all fired forward, four were external tubes- two amidships and two forward. Sixteen torpedoes were carried, ten in the tubes and six reloads for the six internal tubes. The second and third groups had eleven tubes, an external stern tube being added. Seventeen torpodoes were carried, eleven in the tubes plus six reloads for the internal tubes. The amidships external tubes were relocated and arranged to fire aft. Additionally, some of the first group had an external stern tube fitted later on, though the midships external tubes remained forward-firing.

GerritJ9
06-12-08, 09:30 AM
Here's a photo of Hr.Ms. Zwaardvisch:

http://i250.photobucket.com/albums/gg245/Dagwood9/Zwaardvisch.jpg

keltos01
06-12-08, 09:35 AM
Having ten tubes I should really do the class T version 1 : all tubes forward
If I do the Zwaardvisch, it'll lack one tube aft ?

If we manage to "add" a tube we'll be able to add more than one and do more sub classes... hopefully someone will find out how..

GerritJ9
06-12-08, 10:24 AM
Some more T-class pics:

http://i250.photobucket.com/albums/gg245/Dagwood9/T-001.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/T-002.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/T-003.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/T-004.jpg

GerritJ9
06-12-08, 10:27 AM
.......... and some more:

http://i250.photobucket.com/albums/gg245/Dagwood9/T-005.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/T-006.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/T-007.jpg

Raptor1
06-12-08, 10:35 AM
The Group III Boats had exactly the same armament as the Group II Boats, But had better internal structure and welded hulls that gave them an increased crush depth and stuff like that

GerritJ9
06-12-08, 10:40 AM
Doing a first group T-class would mean relocating the port and starboard aft externals to their correct positions to either side of the conning tower, plus remodelling the bows and shortening the deck casing aft to be 100% accurate.
Personally, I'd allocate tubes 1-10 to the eight forward tubes plus the port and starboard aft tubes and leave the sub as third group. Adding the eleventh tube later will probably be just a matter of coding and simpler than remodelling the sub I would think.
I have a book about the sinking of HMS Thetis in June 1939 while on trials in Liverpool Bay, "The Admiralty Regrets....." which contains a few photos which might be useful. Will scan and post them later.

ivank
06-12-08, 05:53 PM
is this going to be playable? if so when is it going to be released

keltos01
06-13-08, 04:09 AM
@ ivank : well that's the whole point really ;) one can always make it an AI sub later on !

It's already stand alone, meaning it doesn't replace any US boat. It has a Balao interior and gun. The textures need some work, other than that it's playable.

@ GerritJ9 : about the tubes, I completely agree. I can always fit them in front of the tower later on.

I have a problem with the gun though : the original GFX gun is a 3 inch, when the boat really had a 4 inch gun. If I add the turret to the 4 inch gun, all boat which use it will have it :down:

So I thought about removing the gun stand from the turret, adding the turret to the conning tower, thus making it non movable. What do you think, here's a pic :


http://img183.imageshack.us/img183/5817/towerngun2nz2.jpg (http://imageshack.us)

I edited the .dat and .sim so that the last two tubes would turn around and fire forward (fingers crossed can't check it here...) leaving two aft tubes (untill the last one can be fitted). Still looking on how to make those two non reloadable tubes.

Increased the surfaced range to 11000 miles as per data I found.

GerritJ9
06-13-08, 08:19 AM
What about using the unshielded 4-inch gun from the Clemson destroyer? If this won't work, the IXD2 105 mm might be an alternative. Just a few quick thoughts on alternatives.

keltos01
06-13-08, 08:23 AM
will do.

wip : the occlusion map for both types of hull (ver 1b and ver 3) are ready, so is the tower occlu, here is the whole occlu for the Class T ver 1b :

http://img179.imageshack.us/img179/7408/occlumapver1bfr7.jpg (http://imageshack.us)
http://img179.imageshack.us/img179/7408/occlumapver1bfr7.7ceda306ba.jpg (http://g.imageshack.us/g.php?h=179&i=occlumapver1bfr7.jpg)

GerritJ9
06-13-08, 08:26 AM
Re the model of 1b: the external tubesshould be mounted on either side of the conning tower, not as far forward as in the pic of the model.

keltos01
06-13-08, 08:43 AM
I know... just that at first I had only written info, and it was easier to place them at the mirror position they occupied aft but this time up front...

will change that ;)

keltos01
06-13-08, 08:58 AM
http://img338.imageshack.us/img338/2523/classt1b2hs8.jpg (http://imageshack.us)

front :

http://img148.imageshack.us/img148/9210/classt1b22zi9.jpg (http://imageshack.us)


side :

http://img403.imageshack.us/img403/9043/classt1b222rm6.jpg (http://imageshack.us)
http://img403.imageshack.us/img403/9043/classt1b222rm6.1404e7fb53.jpg (http://g.imageshack.us/g.php?h=403&i=classt1b222rm6.jpg)

Turbografx
06-13-08, 09:32 AM
Looks great guys! Can't wait to take her under!

GerritJ9
06-13-08, 10:54 AM
Three more photos:

http://i250.photobucket.com/albums/gg245/Dagwood9/Th-001.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/Th-002.jpg

http://i250.photobucket.com/albums/gg245/Dagwood9/Th-003.jpg

GerritJ9
06-13-08, 11:00 AM
First pic shows Thetis being launched at Birkenhead shipbuilders Cammell Lairds; second pic shows her wreck after she was salvaged following her sinking while on trials in Liverpool Bay on June 1st 1939. Of the 103 on board, only four survived- probably the RN's worst submarine accident in peacetime. The large number on board was because of the trials, apart from trhe sub's crew there were representatives from Cammell Lairds, various subcontractors and several officers from other T-class subs which were being built at that time.
After salvage, Thetis was repaired and renamed Thunderbolt, only to be sunk a second time, in March 1943 by the Italian sloop Cigogna north of Sicily.

keltos01
06-13-08, 01:21 PM
I tired to get 2 tubes forward, ctd :damn:
then I reverted to the 1.0 version, removed the occlu maps (NULL) and finally we seem to be getting somewhere :

http://img372.imageshack.us/img372/2577/tijgerhaaiox4.jpg (http://imageshack.us)
http://img372.imageshack.us/img372/2577/tijgerhaaiox4.36e68c6130.jpg (http://g.imageshack.us/g.php?h=372&i=tijgerhaaiox4.jpg)

I might release a pre version tonight...

keltos01
06-13-08, 01:46 PM
There. This is a pre-alpha stand alone version ( available dec 8 1941) for those who'd like to try it ;)

http://img146.imageshack.us/img146/526/tijgerhaaibe3.jpg (http://imageshack.us)
http://img146.imageshack.us/img146/526/tijgerhaaibe3.5a1dae5fe7.jpg (http://g.imageshack.us/g.php?h=146&i=tijgerhaaibe3.jpg)

from the stern :

http://img106.imageshack.us/img106/5416/tijgerhaaisternbb4.jpg (http://imageshack.us)
http://img106.imageshack.us/img106/5416/tijgerhaaisternbb4.ce390cb859.jpg (http://g.imageshack.us/g.php?h=106&i=tijgerhaaisternbb4.jpg)

It still has 4+6 torp tubes, the doors on the front tubes aren't in place, the scopes (what node are they :damn:) aren't positionned right, I should remove the aft doors maybe, but it works :)

download link :
http://files.filefront.com/Hr+MS+Zwaardvisch+T+clas0rar/;10625131;/fileinfo.html

gimpy117
06-13-08, 02:34 PM
good! this'll keep all those brits happy!

keltos01
06-13-08, 03:07 PM
erm.. the doors are smaller than the punchouts I had to make... what the heck, does it really matter ?

http://img389.imageshack.us/img389/3576/tijgerhaailr4.jpg (http://imageshack.us)
http://img389.imageshack.us/img389/3576/tijgerhaailr4.5a7b76f92b.jpg (http://g.imageshack.us/g.php?h=389&i=tijgerhaailr4.jpg)

http://img119.imageshack.us/img119/7395/peritb3.jpg (http://imageshack.us)
http://img119.imageshack.us/img119/7395/peritb3.9f45985d54.jpg (http://g.imageshack.us/g.php?h=119&i=peritb3.jpg)

the annoying thing is this :

http://img110.imageshack.us/img110/4739/antennaoh9.jpg (http://imageshack.us)
http://img110.imageshack.us/img110/4739/antennaoh9.1a0c024706.jpg (http://g.imageshack.us/g.php?h=110&i=antennaoh9.jpg)

the antenna mast sticks out higher than the scope ! and that's built in ! reminds me of a certain Jyunsen B antenna.... Different sides of the world, same way o' thinkin' :rotfl:

download link :
http://files.filefront.com/Hr+MS+Zwaardvisch+T+clas0rar/;10625131;/fileinfo.html

Hitman
06-13-08, 03:59 PM
It looks great, but IMHO it rides a bit too high in the water when surfaced. :up:

BTW Keltos, did you get my PM? :hmm:

keltos01
06-14-08, 01:49 AM
I tried lowering it with S3D, to no avail, and in 3ds it looks ok ????:damn:

http://img518.imageshack.us/img518/2537/type1b3dsvf0.jpg (http://imageshack.us)
http://img518.imageshack.us/img518/2537/type1b3dsvf0.9916c485ca.jpg (http://g.imageshack.us/g.php?h=518&i=type1b3dsvf0.jpg)

what it looks like in game here below

type 1b version 1 (10 tubes forward 1 aft, :oops:torp tubes too far forward) :

http://img211.imageshack.us/img211/6526/classt1byg7.jpg (http://imageshack.us)
http://img211.imageshack.us/img211/6526/classt1byg7.5f53175950.jpg (http://g.imageshack.us/g.php?h=211&i=classt1byg7.jpg)

the other type is Class T type 3 (3 tubes aft 8 forward)

GerritJ9
06-14-08, 03:27 AM
I'd concentrate on the third group T-class, certainly for the time being. To accurately represent a first group sub, the model needs significant changes to be really accurate:

1) first and second group T-class did not have a 20 mm AA gun and platform- see photo of Thunderbolt's conning tower.
2) the shape of the bows differed, the first group had a bulbous area which contained the external tubes- see photos of Trident and the wreck of Thetis.
3) the outline of the deck casing was markedly different- see photos of Truant/Taku and Tireless.
4) the first group did not have a stern tube as built (though some had one fitted at a later date); the deck casing was shorter aft (see photo of Truant).

Can anyone confirm that the midships external tubes of the first group were mounted parallel to the centreline rather than angled outwards? The photo of Thunderbolt's conning tower seems to indicate this.

Turbografx
06-14-08, 03:57 AM
I'd concentrate on the third group T-class, certainly for the time being. To accurately represent a first group sub, the model needs significant changes to be really accurate:

1) first and second group T-class did not have a 20 mm AA gun and platform- see photo of Thunderbolt's conning tower.
2) the shape of the bows differed, the first group had a bulbous area which contained the external tubes- see photos of Trident and the wreck of Thetis.
3) the outline of the deck casing was markedly different- see photos of Truant/Taku and Tireless.
4) the first group did not have a stern tube as built (though some had one fitted at a later date); the deck casing was shorter aft (see photo of Truant).

Can anyone confirm that the midships external tubes of the first group were mounted parallel to the centreline rather than angled outwards? The photo of Thunderbolt's conning tower seems to indicate this.

Yes, third group is clearly the most feasible.

Q3ark
06-14-08, 06:08 AM
Can anyone confirm that the midships external tubes of the first group were mounted parallel to the centreline rather than angled outwards? The photo of Thunderbolt's conning tower seems to indicate this.


http://img339.imageshack.us/img339/3226/thunderboltexthetisry9.jpg

This seems to show that they where parallel. This is a rather cool shot of HM submarine Thunderbolt (ex Thetis) firing a practice shot using a teathered torpedo from number 9 tube in Malta on 15 February 1943. (Taken from "The T class submarine" by Paul J. Kemp)

peabody
06-14-08, 10:39 AM
Keltos,
Question: The link that you have I realize is an Alpha, but does it have a conning tower on it? I d/led it and no conning tower.

edit: I was just thinking if the conning is on for you, it could be my install or the upload doesn't have something that is on your computer, so if anyone else has d/l it let me know if you get the tower. The files are there but the tower isn't on the boat.

As for your problem with sitting too high in the water, go to the .sim file for the the unit sub and set the draft (draught) for 6.5 and see how that looks for you.

Peabody

keltos01
06-14-08, 03:22 PM
yep it does, at least in my game ?

as for the extra torps shooting forward : the game doesn't allow to shoot them at an angle, so the fact that they did shoot straight is godd news !

RICH12ACE
06-14-08, 04:03 PM
it is great! to have a british sub in the sim:rock: what does the inside look like is there one or just al. [GREAT! i am wearing the medic cap at last!]

peabody
06-14-08, 04:14 PM
yep it does, at least in my game ?

I don't know why it doesn't in mine. If any others reading this, if you downloaded the sub let me know if you get a conning tower, i may have a problem with my install. If you don't then there may be a file missing in the d/l that Keltos has on his computer because it works on his. So if it works on others too then I may need to do a reinstall, because I don't have one. The hull is there and looks great but no tower.

Peabody

peabody
06-14-08, 06:02 PM
I tried lowering it with S3D, to no avail, and in 3ds it looks ok ????:damn:
I don't know if it works properly or not but if you put 'false' for place on water in the unit_submarine in the .sim it is suppose to use the height from your 3D program. But I'm sure it may not work will all 3D programs. If you set it to true it uses the Draught setting. I was playing with it and I like between 6 and 6.5 but it's your boat and you are the skipper! :lol:

Just a followup, the tower is ok. Found the problem, at least what I think was the problem. Your boat UnitParts is #8 so is my Sen Toku and my Sen Toku is in there all the time since it's stand alone, I don't have it added as a MOD. So I just changed yours to #9 and the tower appeared!!!! I don't think they use that number anywhere that is going to screw things up, do they? I was worried at first because the scopes are not in place and some stuff was floating in mid-air but I see from your pics you didn't get to that yet so it isn't anything wrong.

You are starting to tick me off !! I figure how to get 8 tubes forward now you got one with 10 forward. What's next? Atomic bomb launcher. Here's an idea, why don't you throw away that 3D program (or better yet send it to me:lol:) and make a submarine completely out of torpedo tubes!!:rotfl:.You could have 20 forward, 20 aft, maybe 40 sideways. The conning tower you could use tubes as missle launchers. Sail into the middle of a task force and launch them all at the same time.

Peabody

keltos01
06-14-08, 06:28 PM
"you set it to true it uses the Draught setting. I was playing with it and I like between 6 and 6.5 but it's your boat and you are the skipper! :lol:"

post a picture please if it looks good we'll save that setting:D


"Just a followup, the tower is ok."
Goodie !!! I should've thought of that, had the same trouble when trying out a new boat (f.i. Kaichu) when in the end it was gonna be in a 3 boat mod, I had to change that number from the test one (3) to the final mod one(5)...:oops:

"I was worried at first because the scopes are not in place and some stuff was floating in mid-air but I see from your pics you didn't get to that yet so it isn't anything wrong."
what is the node for the dam.. periscopes, I couldn't find it here, in my last tower I had some trouble as well cause it seems that it has different tags ? H01 for instance ? I need to move them aft, same with uzo and such hanging in mid-air:damn: I know there's a txt file somewhere which lists them but can't remember where....

"You are starting to tick me off !! I figure how to get 8 tubes forward now you got one with 10 forward. What's next? "
If you could modify the files so that it has 8 tubes forward, you got the know-how, I'd be much obliged, it is a team effort after all :)we'd then use them in the mod.
As for the 10 tubes we'll need them for the next sub : the Class T type 1b, but we should make those external tubes non reloadable.

"Atomic bomb launcher."
can the japanese Isles sink ?:rotfl:

good job anyhow :up: we could later have it as an AI sub for the japanese campagain?

peabody
06-14-08, 11:01 PM
That stuff hanging in front of the sub is the binocs, speed indicator, compass, something that looks like a speaker and two thing that look like they might be the dive alarm. On the Gato they are I01 through I06 but your I06 is inside the Periscope mount and I think 6 on the Gato was the spotlight. Not sure.

Attack Periscope Head= O02
Obs Periscope Head= O03

They are in the Unitparts because that is the conning tower stuff. just a minute.....

[UnitPart 1.Compartment 1.EquipmentSlot 5]
ID= AttackPeriscopeHeadSlot
NameDisplayable= Attack Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, AttackPeriscopeHead
ExternalNodeName3D= O02
ExternalDamageZoneTypeID3D= 26

[UnitPart 1.Compartment 1.EquipmentSlot 6]
ID= ObsPeriscopeHeadSlot
NameDisplayable= Observation Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ObsPeriscopeHead
ExternalNodeName3D= O03
ExternalDamageZoneTypeID3D= 27

I just moved the periscope mount to +0.5 on the z and it's close, so that will give you a start point. After you get the mount (node 74 is the mount it moves both of them together) then it looks like you will need to move one separatetly to get it lined up. I assume those things sticking up is where the scopes are going?

Oh, don't forget you have two towers. Don't want the periscopes disappearing in the middle of a war.

Peabody

peabody
06-14-08, 11:52 PM
More info:
I guess your spotlight is also I06 because I06 is inside node 74 which is the MontPeriscoape or something like that. I call it the periscope mount. Anyway when I moved your mount forward the spotlight went inside the tower where the men are standing. So you will need to give it some + on the Y to get it up so you can see it, when you move the scope mount. Just wanted to let you know it was there. I guess it mounts to the back of the periscope mount on the Balao.

And you have a problem, you need to find a basketball team to man your boat. The watch crew can't see over the tower sides.:rotfl:. The guy with the binoculars is looking at a sheet of steel.

Peabody

keltos01
06-15-08, 02:55 AM
:rotfl:I saw that as well.. I guess I might have to make them hover a bit, wont I ?

well here we go : moved the sub tower to y=0, moved the ship draght to 6.48, now I can move the tubes etc... again. the peri at -0.5 was not a good idea, although they moved aft, that's for sure !

http://img176.imageshack.us/img176/411/gettingtheregt0.jpg (http://imageshack.us)
http://img176.imageshack.us/img176/411/gettingtheregt0.e11f5a591a.jpg (http://g.imageshack.us/g.php?h=176&i=gettingtheregt0.jpg)

hope to have some time today to get it fully working...

keltos01
06-15-08, 07:04 AM
moved a few things :

http://img49.imageshack.us/img49/24/tijgerhaaiub8.jpg (http://imageshack.us)

tower : there are dwarves inside ;)

http://img171.imageshack.us/img171/2377/classttowerpk5.jpg (http://imageshack.us)
http://img171.imageshack.us/img171/2377/classttowerpk5.bed82f2dfc.jpg (http://g.imageshack.us/g.php?h=171&i=classttowerpk5.jpg)

GerritJ9
06-15-08, 07:28 AM
Small note concerning actual commissioning/decommissioning dates of Zwaardvisch and Tijgerhaai:

Zwaardvisch DOC 19431123
DOD 19621211

Tijgerhaai DOC 19450328
DOD 19650929

keltos01
06-15-08, 08:23 AM
Thanks for the dates, I gues I'll have to add a british unit to be able to start Dec 9 1941 then ...

Here it goes : I've moved the scopes in place, here you can see them both extended, now they reach higher than the radio mast, Both the AA and deckdun are in place, the crew not so much so... now I need to increase the periscope depth a bit, and lower nack the torpedo doors.

http://img377.imageshack.us/img377/1406/classttype3yc8.jpg (http://imageshack.us)
http://img377.imageshack.us/img377/1406/classttype3yc8.8f68c76c31.jpg (http://g.imageshack.us/g.php?h=377&i=classttype3yc8.jpg)

spike12
06-15-08, 08:44 AM
Coming along quite nicely. Can't wait to use it to avenge my fellow canadians by,oh I dont't know, raiding Hong Kong and blowing s*** up!:arrgh!:

keltos01
06-15-08, 09:04 AM
Here you go, a really playable version of the famous Class T British submarine :

the crew is in place, the deckgun is in place too, the AA gun as well.

The torpedo doors are in place (even if they don't fit too well at the moment), the outside bow tubes are not yet working, you get 4 aft non-reloading tubes instead of the 3 of the Class T, they do not yet fire from the two upper rear-facing tubes.

http://img175.imageshack.us/img175/3659/classthull3ver11gi1.jpg (http://imageshack.us)
http://img175.imageshack.us/img175/3659/classthull3ver11gi1.ab484a3f32.jpg (http://g.imageshack.us/g.php?h=175&i=classthull3ver11gi1.jpg)


periscope depth :

http://img401.imageshack.us/img401/4226/peribf8.jpg (http://imageshack.us)
http://img401.imageshack.us/img401/4226/peribf8.9650b5b6fc.jpg (http://g.imageshack.us/g.php?h=401&i=peribf8.jpg)

tower :
http://img293.imageshack.us/img293/6628/towerms9.jpg (http://imageshack.us)
http://img293.imageshack.us/img293/6628/towerms9.1bb4ddc703.jpg (http://g.imageshack.us/g.php?h=293&i=towerms9.jpg)

the torpedo loadout has been changed : now you only get six front reloads and no reloads for the 4 stern tubes (2 of which will move to the bow in the next version).

http://img175.imageshack.us/img175/8129/torploadoutxb4.jpg (http://imageshack.us)

does anyone have intel on british torpedoes ? or dutch ?

download link :

http://files.filefront.com/Hr+MS+Zwaardvisch+T+clas1rar/;10650341;/fileinfo.html

Torpex752
06-15-08, 09:10 AM
WoW! Fantastic work man! BZ!

Frank

Raptor1
06-15-08, 09:47 AM
British Submarine Torpedoes:

Mark VIII

Diameter: 21"
Introduction: 1927
Range: 5,000 Yards
Speed: 40 knots
Explosive Charge: 750lbs/340kg TNT

NOTE: These were rather outdated by WWII, Probably the equivalent of the USN Mark 10s

Mark VIII**

Diameter: 21"
Introduction: 1930
Range: 5,000/7,000 Yards
Speed: 45.5/41 Knots
Explosive Charge: 722lbs/327kg TNT, Later 805lbs/365kg Torpex

NOTE: Most wildly used British Torpedo of the war

Mark X

Diameter: 21"
Introduction: 1940
Range: 3,280/5,470/8,750/13,120
Speed: 47/43/36/29 Knots
Explosive Charge: 661lbs/300kg TNT

NOTE: These used by Ships and Submarines taken over from nations taken over by the Axis, This includes Dutch Submarines (The main difference was the length, Therefore the Dutch T classes probably used the Mark VIII)

peterloo
06-15-08, 09:48 AM
Congratz on your great T boat mod first, and your mod is going to bring SH4 lots of fun!

This is the site where you can find British torpedoes used in WWII, hope it helps :D

http://www.navweaps.com/Weapons/WTBR_WWII.htm

GerritJ9
06-15-08, 11:17 AM
See www.dutchsubmarines.com (http://www.dutchsubmarines.com) for data on the torpedoes used by the RNethN, under "Specials".

Raptor1
06-15-08, 11:32 AM
See www.dutchsubmarines.com (http://www.dutchsubmarines.com) for data on the torpedoes used by the RNethN, under "Specials".

That site says the Dutch Ts used the Mark VIII**

peabody
06-15-08, 12:04 PM
Deleted

Peabody

punkmaster98
06-15-08, 12:23 PM
when creating a new sub are ship. do i need special dimensions? if so where do i obtain them.?

Hitman
06-15-08, 12:32 PM
Fantastic progress :up:

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style :o because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0ŗ Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties :D

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

:ping:

STEED
06-15-08, 12:37 PM
I am looking forward to the final version of this great sub, congrats on a wonderful mod. :up:

keltos01
06-15-08, 01:56 PM
I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k

Q3ark
06-15-08, 02:11 PM
Just downloaded 1.1 and it dosen't work in my game:

http://img126.imageshack.us/img126/4315/sh4img20080615174720994ct4.jpg

As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.

peabody
06-15-08, 02:16 PM
I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k

I also apologize for being oversensitive. It was just a bunch of little things that built up and I have not been feeling well lately and I over reacted. (Not feeling well is not an excuse for my actions just an explaination as to why).

Also don't misread what I said I am NOT looking for 'credit' only a simple 'Thanks for the help'. I do not need to be 'credited' for helping someone.

I deleted the post and put it behind me.

Peabody

peabody
06-15-08, 02:27 PM
Just downloaded 1.1 and it dosen't work in my game:

http://img126.imageshack.us/img126/4315/sh4img20080615174720994ct4.jpg

As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.

I also had that problem, but it was my fault. Check your UPCData/UnitPartsData/UnitParts8Triton.upc and see if you have another sub #8. I did. If you do then disable the mod go to the mod folder and change the 8 to a 9 reload the mod and it works perfectly.

Peabody

spike12
06-15-08, 02:28 PM
AS Q3ark mentioned, it appears that the comming tower isn't compatable with TMO.Also while I was testing it in "vanilla" (v 1.5 stock) ,I got the conning tower back but the camera position was on the deck in front of said tower. That and the propellers are half buried in the hull. Guess there's still more work to be done.:damn:Right now I'm gonna give peaboby's suggestion a try...Okay try changing the number to 10 or 11 for the UnitParts( to avoid conflict with the Narwal{UnitParts8} and the Tench{UnitParts9}.THat should probably fix the conning tower.

keltos01
06-15-08, 03:23 PM
do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k

Q3ark
06-15-08, 04:03 PM
do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k

Managed to get it working with TMO. As Peabody suggested, all you need to do is to renunber the UnitParts8Triton.upc file to one that is not in use. Changing it to UnitParts10Triton.upc fixed the problem as 8 and 9 are used by the Narwhall and Tench boats in TMO.

P.S. the torpedo tubes are still messed up don't know if it is related to this though.

keltos01
06-15-08, 05:03 PM
the doors are from the balao, but here to get the tubes to look open front the front you need longer doors, I need to change the doors in 3ds then it'll look ok I hope.

keltos01
06-16-08, 03:44 AM
wip :

[/URL]
[URL=http://imageshack.us]http://img171.imageshack.us/img171/9503/doorscopieyy8.jpg (http://imageshack.us)
http://img171.imageshack.us/img171/9503/doorscopieyy8.e07134bfdd.jpg (http://g.imageshack.us/g.php?h=171&i=doorscopieyy8.jpg)

keltos01
06-16-08, 06:13 AM
The doors are done in 3ds, now I just need to reimport them over the original ones, I'll post the changed .dat later for those who wanna see if there's a difference, because I won't be able to work on it tonight.

bow view :
http://img382.imageshack.us/img382/6629/doorsbowps6.jpg (http://imageshack.us)
http://img382.imageshack.us/img382/6629/doorsbowps6.c9e33c262f.jpg (http://g.imageshack.us/g.php?h=382&i=doorsbowps6.jpg)

http://img382.imageshack.us/img382/9920/doorsportqd5.jpg (http://imageshack.us)
http://img382.imageshack.us/img382/9920/doorsportqd5.bf2dbe0b20.jpg (http://g.imageshack.us/g.php?h=382&i=doorsportqd5.jpg)

http://img55.imageshack.us/img55/2053/doorsstarboardsw3.jpg (http://imageshack.us)
http://img55.imageshack.us/img55/2053/doorsstarboardsw3.b763453c26.jpg (http://g.imageshack.us/g.php?h=55&i=doorsstarboardsw3.jpg)

view from afar :

http://img104.imageshack.us/img104/3927/portlargepj1.jpg (http://imageshack.us)
http://img104.imageshack.us/img104/3927/portlargepj1.7c5bcef976.jpg (http://g.imageshack.us/g.php?h=104&i=portlargepj1.jpg)

keltos01
06-16-08, 08:46 AM
You still have all the american torpedoes to choose from, the mk16 has been removed, you'll find the British Mark VIII** instead.

Keltos01



download link : ! unstested yet !

http://files.filefront.com/British+mark+VIII+torpedodrar/;10664184;/fileinfo.html

keltos01
06-16-08, 10:06 AM
Textures fixed for the conning tower :

http://img396.imageshack.us/img396/4996/classt2modver13tq8.jpg (http://imageshack.us)
http://img396.imageshack.us/img396/4996/classt2modver13tq8.2d2ebe6ac3.jpg (http://g.imageshack.us/g.php?h=396&i=classt2modver13tq8.jpg)

Strangely the torpedo doors aren't at the right place when in game, whereas if you look here above, in 3ds they are... Once they're ready, I move them back to 0,0,0 in 3ds then export them back to .obj and import them over the original balao doors. Maybe I should save them at their coordinates in 3ds, then set the coord in s3d to 0,0,0 and they'd fall in place?

Unseen : I moved the aft upper torpedo doors so that they'd fire from the actual tubes aft of the conning tower, off course they'll fire straight behind and not at an angle.
k

Hitman
06-16-08, 11:09 AM
Are the bow diving planes untextured or are they painted black?

Otherwise, looking fantastic :up:

P.S. Don't forget about the zero GA torpedoes!! :know:

keltos01
06-17-08, 03:02 AM
They look untextured don't they? I'll check it out:-? It might be because I didn't yet replace them with those of the Class T, they're still Balao...

Mickle
06-17-08, 07:34 AM
Just wanted to add my thanks :)
Can't wait to try out a home sub!
:rock:

Doolan
06-17-08, 09:02 AM
This is several kinds of awesome :o

So, let me get this straight.

Not long ago SH4 is released. Pretty and fun, but with fantasy missions, a ton of bugs and Pacific only.

Now we have *two* supermods to choose from, campaign layers for Pacific and Drumbeat missions with the whole Atlantic being in progress, we have sort of playable German, Japanese and British boats?

Man, this means that, unless SH5 is released tomorrow and everyone moves on, in a few months we would essentially have the possibility of playing a sub of any nationality in the correct theatre with proper campaign layers... :rock:

:: Doolan faints ::

keltos01
06-17-08, 09:38 AM
As for the torpedo doors, they're more trouble than they seem : although they fit perfectly in 3ds I'm
having a hell of a hard time implementing them in SH4...

I tried importing the doors from the 3d model with their coordinates, they get to the right place but
parallel to the bow about a foot off.When you open the door, it moves above the hull, and stays there,
never coming back to its right place ???:damn:

I reverred to the earlier version where the doors, molded on the hull, were set back to 0,0,0 prior to
exporting the obj file, then imported in the game. There must be something about the xyz of the door
that I don't get...

http://img291.imageshack.us/img291/9497/3dscopievh8.jpg (http://imageshack.us)
[/URL]

[URL=http://imageshack.us]http://img164.imageshack.us/img164/2222/classtmodver13copietx8.jpg (http://g.imageshack.us/g.php?h=291&i=3dscopievh8.jpg)
http://img164.imageshack.us/img164/2222/classtmodver13copietx8.1190bda000.jpg (http://g.imageshack.us/g.php?h=164&i=classtmodver13copietx8.jpg)

@Peabody : about the tubes : THANK YOU !!!! you're a genius !!!
I changed the coordinates of the torpedo doors (both round and rectangular doors) of two of
the 4 aft tubes, gave it the same coord as the uppermost tubes of the Class T 2, I had previously
removed the reserve torpedoes from the aft Bunker, so now you get two more torpedo tubes
on the bow but without reloads, as external tubes should be !

So now we have 8 forward firing tubes :)

http://img292.imageshack.us/img292/5085/torpedoloadout8tubespo3.jpg (http://imageshack.us)
http://img292.imageshack.us/img292/5085/torpedoloadout8tubespo3.8519c85031.jpg (http://g.imageshack.us/g.php?h=292&i=torpedoloadout8tubespo3.jpg)


@Doolan :Thanks ! Yes it would amount to a real WORLD war II sub sim then !:sunny:

Raptor1
06-17-08, 10:10 AM
Shouldn't you move the 2 top tubes (Which are also external) to the "Rear Tube" thing, so they have no reloads?

skwasjer
06-17-08, 10:33 AM
The solution is in the animation controllers. Not only must the offset/rotation of the node itself be correct, you probably also have to change the Start-position of the KeyFrameAnimStartParams controller. Then there's the individual frames you need to alter of all the PositionKeyFrames and RotationKeyFrames controllers... Without proper values, both the initial position and the animations are screwed...

keltos01
06-17-08, 11:08 AM
Well I guess I am... When I think of it I had the same when I changed the doors on the Jyunsen B.. then again it finally didn't need any outer doors, which saved me ;)

No such luck here...

I never touched the animation stuff, anyone care 2 help ???

:oops:

also when I try to fire the aft->fore tubes with no target, it says cannot compute solution... any ideas ???

uploaded the current version v1.3 on filefront :

http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10680485;/fileinfo.html

peabody
06-17-08, 11:27 AM
As for the torpedo doors, they're more trouble than they seem : although they fit perfectly in 3ds I'm
having a hell of a hard time implementing them in SH4...

I tried importing the doors from the 3d model with their coordinates, they get to the right place but
parallel to the bow about a foot off.When you open the door, it moves above the hull, and stays there,
never coming back to its right place ???:damn:

I reverred to the earlier version where the doors, molded on the hull, were set back to 0,0,0 prior to
exporting the obj file, then imported in the game. There must be something about the xyz of the door
that I don't get...
Are you using the rotation anim number from the Balao? It sounds to me, if I am reading it right that the rotation is wrong. Do these doors open different? I don't understand the "they move above the hull" part. Don't they move in toward the center of the hull to expose the caps? Or are you talkin about the external? What you need is dry dock where you can work on it and watch what happens and make your tweeks.:yep::lol:. Or maybe set you draught as high as you can, that should get at least one or two of the tubes above water, may be easier to work with. Then reset later?? Just an idea.


@Peabody : about the tubes : THANK YOU !!!! you're a genius !!!
I changed the coordinates of the torpedo doors (both round and rectangular doors) of two of
the 4 aft tubes, gave it the same coord as the uppermost tubes of the Class T 2, I had previously
removed the reserve torpedoes from the aft Bunker, so now you get two more torpedo tubes
on the bow but without reloads, as external tubes should be !

So now we have 8 forward firing tubes :)
NO, not a genius! But you are going to find they won't work like you expect, they will load from the forward bunker even thought the .upc tells them to load from the aft bunker. At least mine did, but I didn't have time to do a lot of testing either, so it may be possible to impliment. In my case I was hoping they would load from the aft....more storage (and no external tubes on the Sen Toku) but it didn't happen that way.

Just a note: the button panel for 8 tubes is released and posted on filefront if you want it. I shrunk the buttons so they fit on the panel.

Then I was playing with the lights and Ubi set them up weird!! I think they intended to do something else that was never finished or they just used button from SH3 (I don't have it so I don't know) but two of the buttons are "mouse over" buttons. So, If you attack and fire all your tubes, if you 'mouse over' the dark ones and they turn red, then you don't have enough torps left to load that tube. If it stays black, it will get loaded. Kind of a warning that you are getting low on torps. That way you don't have to wait to see if it gets loaded or go to the torp room to check. Not a big deal but an early warning that your are almost out. So if you fire 8 and three turn red when you 'mouse over' them that means you only have 5 torps left in that compartment. I wanted it to turn red be itself but the buttons are not set up that way unless I missed something.

@Doolan :Thanks ! Yes it would amount to a real WORLD war II sub sim then !:sunny: @ Doolan: If he makes any more subs, the Pacific won't be big enough to hold them.:rotfl:. I wish I could do 3D modelling like he does!!! Great work.

If you really get stuck, maybe post it with the new doors and someone could help. Maybe another set of eyes?
I have never dealt with animated doors as you know the 'in game' Sen Toku that I did, doesn't have any. But I would be willing to try to help, in between finishing up the Campaign. Got a couple of glitches. I made some US coast mission but I think they may be too far for a normal sub, cause it won't assign them, need to check some numbers. (or maybe if will, but just didn't)

Peabody

peabody
06-17-08, 11:37 AM
Well I guess I am... When I think of it I had the same when I changed the doors on the Jyunsen B.. then again it finally didn't need any outer doors, which saved me ;)

No such luck here...

I never touched the animation stuff, anyone care 2 help ???

:oops:

also when I try to fire the aft->fore tubes with no target, it says cannot compute solution... any ideas ???

uploaded the current version v1.3 on filefront :

http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10680485;/fileinfo.html
I would be willing to help, not sure I can do any better than you but the offer is there is you post the file. Just let me know which way they animate:rotfl:. Like I posted in the previous: I don't understand the "go above the hull". Does the above link include the doors that you are having trouble with?

The 'can not compute soloution' is not a problem. If your last tubes were fired at forward, you can fire forward even underwater but no aft. Just pop the scope turn it 180, hit the lock "L" and you will be able to fire no probelm. You may be able to do it if you use the hydrophones and send to TDC too, because a lot use sonar only shooting solutions and they don't put up the scope. Sometimes I have had it work with turning the scope underwater to 180 and hit lock and it will shoot but not always. Have used it a few time when a DD is going around behind me and I have flooding and can't get to periscope depth.

Edit: Need to redo the upload, I can change it here but the Data folder is not inside the v1.3 Hr MS Zwaardvisch -T class submarine folder.
Woops my mistake you have two data folders. It's ok.

Peabody

keltos01
06-17-08, 12:52 PM
will reply more when the kids are in ber, here's the door once you open the ttube :

http://img392.imageshack.us/img392/8308/20218126wb3.jpg (http://imageshack.us)
http://img392.imageshack.us/img392/8308/20218126wb3.1c04cfde94.jpg (http://g.imageshack.us/g.php?h=392&i=20218126wb3.jpg)

peabody
06-17-08, 02:00 PM
will reply more when the kids are in ber, here's the door once you open the ttube :


http://img392.imageshack.us/img392/8308/20218126wb3.1c04cfde94.jpg (http://g.imageshack.us/g.php?h=392&i=20218126wb3.jpg)

I'm looking at it now and I understand what you mean. BUT, don't want to be insulting but you really need to clean up your upload. I have been workin on the wrong .dat file.

If you check your upload you have:

v1.3 Hr Ms Zwaard.........
Data
All your sub stuff
v1.3 Hr Ms Zwaard......
Data
All your sub stuff inside this too.

So you have two main folders and two Data folders. And both data folders have all the sub info inside. Plus when I install it adds all the Jpgs and temp wip folders and all kinds of stuff. I think I got some of it worked out but it wasn't working in game because the wrong .dat file was being installed. I will let you know in just a bit if you are going to be around. Now that I realize what was happening, I'll check again to see if my idea will solve some of the problem.

Peabody

keltos01
06-17-08, 02:53 PM
reuploading as we speak, sorry there mate ,I thought there was only the needed data ???

http://img107.imageshack.us/img107/2595/47239781qy3.jpg (http://imageshack.us)
http://img107.imageshack.us/img107/2595/47239781qy3.96bb94e085.jpg (http://g.imageshack.us/g.php?h=107&i=47239781qy3.jpg)


(http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10683175;/fileinfo.html)

peabody
06-17-08, 03:23 PM
Done! All Doors opened. Only did the doors not the caps.

http://home.roadrunner.com/%7Epeabody/SH4/opendoors.jpg

Heres what you need to do. (maybe you should read the explanation at the bottom before you actually do this)

1. Open the .dat file
2. Depending on which .dat file you are using go to:
Node-NSS_Balal_Door01_FLD_anim (it has a position)
open it, open the next + inside is:
3 KeyFrameAnimStartParams, click on that
4. On the right hand screen is KeyFrameAnimStartParams, under that is Start
4. Open Start and you will see 'Position'
5. Make the x,y,z exactly the same as the x,y,z position of the door.
6. Next open the next <empty>
7. IF it is PositionKeyFrames then select it and on the right hand side will be Frames.
8 For some reason (same in other subs) all the positions are the same. Make the Frame positions the same as the Door. MAKE SURE IT IS POSITIONKEYFRAMES NOT ROTATIONKEYFRAMES!!!
Not all of the doors had the PositionKeyFrames!!!!!!!!
Next one is RotationKeyFrames, unless you understand it, leave it alone, it seems to work ok. This is the link from S3d that explains it:
http://www.gamedev.net/reference/articles/article1095.asp


Explaination of your problem:
Your problem was that the animation of the door started in a different location than the door. So your door was on the boat but the animation started above the hull, that is why your doors moved. They were moving to the location of the animation. So if you set the animations to the same location as the door, the door will stay put. And then you have to do the same for the caps. Here is the info from one .dat file:

175: NOde NSS_Balao_Door01_FLU_anim

x -0.104096852 y -0.42 z 3.87 This is the door position

178: KeyFrameAnimStartParams Start/Position
x -0.0409684852 y -0.04579544 z 4.27773428 This is the Animation position

That's why your door moved.

Peabody

peabody
06-17-08, 04:16 PM
reuploading as we speak, sorry there mate ,I thought there was only the needed data ???

http://img107.imageshack.us/img107/2595/47239781qy3.jpg (http://imageshack.us)
http://img107.imageshack.us/img107/2595/47239781qy3.96bb94e085.jpg (http://g.imageshack.us/g.php?h=107&i=47239781qy3.jpg)

http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10683175;/fileinfo.html

No problem! I just wanted to let you know because it was installing two sets of data. And I ended up working on the wrong data file and nothing was changing. I felt like :damn: same as you do.:rotfl:.

Peabody

keltos01
06-17-08, 04:18 PM
[quote] Are you using the rotation anim number from the Balao? [quote]

yes, I just cloned the ship, then changed the 3d model and tower it uses.

[quote] What you need is dry dock where you can work on it and watch what happens and make your tweeks.:yep::lol:. Or maybe set you draught as high as you can, that should get at least one or two of the tubes above water, may be easier to work with. Then reset later?? Just an idea. [quote]

I'll try that, it's gonna move the whole sub up right ?


[quote] Just a note: the button panel for 8 tubes is released and posted on filefront if you want it. I shrunk the buttons so they fit on the panel. [quote]

how did you get them all to work? I mean it's not just changing the image that you did right?

[quote] Then I was playing with the lights and Ubi set them up weird!! I think they intended to do something else that was never finished or they just used button from SH3 (I don't have it so I don't know) but two of the buttons are "mouse over" buttons. So, If you attack and fire all your tubes, if you 'mouse over' the dark ones and they turn red, then you don't have enough torps left to load that tube. If it stays black, it will get loaded. Kind of a warning that you are getting low on torps. That way you don't have to wait to see if it gets loaded or go to the torp room to check. Not a big deal but an early warning that your are almost out. So if you fire 8 and three turn red when you 'mouse over' them that means you only have 5 torps left in that compartment. I wanted it to turn red be itself but the buttons are not set up that way unless I missed something. [quote]

that's a really cool feature you did there !

[quote] If you really get stuck, maybe post it with the new doors and someone could help. Maybe another set of eyes? [quote]

definitely, I can't do all by myself, even with the help of good modders like you...

[quote] I have never dealt with animated doors as you know the 'in game' Sen Toku that I did, doesn't have any. But I would be willing to try to help, in between finishing up the Campaign. Got a couple of glitches. I made some US coast mission but I think they may be too far for a normal sub, cause it won't assign them, need to check some numbers. (or maybe if will, but just didn't) [quote]

shouldn't be too far for the Jyunsen B I should think, btw if you want me to modify the hull of your Sen Toku II so that it would have doors like the Jyunsen B (only caps no outer doors), I think I could do that.

ps I cleaned up the rar file (thanks for pointing that out Peabody :) ) and am uploading it now (done)

link :
http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10684132;/fileinfo.html

keltos01
06-17-08, 04:35 PM
quote :Done! All Doors opened. Only did the doors not the caps. end quote

do they close again after firing then ?
Since I'm such a lazy cow, could you upload the changed .dat file for me ? That way I could work on the position of the doors, but on a working file..:oops:

THANKS a lot, I don't always have all the time I'd want to mod...

next thing : are the doors in place with no gap between them and the hull ?

quote :
Explaination of your problem:
Your problem was that the animation of the door started in a different location than the door. So your door was on the boat but the animation started above the hull, that is why your doors moved. They were moving to the location of the animation. So if you set the animations to the same location as the door, the door will stay put. And then you have to do the same for the caps. Here is the info from one .dat file:

175: NOde NSS_Balao_Door01_FLU_anim

x -0.104096852 y -0.42 z 3.87 This is the door position

178: KeyFrameAnimStartParams Start/Position
x -0.0409684852 y -0.04579544 z 4.27773428 This is the Animation position

That's why your door moved.

Peabody[/quote]:up::up::up:

btw I started reading the page you sent me the link to, it's hard reading...


http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Terar/;10684132;/fileinfo.html

keltos01
06-17-08, 05:14 PM
a sub wouldn't be complete without its teeth !

http://img117.imageshack.us/img117/1125/markviiiingamevz1.jpg (http://imageshack.us)

erm...:oops:
when firing tube 7, which looks up front, I got a spalsh at the rear.. guess I did something wrong again ....

http://img381.imageshack.us/img381/6526/tube7kp6.jpg (http://imageshack.us)


and as it should be , the two aft tubes fire forward ! (look at splash)

http://img147.imageshack.us/img147/6131/markviiic1.jpg (http://imageshack.us)
[/URL]

Made the torpedo loadout blueprint image (thanks to [URL="http://www.subsim.com/radioroom/member.php?u=239700"]W4lt3r (http://g.imageshack.us/g.php?h=147&i=markviiic1.jpg) vbmenu_register("postmenu_877842", true); who provided the blueprint)

http://img255.imageshack.us/img255/3411/tritonclass01copiesv0.jpg (http://imageshack.us)
http://img255.imageshack.us/img255/3411/tritonclass01copiesv0.4832286bfd.jpg (http://g.imageshack.us/g.php?h=255&i=tritonclass01copiesv0.jpg)


I guess I'm far from done yet.... the torpedo mod is done though ;)

torpedo Mark VIII mod :

http://files.filefront.com/British+mark+VIII+torpedodrar/;10684903;/fileinfo.html

peabody
06-17-08, 06:27 PM
:damn::damn::damn::damn:

Had your response all typed and had to get the link from filefront and closed the Firefox instead of just the one tab, I closed the whole program.

Let me see how much I remember: I was answering your questions.

1. Yes, all I did was resize the lights image. The same light is used, there are not separate lights for each tube, not even separate lights for each sub. The hardest part was the alpha channel. I thought it was a tranparent color like a .gif. It's not it's a mask. Once I knew that it was smooth sailing. I need to tweak it a bit, the antialiasing around the 'S' light got a bit too much of the background in it so it looks like I scratched the paint.

2.That link to the 'hard reading' was an explanation of some of the rotation numbers. If you look in s3d you will see numbers like -7.484902E-12 and that explains them. I don't know what it means?????

3. I didn't even think to try shooting a torp to see if they close. I did press the 'q' key and they open and close, don't think I tried everyone though. I didn't do the back tubes or the caps so you will have to do those. You need the practice.;).

4. I uploaded what I have, but I hope it is the right set. Like I commented, there were two complete sets of files in there. Two main folders and two data folders. Well, you know you fixed it. I just hope I did the right set. I made some changes but nothing changed in the game, then I noticed the two sets and so I used the set the game was using.

5. About the doors closing tight, I didn't really notice, I was underwater. I just was trying to figure out why they were moving. And I did not make any changes to the position of the door, so whatever was there is still there. Although I do remember you commenting you changed back to the better set from your 3d program but they were a foot away from the sub, well these were not, so it's probably not the right set. But they are easy to change just follow the directions I gave you, and if you have trouble maybe I could even upload a screenshot. But I would stay away from the strange numbers in the rotation if you can unless someone can explain it to you.

6 Oh another thing about the lights, I forgot until just now the lights are different in the German boats so this panel will only work in the boat you are doing right now. That boat is so ugly it's cute. Really different!

Question well two questions what is the pyramid looking thing on the rear deck? And what is that thing sticking between the pyramid and the tower?

Should check the dates for the sub too, I had a heck of a time finding a single mission where it was available. I even modified the one I used for testin the Sen Toku and it wasn't even listed and it was the only sub in there.

Oh, ya, I have to give you the link to the file, duh!

http://files.filefront.com/v13+Hr+MS+Zwaardvisch+Tezip/;10684844;/fileinfo.html

Peabody

keltos01
06-18-08, 04:11 AM
I'm looking through the .dat as I write, now I understand what you did, I did the save for the two aft tubes, we'll see in game, it's actually good that you didn't do those so that I can learn too :D

Anyways, I might change it again if I can get the doors to be palced seemless to the hull :)

I added the blueprint from w4lt3r to the mod, I plan to put the mark VIII mod with it as well (did likewise for my IJN subs) what do you think ? or should I leave it separate ?

found an interresting site on brit subs :
http://adjunct.diodon349.com/photopoint/0025/h0013.htm

keltos01
06-18-08, 04:51 AM
quote : "I was thinking of something else when I commented about checking the "parent ID'.. my mistake. :damn: If you go to the tube in wpn_subtorpsystem (or something like that) and select the tube, it will tell you the name of the door that it is connected to. And use that info to move the door to the front and turn it around. I had something else on my mind where I checked for the link by parent ID so I got a bit mixed up. I was going to correct that answer yesterday but we lost power with a big storm that came through and just got power back about an hour ago.

Now, a question for you:
If you check your Jyunsen B, the tubes are all linked to the XVIII doors not the Dmy Torp tubes. The Gato didn't have any dummy torp tubes, so I assume they are just so when the door is open it shows a tube and not an empty hole?" end quote

The tubes are there in 3d, they are part of the hull : six real tubes, I don't know what the dummies are for....

I noticed that I had moved the wrond doors forward.. had to reset them to the position of the aft tubes (z=-1.48) and the other two to the position of the upper tubes (z=3.7), I didn't read your post through and moved the first two aft doors I found.....:oops:

fixed it, will take a look at it now.

I implemented your small light mod, if it is entered in the credits file that you made it and fixed the tubes could we ship it with the next (hopefully working) mod ? I still think of this mod as a cooperative effort.

keltos01
06-18-08, 05:36 AM
super pictures of class T inside !!!


http://adjunct.diodon349.com/photopoint/0025/0033.jpg[/URL]

dive ! dive ! dive !

[URL=http://imageshack.us]http://img246.imageshack.us/img246/9585/0033hq1.jpg (http://diodon349.com/Torpedoman/TM_Stuff/torpedoes.htm)
http://img246.imageshack.us/img246/9585/0033hq1.1fb325adec.jpg (http://g.imageshack.us/g.php?h=246&i=0033hq1.jpg)

http://img362.imageshack.us/img362/2594/0025tj3.jpg (http://imageshack.us)
http://img362.imageshack.us/img362/2594/0025tj3.c9ecd66e92.jpg (http://g.imageshack.us/g.php?h=362&i=0025tj3.jpg)

torpedo loading :


http://img214.imageshack.us/img214/3527/0022ct8.jpg (http://imageshack.us)
http://img214.imageshack.us/img214/3527/0022ct8.0ca6366bfe.jpg (http://g.imageshack.us/g.php?h=214&i=0022ct8.jpg)

keltos01
06-18-08, 07:06 AM
I took a look at the doors and it seems that only the BRD and BRM need moving a little to the outside, doors on the left side are ok. They do open with the q command, but I failed to see them close ????

I managed to correct my earlier mistake about the tubes, two additionnal fire front now and two back.

I used Peabody's new firing buttons, his mod gives you a pannel with 8 fore tube buttons ! (see below) If he agrees, his mod will be shipped with the Class T mod.

Peabody's mod :

http://img296.imageshack.us/img296/3552/peripeabodymodmt6.jpg (http://imageshack.us)
http://img296.imageshack.us/img296/3552/peripeabodymodmt6.93453b9976.jpg (http://g.imageshack.us/g.php?h=296&i=peripeabodymodmt6.jpg)

loadout : new blueprint :
note: the two lower stern tubes are actually front tubes in game, don't know how to change it in this screen though....




External right top tube firing :

http://img385.imageshack.us/img385/6871/externaltubesfiringcopiue2.jpg (http://imageshack.us)

the torpedo "falls" out of the tube because the submarine is surfaced, as it would in RL. I still need to tweak the exit point for the torpedo.

This new version (1.5) will be uploaded tonight.

@Peabody : "quote" :Question well two questions what is the pyramid looking thing on the rear deck? And what is that thing sticking between the pyramid and the tower?

Not a clue, it's on the blueprint too though, looks like the thingie to aim torpedoes seen somewhere on a wwI destroyer ???

peabody
06-18-08, 10:07 AM
I used Peabody's new firing buttons, his mod gives you a pannel with 8 fore tube buttons ! (see below) If he agrees, his mod will be shipped with the Class T mod


loadout : new blueprint :
note: the two lower stern tubes are actually front tubes in game, don't know how to change it in this screen though....

http://img164.imageshack.us/img164/4708/blueprintloadoutcopiehb1.jpg (http://imageshack.us)


Feel free to do whatever you want with the panel.
What did you do different, on post above #124 you show eight forward tubes on this screen. What changed?

Peabody

keltos01
06-18-08, 11:08 AM
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.

http://img337.imageshack.us/img337/2952/classtver15hull2jf5.jpg (http://imageshack.us)

http://img507.imageshack.us/img507/4218/classtver15hull2loadoutsb9.jpg (http://imageshack.us)
http://img507.imageshack.us/img507/4218/classtver15hull2loadoutsb9.ff20d5eeb7.jpg (http://g.imageshack.us/g.php?h=507&i=classtver15hull2loadoutsb9.jpg)

upper tube firing underwater :

http://img172.imageshack.us/img172/1908/uppertubefiringgu2.jpg (http://imageshack.us)
http://img172.imageshack.us/img172/1908/uppertubefiringgu2.5c2aa8c926.jpg (http://g.imageshack.us/g.php?h=172&i=uppertubefiringgu2.jpg)

version 1.5 of Class T submarine mod : uploaded
it includes Peabody's 8 button pannel mod and my Mark VIII torpedo mod. Torpedo door animation revised by Peabody and myself.

http://files.filefront.com/v15+Hr+MS+Zwaardvisch+Terar/;10695191;/fileinfo.html

Turbografx
06-18-08, 01:07 PM
The model looks great but is there anyway to get rid of the floating radar I'm seeing near the bow?

keltos01
06-18-08, 01:13 PM
the radar's on a mast between the scopes, the thing on deck is a hydrophone I think, and I still have to move it back on deck... as for other minor details such as uzo position and such they will be addressed shortly.
k

keltos01
06-18-08, 01:51 PM
got a CTD when one of the torps hit a boat... a second one when trying to start a quick mission, works ok in campaign though, do remove the files UStorp in the Library directory for now though.

peabody
06-18-08, 03:41 PM
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.
http://files.filefront.com/v15+Hr+MS+Zwaardvisch+Terar/;10695191;/fileinfo.html

Did you change the .upc files?

Peabody

keltos01
06-18-08, 04:17 PM
Here's a revised version of the mod, the british torpedoes are there but one speed only ?
and no CTD when they impact, I also revised some torp door animation, nothing anyone'd notice...

link :

http://files.filefront.com/v16+Hr+MS+Zwaardvisch+Terar/;10698599;/fileinfo.html

keltos01
06-18-08, 04:29 PM
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.
http://files.filefront.com/v15+Hr+MS+Zwaardvisch+Terar/;10695191;/fileinfo.html
Did you change the .upc files?

Peabody

I din't dare change it...:oops:
should I move the aft tubes to the fore comparment there? what do you think ?

peabody
06-18-08, 05:10 PM
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.
http://files.filefront.com/v15+Hr+MS+Zwaardvisch+Terar/;10695191;/fileinfo.html
Did you change the .upc files?

Peabody
I din't dare change it...:oops:
should I move the aft tubes to the fore comparment there? what do you think ?

No guts no glory. I wouldn't have found 8 tubes if I didn't experiment. There is more to it because of the functionalsubsystems.
Try a copy and paste and don't change anything, they are linked to the TorpmountS1 and S2 which are stern mounts but mine worked without changing it. If you need to change that then you may need to change the functionalsubsystem, but I don't know if you can add two bow tubes, never tried it. But we can cross that bridge when we get to it.
Because it is working I would guess the sub is using the .dat file info and they shoot forward and show as forward, but in base it must use the .upc file and that is why you have 8 at sea and 6 in base. Just guessing haven't tried it.
Another thing that may need changing is the tubes in the .sim file under wpnsubtorpedosystem or something like that (you will recognize it) there are slots for tubes and slots for forward and aft storage.
I am trying to help another on a ship right now too, it won't load and he asked for help. Still looking, lot of files and info.

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1] <-- Need to change this
ID= TorpMountS1 <----might need to change this to B7
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom <---Might need to change to Bow
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Gato_Door02_BRU_anim01 <--Link to whatever door you used
ExternalDamageZoneTypeID3D= 61


This is the Functional Subsystem (The one that says don't change:rotfl:) Just kidding it just says some IDs can't be changed.

[UserPlayerUnit 1.FunctionalSubsystem 22]
ID= TorpedoTube7
NameDisplayable= Torpedo Tube 7
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountS1, 1

If we have to change it would only be the yellow part to TorpMountB7, but I'm don't know if there is a limit. And it may not need to be changed, it may just control how the tube loads and fires, not whether it is bow or stern. They put them on ships so I don't see a problem.

Peabody

keltos01
06-19-08, 05:50 AM
okay, I've fixed the ship wake this time on :

http://img512.imageshack.us/img512/8841/wakecopiele7.jpg (http://imageshack.us)

surface firing (the piece of door visible here has been removed)

http://img247.imageshack.us/img247/4647/firinguppertubeabovewatdz0.jpg (http://imageshack.us)



Nose firing !

http://img171.imageshack.us/img171/4499/firingatperidepthdoorsvl4.jpg (http://imageshack.us)


I've also checked all forward doors, the FRU door wouldn't close, whereas all the other do, so I looked up the anim parameters and found that the local param was set to somthing else than x=0 y=0 z=0, so I changed it back to 0 -> that did it ! all torpedo doors open and close now :).

I moved the propellers at their right place, changed the rear plane for the Class T model, the front planes I didn't cause the T class has one unique plane, I moved the torpedo caps to their respective correct position for the external tubes : I use 3ds and the ref system of the game, so I only have to point to a place and directly get its coordinates, easier... don't remember who gave it to me at first though:oops:

I changed the torpedo basic load : she now comes with all mark VIII torpedo save for one mk14, the fore bunker is empty when starting a mission.

When one of the fore external tube is fired it automatically reloads from the fore bunker... any way to prevent this as they are non-reloadable tubes ?

nearly there... btw I kindo like this Ugly Betty ;)

btw I'm currently reading a paperback where a german sailboat tries to go back to germany from brazil in 1944, there is an encounter at sea with a Class T boat !

keltos01
06-19-08, 08:28 AM
http://img255.imageshack.us/img255/6325/11tubescopiera2.jpg (http://imageshack.us)
http://img255.imageshack.us/img255/6325/11tubescopiera2.687818aa09.jpg (http://g.imageshack.us/g.php?h=255&i=11tubescopiera2.jpg)


I did a copy paste of the 2 stern tubes bru and blu to the bow torp room in upc -> nada

then I did a copy paste in the stern room

[UserPlayerUnit 1.Compartment 1.WeaponSlot 5]
ID= TorpMountS4
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01
ExternalDamageZoneTypeID3D= 130

and got 5 stern tubes in the game loadout!!! but still 10 tubes total ingame (11th not there)
so I changed the two extra bow tubes from sternbunker to Bowbunker, nothing....

then I opened the .sim file, went to wpn_SubTorpedoSys, added one tube -> Tubes [11]
gave it the BLD anim 01 (need a stern tube)
I get 11 tubes ingame !
problem :
number 1 is aft tube
number 9 is bow tube

anyways, I'd need to make one more animation in the .dat and link it to the .sim, here is uses one of the existing doors...

so it means we'll be able to mod all japanese subs as well (they had more tubes) :sunny:

Schultzy
06-19-08, 09:44 AM
incredible, just incredible... hats off to you fellows :know:

cannot wait to sail in her and it wont be long the rate you're going... keep it up! :D

ps THANK YOU :yep:

keltos01
06-19-08, 03:09 PM
Version 1.7 Class T submarine :


WIP, 11 tubes implemented :3 aft 8 front. Its has a light version of the Mark VIII torpedo mod. They load up automatically but in reserve bunker. Mod restricted to the Pearl Harbor for now, sub available dec 9 1941 for campaign.

known issue : when using firing pannel in periscope tube 1 is actually aft, and tube 9 is fore.

A few things yet to move like hydrophone.

The third stern torpedo fires from the same tube as one of the others, till I can set up a node with a proper door for it.

Don't fire external tubes when surfaced or you'll see a splash ! hopefully the torp doesn't blow up on impact ! :rotfl:


Enjoy till we fix all ! Keltos01


Link :
http://files.filefront.com/v17+Hr+MS+Zwaardvisch+Terar/;10712614;/fileinfo.html

Q3ark
06-19-08, 04:44 PM
This is looking fantastic. Thanks guys, for bringing one of my favorite subs to silent hunter. :rock:

Just one question, is it possible to remove that huge mast behind the periscopes? I am lead to belive that they where removed at the beggining of the war.

keltos01
06-19-08, 04:58 PM
will see what I can do, if it doesn't screw up the uv maps...

Q3ark
06-19-08, 06:23 PM
will see what I can do, if it doesn't screw up the uv maps...

Cool thanks man. It's no big deal, it's in the "would be nice" category. Would have a go myself but i don't have any 3D editing tools, and being that i am a poor student, i won't be able to afford any soon :cry:.

keltos01
06-20-08, 02:19 AM
Done, now all you need to do is import the tower no mast.obj in the Conning_Triton_01.dat in lieu of the existing 3d model, save and you shoulw have this (roughly) when in game, btw now that I think of it I had to do the same with the Jyunsen B radio mast which was higher than the scopes could go (see my signature), just being practical there really :

http://img504.imageshack.us/img504/4908/towernomasttc3.jpg (http://imageshack.us)


erm, just kidding :rotfl:
I uploaded the new .dat, you just have to slip it in the object directory of the mod and replace the Conning_Triton_01.dat, if you don't want the mast to reappear later on, save another copy and use it to replace the Conning_Triton_02.dat.

I hope it works ! post a screenshot when you're done :)

link :
http://files.filefront.com/Conning+Triton+no+mastrar/;10719158;/fileinfo.html

Q3ark
06-20-08, 05:00 AM
Here's a screenshot you asked for. It's all gone a bit funny the conning tower has sunk in the deck along with the AA gun at the back (I am using TMO could this affect it? Will try it with out TMO after work tonight)

http://img294.imageshack.us/img294/8384/tclassyi5.jpg

keltos01
06-20-08, 05:34 AM
try this one instead :

http://files.filefront.com/Conning+Triton+01rar/;10721016;/fileinfo.html

had the tower too low, now I edited the one in the mod.:oops:

btw that's where the second aa was !!! been looking all over for that one ;) off course the boat one needs one, unless, unless someone can prove to me that there was one at the back on deck f.i.?


Since it's youre favorite sub, what's that pyramidal thing on the aft deck ???

http://www.caswellplating.com/models/images/Tclass8.jpg

so they didn't have any outer doors after all :nope:

Q3ark
06-20-08, 07:07 AM
Since it's youre favorite sub, what's that pyramidal thing on the aft deck ???

It is listed as the "DF Coil" on a diagram i've got. Something to do with radio direction finding?


so they didn't have any outer doors after all :nope:


The early ones did, but they where ommited from later boats as it was found that they only had a very minor effect on submerged speeds.

Will try the new file you posted after work tonight. Thanks man you definatley deserve a beer :()1:

keltos01
06-20-08, 07:41 AM
:hmm: so this will be a late hull type with early torpedo tube doors ? interresting !

Q3ark
06-21-08, 06:24 AM
The new file worked thanks :D

http://img48.imageshack.us/img48/2044/sh4img20080621122739663bc5.jpg

keltos01
06-21-08, 09:37 AM
she's a beaut now ! and a beautyful screenshot that was !:up:

what's the round antenna called again ? and that hydrophone nearly on deck so I can move them ?

does everything (uzo...) appear ok on deck or not ?

thanks for feedback please

and any help with the numbering of the tubes problem aft/fore would be appreciated !:)

peabody
06-21-08, 10:16 AM
she's a beaut now ! and a beautyful screenshot that was !:up:

what's the round antenna called again ? and that hydrophone nearly on deck so I can move them ?

does everything (uzo...) appear ok on deck or not ?

thanks for feedback please

and any help with the numbering of the tubes problem aft/fore would be appreciated !:)
Didn't you say that 1 and 9 were switched? If so , link tube one to the door that 9 is using and link 9 to the door 1 is using. I didn't try it but it should work. BTW edit: in upc and .sim.

Peabody

Turbografx
06-21-08, 10:47 AM
This looks like its going to be totally awesome.

keltos01
06-21-08, 11:03 AM
Didn't you say that 1 and 9 were switched? If so , link tube one to the door that 9 is using and link 9 to the door 1 is using. I didn't try it but it should work. BTW edit: in upc and .sim.

Peabody[/quote]

will do thanks Peabody !!


I think I'll implement the no mast version finally, what do you think ?

Q3ark gave me a link to pdf book on the sub ! awsome ! ask him or me if you want the link, or if he agrees we can post it here.

gimpy117
06-21-08, 12:11 PM
we need some high res skins now...

Schroeder
06-21-08, 03:59 PM
Is the U-Boat add on required to run it?

keltos01
06-21-08, 04:43 PM
np it's compatible with sh4 ver 1.4 and 1.5

Schroeder
06-21-08, 05:17 PM
Cool, downloading.:D

Schroeder
06-21-08, 06:20 PM
O.K. I found some issues after a brief test (but nothing too serious:D)

I think you have already seen the "flying antenna".
http://foto.arcor-online.net/palb/alben/54/1012554/1024_3362633562326364.jpg

The propellers are stuck within the hull.

http://foto.arcor-online.net/palb/alben/54/1012554/1024_3837626235666130.jpg


And they are not of the same length.

http://foto.arcor-online.net/palb/alben/54/1012554/1024_3566383366643434.jpg



I had her at almost 450 feet. Is it supposed to be able to go that deep?
http://foto.arcor-online.net/palb/alben/54/1012554/1024_3638643734363437.jpg

Another thing is, that the propellers are spinning much faster than the ones of the stock subs.

The default position when entering the bridge is in front of the conning tower. Is that supposed to be so (could be because I'm useing RFB)?

These are the mods I'm useing.

http://foto.arcor-online.net/palb/alben/54/1012554/1024_6330343134396663.jpg

I guess I will have a lot of fun with her. Great work.:up:

keltos01
06-22-08, 02:00 AM
450 feet that's a lot, here's the cfg :

[Properties]
PeriscopeDepth=20.3;meters
SnorkelDepth=15;meters
CrashDepth=40;meters
MaxDepth=100;meters
SurfaceDepth=4.5;meters
TorpLaunchMaxDepth=40;meters
StormConditions=7,0.1;max wind speed [m/s], max rain intensity [0,1]

peri depth needs to be changed too (Iset it deep so the radio mast would'nt show, but since I now have removed it..)

from Paul Kemp's book "The T-Class Submarine" naval press :

http://img410.imageshack.us/img410/4462/dataclasstgv2.jpg (http://imageshack.us)
http://img410.imageshack.us/img410/4462/dataclasstgv2.2f4a354aad.jpg (http://g.imageshack.us/g.php?h=410&i=dataclasstgv2.jpg)

Schroeder
06-22-08, 10:02 AM
I just tried to use the TBT (UZO) and got a CTD.:-?

keltos01
06-22-08, 01:12 PM
will look into it but I don't know why it happens ?

Herr_Pete
06-22-08, 01:40 PM
does this mod work with 1.5 u boat missions??
cheers

Schroeder
06-22-08, 01:50 PM
Using the stadimeter, while the periscope is locked on a target, causes a CTD too.


@Pete
If I understood it correctly it works with 1.5 too.

Herr_Pete
06-22-08, 01:57 PM
thanks

The download link at the begining wont work? is there another link i could use?
Cheers

keltos01
06-22-08, 02:01 PM
http://files.filefront.com/v17+Hr+MS+Zwaardvisch+Terar/;10712614;/fileinfo.html

thanks forgot to change it, if you want the no tower mod go to my main ff page (see signature) and download the new. dat file , place it in the triton directory, it removes the radio mast.
k

Herr_Pete
06-22-08, 02:23 PM
Thanks :) work perfectly. Brilliant submarine! Il have so much fun with all those torpedo tubes :D

Schroeder
06-22-08, 02:36 PM
Do TBT and stadimeter work with your version?:o

Q3ark
06-22-08, 04:44 PM
Q3ark gave me a link to pdf book on the sub ! awsome ! ask him or me if you want the link, or if he agrees we can post it here.

Here's the link if anyone's interested. It's called "The T class submarine" by Paul J. Kemp. It's a good read and it's free (It all appears above board and legit), which makes it even better :up:. The link is at the bottom of the page under a load of adverts.

http://213.8.170.243/PostNuke-0.762/...article&sid=60 (http://213.8.170.243/PostNuke-0.762/html/index.php?name=News&file=article&sid=60)

keltos01
06-23-08, 12:30 AM
Thanks for posting the link Q3ark, it's a really good book, I've read part of it already, might even print it and make it a real book !

keltos01
06-25-08, 10:06 AM
I've tried to add a torpdeo animation node to the .dat file, we'll see tonight or tomorrow how it goes, this way the 11th tube has its own animation, which is more correct.

RL got the better of the past few days, glad it's over ;)
k

barndog
06-25-08, 04:19 PM
I tried installing ONLY 1.7 file and I get no bridge and no periscope??

Am I doing something wrong?

peabody
06-25-08, 07:11 PM
I tried installing ONLY 1.7 file and I get no bridge and no periscope??

Am I doing something wrong?

This happened to me and it turned out to be in SH4/Data/UPCData/UPCUnitsData. Check that folder and see if you already have a sub with "UnitParts8subname.upc" This one is named Unitparts8 so they conflict, so I just renamed one Unitparts9 and the tower came home. :lol:

Peabody

barndog
06-25-08, 07:41 PM
I'll try it and report what happens\

Yep That's the ticket THANKS

keltos01
06-26-08, 03:17 AM
good, now let's work on those tubes, thanks for the data you pm'd me Peabody.

keltos01
06-26-08, 04:42 AM
Here's what I've done so far :
I added a new animation in the .dat, positionned it above the others and called it BMM (back middle middle, didn't really know what to call it), I linked the upc 11th tube to the anim :

[UserPlayerUnit 1.Compartment 1.WeaponSlot 3]
ID= TorpMountS3
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BMM_anim01
ExternalDamageZoneTypeID3D= 130

here's the .dat :

http://img165.imageshack.us/img165/5589/11thtubedatcopiegm6.jpg (http://imageshack.us)


Here's the .sim :

http://img117.imageshack.us/img117/3600/11thtubecopielb2.jpg (http://imageshack.us)


the bottom part of the . sim window :

http://img181.imageshack.us/img181/3605/11tubeslowcopieec0.jpg (http://imageshack.us)

0x810ea03ab150c625 is id for node 118 BMM_anim

0xbf94f0be0856d708 is the id for node 128 BMM_anim01

I copied the node using insert .dat function in s3d, then changed its name, then gave it a random id,

is it enough ???

I'd really like that middle stern tube to fire from its real position, and be animated and all ...

keltos01
06-26-08, 08:30 AM
CTD everytime, back to the previous version...:damn:

keltos01
06-26-08, 09:11 AM
I found how to get number 1 to fire forward again, such a small change.. btw thanks to Peabody for this :)

I opened the .sim file, removed the extra tube I had set as number 0, created another one at the end of the list of tubes, gave it the BLD doors (so 2 rear tubes use the same doors for now) and saved.

http://img244.imageshack.us/img244/276/simfiless4.jpg (http://imageshack.us)
http://img244.imageshack.us/img244/276/simfiless4.500977675e.jpg (http://g.imageshack.us/g.php?h=244&i=simfiless4.jpg)

as you can see the first line is back to normal "stock" model, the last one is the BLD.

As Peabody said, number 0 here is actually tube number 1 in game.

I loaded SH4 (a pre-1.4 version, and yes it works there as well :) )

http://img114.imageshack.us/img114/5570/10forecopiegg4.jpg (http://imageshack.us)
http://img114.imageshack.us/img114/5570/10forecopiegg4.7995a1afe5.jpg (http://g.imageshack.us/g.php?h=114&i=10forecopiegg4.jpg)

went to the periscope station, selected tube one, hit enter and whoosh ! it fired !
turned around 180°, fired all 3 stern tubes :)

thanks to all who downloaded it feels nice to do a mod for more than one !

whole mod version 1.8 :

http://files.filefront.com/v18+Hr+MS+Zwaardvisch+Terar/;10808744;/fileinfo.html (http://files.filefront.com/v18+Hr+MS+Zwaardvisch+Terar/;10808744;/fileinfo.html)

just the new .sim file for those who have the 1.7 version :

http://files.filefront.com/NSS+Tritonsim/;10808815;/fileinfo.html

Schroeder
06-26-08, 12:21 PM
Sounds good.:up:

Are the problems with the CTDs already solved? (or have I been the only one experiencing them....:hmm:)

peabody
06-26-08, 12:42 PM
Sounds good.:up:

Are the problems with the CTDs already solved? (or have I been the only one experiencing them....:hmm:)
Unfortunately it happens on mine too. The Stadimeter and the TBT CTD.

Edit: Hate to be the one to break the news, but the TBT and Stadimeter work without the 11th tube. You can still have the 8 forward, that works. So either there is a problem somewhere or you can't add another tube. Don't know at this point. Xantro said he thought you could have as many tubes as you want they just won't show on the panel. Your #11 shows on the panel, so I don't know.
Let me d/l the new .sim file with the changes and try that.

Update: D/led the new sim, it still crashes on Stadimeter and TBT. You may want to check with someone with more knowledge before you spend all your time on a door that you may not be able to use. Just a suggestion. I don't know why the light panel works ok in Periscope mode but not in TBT (I am assuming that is what is causing the CTD because without #11 the TBT works). I don't know what the Stadimeter would have to do with it. But it has a probelm too.

Peabody

keltos01
06-27-08, 03:38 AM
I never tried your 8 nutton pannel in the TBT, I only use the periscope myself.. Feels naked on the surface even at night ! ;)

Do you need a different pannel for the TBT (is that UZO ?)
k

Schroeder
06-27-08, 10:01 AM
TBT = Target Bearing Transmittor, yes, that's the American version of the UZO.
UZO = U-Boot Zieloptik (Submarine targeting-optics or something like that IIRC).:D

peabody
06-27-08, 10:42 AM
TBT = Target Bearing Transmittor, yes, that's the American version of the UZO.
UZO = U-Boot Zieloptik (Submarine targeting-optics or something like that IIRC).:D
Thanks Schroedeer! For a while I didn't know they were the same thing and I read things on here about the UZO and couldn't find it and I was using it. :rotfl:.

@Keltos, The panel is just a dds I think the problem is in the 11 tubes. If you look at Xantros PBB in the ship/sub.upc he uses tube #6 three times in the Torpedo room and in the FunctionalSubsystems. But it's different in the .sim file. Probably some trial and error. You can have 10 for sure, so you may get 8 forward lights and two back lights but the eleventh may have to be used with the keyboard "select next tube" (or whatever it's called) on stock is the W key. So you can have 11 but one won't show I think is what Xantro is saying.

I don't know if you have actually looked at the panel dds but it is a blank panel with lights above it and the game just adds lights to the empty panel according to what your files tell it to.

Peabody

keltos01
06-27-08, 01:08 PM
TBT version 1.6 : works, has two stern tubes, eight fore.

http://img180.imageshack.us/img180/2503/uzover1xi6.jpg (http://imageshack.us)



tried the 1.7 version, got a CTD when I pressed "U":damn:

what a p... in the a...:stare:

It works fine using the scope, and not the TBT ???

will check xantro's stuff , maybe I missed something...

keltos01
06-27-08, 02:42 PM
ok I'm trying to fix the position of some stuff on the ship, what are those ? which node ?
I fixed the main gun position which was too far aft, and the aa gun which was too far forward.

http://img93.imageshack.us/img93/8719/fixingstuffve5.jpg (http://imageshack.us)
http://img93.imageshack.us/img93/8719/fixingstuffve5.c3e78871cf.jpg (http://g.imageshack.us/g.php?h=93&i=fixingstuffve5.jpg)

keltos01
06-27-08, 03:04 PM
http://img397.imageshack.us/img397/2521/newtowerstuffqo9.jpg (http://imageshack.us)
http://img397.imageshack.us/img397/2521/newtowerstuffqo9.79c57f29d9.jpg (http://g.imageshack.us/g.php?h=397&i=newtowerstuffqo9.jpg)

fixed R02 the radar aft of the first periscope
fixed R03 the round antenna left of the tub
fixed I06 the spotlight in the middle of the tub

fixed Deck gun position
fixed A01 AA gun position

keltos

keltos01
06-27-08, 03:51 PM
found all the little buggers ;)

http://img205.imageshack.us/img205/5117/fixingstuffih7.jpg (http://imageshack.us)
http://img205.imageshack.us/img205/5117/fixingstuffih7.2aa7090a24.jpg (http://g.imageshack.us/g.php?h=205&i=fixingstuffih7.jpg)


now I need to change the camera view for the Bridge : it's currently on deck in front of the tower :nope:

so ok I know that the TBT causes CTD :damn:

I'll upload the new mod, version 1.9, because I feel that with its 11 working tubes, it's overall a good model, I'll try to fix the TBT thing and NO, I don't want to remove a tube that shows correctly on the periscope firing pannel. I'll take the time and find a way around it, or someone will.

keltos

Schroeder
06-27-08, 04:23 PM
Keep up the good work. This will be one hell of a sub when it's finished.:D

keltos01
06-27-08, 04:30 PM
http://files.filefront.com/v19+Hr+MS+Zwaardvisch+Terar/;10829078;/fileinfo.html

Do not use TBT (UZO) because of CTD, otherwise it works fine :D

Thanks Schroeder !:up:

Schroeder
06-27-08, 05:26 PM
O.K. I've tested it briefly again.

I noticed that one flak is out of place:
http://foto.arcor-online.net/palb/alben/54/1012554/1024_6439316663396336.jpg

I guess it was supposed to be on that pod.

The other problems remained the same. CTD when using the stadimeter, it can still go down to 450 feet and the propellers are still stuck inside the hull (I'm not sure though whether you have already tried to fix those problems).

But it definitely looks better now.

keltos01
06-27-08, 05:58 PM
I didn't remove the second flak from the original Balao, don't know if I should put it on deck or remove it altogether..

I didn't work on the propellers yet,

I just fixed the periscopes : they now go all the way down in their respective wells, the periscope depth is now set at 20 m although in RL it was 30 feet, they had only a 34 feet periscope, increased it to 37 later on, after the war... but if I set 30 feet, the conning sticks out of the water !

http://img179.imageshack.us/img179/6800/perifixedfu2.jpg (http://imageshack.us)
http://img179.imageshack.us/img179/6800/perifixedfu2.d1d24a3c81.jpg (http://g.imageshack.us/g.php?h=179&i=perifixedfu2.jpg)

About the stadimeter CTD and Uzo CTD, I don't have a clue yet, that's why tonight I decided to fix little things ;)
keltos

keltos01
06-27-08, 06:25 PM
changed them with the real ones, not the Balao's :

http://img241.imageshack.us/img241/9660/propsas1.jpg (http://imageshack.us)
http://img241.imageshack.us/img241/9660/propsas1.1e86278ea1.jpg (http://g.imageshack.us/g.php?h=241&i=propsas1.jpg)

uploaded a revised version of 1.9 mod with the periscope fix (periscope depth at 20 m depth and height of the scopes) and new propeller fix.

link :

http://files.filefront.com/v19+Hr+MS+Zwaardvisch+Terar/;10829078;/fileinfo.html

cgjimeneza
06-30-08, 01:30 PM
Hi

I installed your mod after TMO 152 and RSRD fully patched.

I sailed on a career from dec 7 PH, and when I finally arrived in the Luzon Strait, and saw a ship... I had no Periscope... no binocs, no bridge, no TBT.... only a deck gun...

In anger I shoot it out with the Jap and sank it.... but I wonder were the sail and all related stuff is...

keltos01
06-30-08, 02:16 PM
I'm at a loss... I tried playing it from the harbor a few times but didn't get to play a whole mission yet, the TBT doesn't work with 11 tubes it causes a crash to desktop when used, that's mentionned in the explanations with the download, as for the rest I have to check..
sorry about that, did the sub have everything when you left port ?

check if you have any other subs installed, if so go to the upcdata folder\UPCUnitsData, find UnitParts8Triton, rename the 3 to a number after that of the last sub you have for instance 9 if 8 is lets say Unitspart8gato for example, then it should be fine.

peabody
06-30-08, 02:31 PM
Hi

I installed your mod after TMO 152 and RSRD fully patched.

I sailed on a career from dec 7 PH, and when I finally arrived in the Luzon Strait, and saw a ship... I had no Periscope... no binocs, no bridge, no TBT.... only a deck gun...

In anger I shoot it out with the Jap and sank it.... but I wonder were the sail and all related stuff is...

When you say no bridge, is it that you couldn't go to the bridge or the conning tower was missing?

Peabody

cgjimeneza
06-30-08, 03:19 PM
ok.
A-no conning tower structure, the gun was suspended in mid air
b-no function on the following stations:
periscopes (attack and observation)
bridge
bridge (binocs)
TBT/UZO
radar (scope)


so I couldnt "lock" anything, I measured the distance to my target via the ruler in the nav map...

I didnt found out they were missing as I sailed and kept the map view until contact was made.

peabody
06-30-08, 03:45 PM
ok.
A-no conning tower structure, the gun was suspended in mid air
b-no function on the following stations:
periscopes (attack and observation)
bridge
bridge (binocs)
TBT/UZO
radar (scope)


so I couldnt "lock" anything, I measured the distance to my target via the ruler in the nav map...

I didnt found out they were missing as I sailed and kept the map view until contact was made.

I don't know the mods you are using, I have stock but I will bet they add ships to the game and as Keltos pointed out it is the Numbering of the UnitParts#Subname. If they have the same number it conflicts and the tower (which is what the UnitParts contains) disappears. It's an issue he is aware of.

Maybe help Keltos out and let him know the last number in the folder. If you have RSRD and TMO maybe he could try to number his higher then what is added since a lot of people play those mods. Of course it will have to be tested to see if it works with numbers missing for the ones without the mod.

Peabody

keltos01
06-30-08, 03:51 PM
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)

cgjimeneza
06-30-08, 04:07 PM
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)

Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME

peabody
06-30-08, 04:21 PM
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)
Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME

It doesn't have to be a playable sub. If a mod added another ship or sub and needed to use the "UnitParts" then there will be a #8 in there already. Not saying there is but that has been the problem with everyone else that has this same issue.

Peabody

cgjimeneza
06-30-08, 09:11 PM
Fantastic progress :up:

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style :o because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0ŗ Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties :D

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

:ping:

See "Submarine Commander" by Ben Bryant, RAdm RN, who was skipper of HMS-Safari and HMS Sealion (british), the brit torps were straight runners.

and didnt HMS Conqueror use 3 mk-8`s to sink the argentines Belgrano in the Falkland`s war???

cgjimeneza
06-30-08, 09:16 PM
Just a followup, the tower is ok.[/COLOR] Found the problem, at least what I think was the problem. Your boat UnitParts is #8 so is my Sen Toku and my Sen Toku is in there all the time since it's stand alone, I don't have it added as a MOD. So I just changed yours to #9 and the tower appeared!!!!
Peabody

why not change it to unit no.10 or 11...and where is that unitparts located!!! I want a conning tower with all the instruments!!!:damn:

cgjimeneza
06-30-08, 09:16 PM
Just a followup, the tower is ok.[/color] Found the problem, at least what I think was the problem. Your boat UnitParts is #8 so is my Sen Toku and my Sen Toku is in there all the time since it's stand alone, I don't have it added as a MOD. So I just changed yours to #9 and the tower appeared!!!!
Peabody

why not change it to unit no.10 or 11...and where is that unitparts located!!! I want a conning tower with all the instruments!!!:damn:

hey.... Im a loader... pass me a crate of something :)

keltos01
07-01-08, 03:27 AM
here it is :

http://img118.imageshack.us/img118/2193/sanstitre1copiemj7.jpg (http://imageshack.us)

the path you see here to your left is the same in the silent hunter 4 directory, so go look there if there are other Unitspart in that directory, if you're not sure, post a screenshot like I jsut did.

keltos01
07-01-08, 05:15 AM
found it in my typa AM sub it is :
DMY_TurmJP_1_3_Watch_High

was set to y=0.44 which would be near bridge level changed to 0.7

http://img353.imageshack.us/img353/5844/dummydeckwatchej9.jpg (http://imageshack.us)

the binocular view links to the same node...
the coningdeck as well...

The TBT view to node 72 : Dummy_TBT_NSS_Balao_Tower01

GerritJ9
07-08-08, 03:57 AM
Time to start work on a list of Dutch surnames and first names, perhaps..........
As for a Dutch speechpack, I'm using the Spax German speechpack for now- "Torpedotreffer" is exactly the same word in German and Dutch:D though the rest is way off......... but so is English.

keltos01
07-08-08, 06:32 AM
what bout uniforms ??? (out of my league)

Herr_Pete
07-08-08, 08:34 AM
What submarine did the British submarine take place of? or duplicated from?
Would it not be possible for this to be done with the German u-boats to make the playable in the multiplayer and LAN?

keltos01
07-08-08, 08:44 AM
it uses the Balao interior and deck crew but is stand-alone, meaning it is one more sub that's added to the allied inventory, not one replacing a sub (thanks to Mikhayl's cloning tutorial).

I don't understand your second phrase ?

Herr_Pete
07-08-08, 08:52 AM
Oryt! cool! in the same way the Brit sub was made but a new German u-boat being made ontop of the an american if its possible, so in the end wthere is a playable u-boat in the multiplayer.

I have been told that it wont be possible for the German u-boats to be played in the multiplayer so im just looking for way around it.

Cheers

Mickle
07-08-08, 03:46 PM
I seem to get a CTD after install with JSGME?
Conflict with TM maybe?
It's only when I try to start the mission with the sub, I presume the subs name is 'T'?
Thanks :)

peabody
07-08-08, 05:48 PM
I seem to get a CTD after install with JSGME?
Conflict with TM maybe?
It's only when I try to start the mission with the sub, I presume the subs name is 'T'?
Thanks :)
Read #195 on page 10 it may apply to you. Keltos explains the numbering problem he has with some mods.

Peabody

Mickle
07-08-08, 06:18 PM
Thanks :)
I'll have a peek!

dimwit
07-08-08, 06:25 PM
Great job

keltos01
07-10-08, 04:59 AM
As I thought that the inside of the tub was particularly detailed I've decided to replace a few things : the wheel is first, cause the other model was thick and ugly !

note the pic below was taken before I changed the hatch (ugly blob in this one ;) )

http://img511.imageshack.us/img511/1016/classttower2gi6.jpg (http://imageshack.us)

New hatch in place :

http://img503.imageshack.us/img503/1260/classttower2topwv7.jpg (http://imageshack.us)
http://img503.imageshack.us/img503/1260/classttower2topwv7.437d3af9ee.jpg (http://g.imageshack.us/g.php?h=503&i=classttower2topwv7.jpg)

Schroeder
07-10-08, 05:14 AM
Looks good.:up:

keltos01
07-10-08, 07:38 AM
Here's an in-game view, I forgot about that d.. radar mast !

http://img209.imageshack.us/img209/9705/classtnewtowervv7.jpg (http://imageshack.us)
http://img209.imageshack.us/img209/9705/classtnewtowervv7.bf2a268fb1.jpg (http://g.imageshack.us/g.php?h=209&i=classtnewtowervv7.jpg)

keltos01
07-10-08, 10:47 AM
uploading now on filefront, it is the same as the 1.9 version but with the new tower seen here above.

link :

http://files.filefront.com/v191+Hr+MS+Zwaardvisch+erar/;11004857;/fileinfo.html

Schroeder
07-19-08, 04:56 AM
Anything new to report?:D

Or is this the final version?:oops:

keltos01
07-19-08, 07:24 AM
http://img380.imageshack.us/img380/4025/tver17md5.jpg (http://imageshack.us)



as of now sort of yes. I will work on it again though as I was finishing up the Jyunsen B and Kaidai lately.

The version 1.6 is the latest with working TBT (uzo) but it only has 2 aft tubes not 3 and 8 fore tubes, has the old tower with mast, some stuff (screws..) not fixed.

The version 1.91 has 11 tubes but then using the Uzo causes CTD, since I don't use it that much it doesn't bother me but I'll try and fix it, I have plans for submarines with more tubes.

there"s info on each file chen you click on it in FF

keltos

Schroeder
07-19-08, 09:51 AM
Thanks.:D

keltos01
07-23-08, 09:44 AM
I asked the author of this picture, John Meeks, if I could use it as the loading picture in my mod :

http://img246.imageshack.us/img246/5499/wanklynlf1.jpg (http://imageshack.us)
http://img246.imageshack.us/img246/5499/wanklynlf1.2e37631a2b.jpg (http://g.imageshack.us/g.php?h=246&i=wanklynlf1.jpg)

http://www.subart.net/wanklyn.htm

The next mod will include the Class T version 2 with 10 fore tubes and one aft.


see his other work :
http://www.subart.net (http://www.subart.net/)

keltos01
08-02-08, 02:42 PM
agreed to let me use his painting as the startup piv in my mod, I'kk soon post ans add on mod for the ver 1.91 mod which will add that picture, so as to keep it small.
keltos


(http://www.subart.com)

keltos01
08-04-08, 06:12 AM
New mod release 1.9.1B including both Type 1 and Type 2

Type1 :

http://home.cogeco.ca/~gchalcraft/sm/images/truant2.jpg

http://img410.imageshack.us/img410/7152/classttype3ru9.jpg (http://imageshack.us)


It gives you the choice between :

- the Type 1 with its 10 forward facing tubes and 1 aft tube (late modification).
- the Type 2 with 8 forward facing tubes and 3 aft


The Type 3 with its 10 forward facing tubes and 3 aft is looking exactly like the type 2 and not worth modelling, the only differences are that most tubing were iron and not copper, and that it only had one anchor.

Flotillas 1 and 2 available only.

TDC (UZO) causes CTD

donwload link :

coming soon

keltos01
08-05-08, 08:27 AM
class T type 1 submarine

http://img397.imageshack.us/img397/5154/classttype1tritonin8.jpg (http://imageshack.us)


It has only 10 forward shooting tubes, none aft, is a bit slower by 0.25 knots than the type 2 previously released, but is basically the same boat, oh yeah, it doesn't dive that deep safely cause it's not welded but bolted together ...:yep:

and it still uses the old tower with mast as it is early war....

Known issues :
only 8 working tubes, no reloads -fixed- now 10 working tubes :)
does not accept mark 10 US torpedoes, only mark VIII and mk14

I'll include it in the above mentionned mod including both types, but I ran into CTD a lot, so I'd rather first release it as a stand-alone.

Enjoy !

Keltos

Link :

http://files.filefront.com/v161+HMS+Truant+T+cla1rar/;11387711;/fileinfo.html (http://files.filefront.com/v161+HMS+Truant+T+cla1rar/;11387711;/fileinfo.html)

keltos01
08-06-08, 02:09 PM
I added credits on the first post for the 3d mesh now that I know its author by name:

HMS Zwaardvisch Class T type 2 submarine - original mesh by JU_88 (GWX 2.0)

JU_88
08-06-08, 04:54 PM
Thanks for the credits Mate, much appreciated.

BTW if you are adding the boat to the PTO campaign, then the starting bases would have been;

Ceylon (Trinicomblee -AKA Sri lanka)
and Fremantal (South west - Australia)
Both ports are in SH4 1.5

Q3ark
08-06-08, 08:41 PM
Can't seem to get this to work properly with Trigger Maru v1.5. It messes up the new career menu and i can't figure out which files are causing problems:damn:

Task Force
08-07-08, 12:05 AM
keltos01 the link dosent work.:-? Could you please get a new one. I realy want this sub.:D

keltos01
08-07-08, 03:19 AM
keltos01 the link dosent work.:-? Could you please get a new one. I realy want this sub.:D

Class T type 1 submarine (10 forward shooting tubes) link :
with radio mast:
http://files.filefront.com/v161+HMS+Truant+T+cla1rar/;11387711;/fileinfo.html

without radio mast on tower :
http://files.filefront.com/v162+HMS+Truant+T+cla1rar/;11397248;/fileinfo.html

Class T type 2 submarine (8 forward tubes and 3 aft tubes) link :
http://files.filefront.com/v191+Hr+MS+Zwaardvisch+erar/;11004857;/fileinfo.html
do not use the TDC with this one : CTD assured...

They will eventually be integrated as a single mod.

@Q3ark : could you send me the campaign files for TM v1.5, I'l have a look-see, because it maybe needs adding info from my basic campaign file, I need both Flotillas.upc and CareerStart.upc

keltos

keltos01
08-07-08, 03:20 AM
Thanks for the credits Mate, much appreciated.

BTW if you are adding the boat to the PTO campaign, then the starting bases would have been;

Ceylon (Trinicomblee -AKA Sri lanka)
and Fremantal (South west - Australia)
Both ports are in SH4 1.5

I'd like that, but how do I do it ?

keltos

Q3ark
08-07-08, 07:25 AM
@Q3ark : could you send me the campaign files for TM v1.5, I'l have a look-see, because it maybe needs adding info from my basic campaign file, I need both Flotillas.upc and CareerStart.upc

keltos


Can you PM me your email address and i'll sent you those two files right over :up:

Task Force
08-07-08, 09:37 AM
Thanks for the link.:D

keltos01
08-08-08, 04:55 AM
Can't seem to get this to work properly with Trigger Maru v1.5. It messes up the new career menu and i can't figure out which files are causing problems:damn:

Thanks for your files mate !

I modified them, adding the Class T submarine, it should work with the types 1 and 2 and Zwaardvisch too.

here is the Trigger Maru 1.5 patch, JSGME ready :

http://files.filefront.com/Trigger+Maru+15+Class+T+hrar/;11410286;/fileinfo.html (http://files.filefront.com/Trigger+Maru+15+Class+T+hrar/;11410286;/fileinfo.html)

Q3ark
08-08-08, 05:04 AM
Can't seem to get this to work properly with Trigger Maru v1.5. It messes up the new career menu and i can't figure out which files are causing problems:damn:

Thanks for your files mate !

I modified them, adding the Class T submarine, it should work with the types 1 and 2 and Zwaardvisch too.

here is the Trigger Maru 1.5 patch, JSGME ready :

http://files.filefront.com/Trigger+Maru+15+Class+T+hrar/;11410286;/fileinfo.html (http://files.filefront.com/Trigger+Maru+15+Class+T+hrar/;11410286;/fileinfo.html)

Thanks for your help matey, this was driving me nuts :rock:

IJN beware, the British are coming aarrgh:arrgh!: :rotfl:

Turbografx
08-21-08, 09:43 PM
Is there any way to remove the sonar(?) array from the deck of the sub?

keltos01
08-22-08, 01:59 AM
you can edit the .dat and remove the 3D model if you want to. or lower it inside the hull.

keltos

Turbografx
08-22-08, 09:46 AM
you can edit the .dat and remove the 3D model if you want to. or lower it inside the hull.

keltos

I have absolutely no experience outside of modifying campaign settings, how would you do that?

SilentAngel
03-22-09, 02:54 PM
This mod still alive?

Would love to see a high res version of the zwaardvisch:oops:

Regio Sommergibile
03-23-09, 11:04 AM
What if i don't see any conning tower ? :D

I'd love to play a campaign as Brit Captain...

peabody
03-23-09, 11:30 AM
What if i don't see any conning tower ? :D

I'd love to play a campaign as Brit Captain...

Turn off stealth mode.:D Seriously, if you don't see a tower, check in the UPCData/UPCUnitsData for Unitparts(number)subname.upc in the mod and then in your game files. You may have two subs with the same number. Just open the Mod and change the number.

@SilentAngel: Keltos is working on Japanese subs right now, I don't know what his plans are for any work on this sub.

Peabody

Regio Sommergibile
03-23-09, 11:54 AM
Thanks! i'll have a look ;)

p.s.
and good luck for the Jap campaign

keltos01
03-23-09, 12:11 PM
Turn off stealth mode.:D Seriously, if you don't see a tower, check in the UPCData/UPCUnitsData for Unitparts(number)subname.upc in the mod and then in your game files. You may have two subs with the same number. Just open the Mod and change the number.

@SilentAngel: Keltos is working on Japanese subs right now, I don't know what his plans are for any work on this sub.

Peabody

it is on hold till the japanese submarines are finished.
Then maybe we'll update the menu_1024 so that there are 11 or who knows even 13 working tubes eventually ;), but it wasn't i who did that part, it was Peabody :up:

keltos

Demon777
03-26-09, 03:58 AM
Have somebody managed to correct T-class sub shadow? When I was using T-class sub last time, it was Balao/Gato shadow :DL

Regio Sommergibile
03-26-09, 04:32 AM
Will you include Brit subs in the Jap campaign ?

keltos01
03-26-09, 08:40 AM
Will you include Brit subs in the Jap campaign ?

only as targets ;) but there are subs inthere ! I sunk my fair share :)

keltos

keltos01
03-26-09, 09:09 AM
Have somebody managed to correct T-class sub shadow? When I was using T-class sub last time, it was Balao/Gato shadow :DL

shadow ?

you mean the occlusion map ? I don't remember if I did it at the time, if not I will.

btw for the 3D damage model there was a patch released a little while ago, otherwise it was that of the balao...

keltos

Regio Sommergibile
03-26-09, 09:10 AM
only as targets ;) but there are subs inthere ! I sunk my fair share :)

keltos

LOL

keltos01
03-26-09, 09:21 AM
LOL

se l'hai notato l'immagine nella mia firma č il sommergibile I-503, ex-italiano catturato prima da i tedeschi poi da i giapponesi...

e poi avremo diversi tipi di bersagli !

keltos

Regio Sommergibile
03-26-09, 09:50 AM
se l'hai notato l'immagine nella mia firma č il sommergibile I-503, ex-italiano catturato prima da i tedeschi poi da i giapponesi...

e poi avremo diversi tipi di bersagli !

keltos

No, non ho tutta questa familiaritą ma quando l'ho vista la prima volta tempo fa l'ho pensato sicuramente; la linea mi sembra simile ad altri italiani eccetto i classe R magari....

Demon777
03-26-09, 10:23 AM
shadow ?

you mean the occlusion map ? I don't remember if I did it at the time, if not I will.

btw for the 3D damage model there was a patch released a little while ago, otherwise it was that of the balao...

keltos

Sorry, i mean sub's reflection on water
this reflection didn't coinside with T-class shilouette ))