View Full Version : Interceptor Sub
Silverwolf
04-11-10, 05:07 PM
Ok with the Kraken finally done and released it's time to start work on a new project. I call her the Interceptor, as you will notice she is a more modern looking sub. The sub that influenced this one was a Seawolf class sub, however as you can see it doesn't really resemble a Seawolf sub.
As of now I don't know if I'm going to just keep the turrets how they are or make a system to cover them when the sub submerges. The turrets can't collapse inwards like on the Shark or Kraken so I need to make a new system. I also need to figure out what to do with the props, cause at the moment I don't know what I want to do with those either.
While it has not been built yet I do have plans to make a brand new interior for this sub.
BetaV0.3 has been released, download it here:
http://www.gamefront.com/files/20937813/Interceptor_Beta_V03_rar (http://www.gamefront.com/files/17341053/Interceptor_Beta_V2_rar)
------------------------------
Some fixes for this new version of the Interceptor.
-Fixed crew exposure for weapon compartments.
-Reduced the top underwater speed to around 32 knots. This helps reduce the depth keeping issue and keeps it to around six or seven feet.
-Fixed a problem with the air vents going off in calm seas while using regular surface.
Additions
-New conning tower interior
-Hogans ally added for TMO
-Adjusted values for smoothing surfacing and diving.
How to install.
The sub has a new installation method which should help ease confusion for installing the sub with supermods. For right now the sub is only compatible with TMO and Stock. There is a folder called Interceptor_Base, this holds all the crucial files of the sub and needs to be installed first. After that you either pick the stock folder or TMO folder and install it next. Then all that is left is to start up the game.
If you have any other questions just ask. Very soon I'll be working on getting the sub ready for RFB and FOTRS as well as adding the sub to the campaigns and RSRDC.
Sledgehammer427
04-11-10, 05:11 PM
well, if you are going to do a caterpillar setup, you can put one drive between each of the fins, you can even have a hood scoop looking intake located about midway up the hill, that would be kinda cool looking
I had an interceptor built too, but mine was smaller and a lot thinner, it has some kind of Airplane wing looking apparition that houses the propellers and such. really cool looking actually
Silverwolf
04-11-10, 05:18 PM
That is one of the options I was thinking of. The other was having a caterpillar while submerged and props for surfaced. I know of a way to cover each however placement is crucial because seeing lots of bubbles come out of a solid object is not too pretty lookin.
Sledgehammer427
04-11-10, 05:25 PM
there's a cool idea, maybe even have both the caterpillars AND props engage when you go ahead flank, that would be neat and fit the interceptor role
Silverwolf
04-11-10, 05:31 PM
That would be a really neat idea. However I don't know where to look or what to change exactly to make the sub do that. I could use the torpedo doors as an open an close for the props. If I could find away to tie that animation to the ahead flank command then it could possibly work.
haozhibof1
04-11-10, 07:29 PM
I think this deserves a flat deck, so maybe Ohio or Typhoon would be a better choice
rditto48801
04-13-10, 08:36 AM
This looks interesting, but the side by side guns in the rear seems a bit odd to me. Would the middle pair be able to aim either side, or is each one going to be restricted to a single side arc?
If you did go with the caterpillars and the props, how about going with a central mounted impeller to help with the feel of keeping down noise and optimizing thrust? Especially since it would provide a stealthy backup in case of loosing (all of) the caterpillar drive(s) (more for realism than anything)
One thing comes to mind about gun turrets, if it could be done, anyways.
The basic design of the Advanced Gun System that has been in development by the US Navy.
More importantly, the stealthy gun housing.
http://en.wikipedia.org/wiki/Advanced_Gun_System
Using a more sleek/hydrodynamic shape for the turret/gun housing, it would possibly be a neat concept for a more modern sub to have deck guns using a similar housing, while still being as hydrodynamic as possible and still minimizing anything that might stir up water and cause noise while submerged. (possibly 'seated' into the base of the conning tower to conceal there presence in general?)
Would such a thing be possible?
Or are turrets used restricted to just the turrets that are already in SH4?
Another idea, gun mounts in the 'bathtub', such as an interior railing on the sides with fixtures for pintle mountings (right term?) for heavy weapons, such as .50 calibers, other machine guns, etc. Would be taken below deck when diving, and need to be brought up and mounted after surfacing. (Just 'vanish' when diving?) Not much, but it would give a sub some extra firepower for swatting aircraft and providing suppressive fire against the exposed deck crews of enemy ships (not that the later would be much more than 'fluff text' and just be another way to put extra holes in enemy ships with little or no armor... like Sampans...)
Also, AA turrets like on the German Type XXI, if possible (with dual 40mm instead of dual 20mm?), for added firepower and defense and shredding annoying targets of small size... like Sampans possibly trying to phone home...
And yes, I like the idea of a sub that can slug it out with a destroyer, small armed convoy and be a bane of aircraft by shear volume of AA fire it can put in comparison to other subs, and then outrun anything not an aircraft or psycho DD hellbent on knocking on the conning tower hatch with depth charges. :arrgh!:
Also, I second the thing for a possible flat deck. The 'platforms' just seem out of place on a sub.
Alex Rowe
04-14-10, 02:23 PM
i very much like this!
Silverwolf
04-17-10, 04:56 PM
So haozhibof1 and rditto posted valid points and I went back and did some revisions on the ships hull. I'm still working on the prop and should have that done soon. Then after that it's off to figure out what to do about the prop to caterpillar drive animations.
http://i175.photobucket.com/albums/w156/Unit996/Subs/newdeckgun.jpg
haozhibof1
04-17-10, 11:31 PM
Thank you! And may I suggest you that make every file independent except weapons and upgradepack, etc., so that it could be easier to integrate your super mods with other BB mods (after all, these mods are much too powerful):DL
Maybe I can help after I finish the study of defination of weapons.
Silverwolf
04-19-10, 10:52 PM
Thank you! And may I suggest you that make every file independent except weapons and upgradepack, etc., so that it could be easier to integrate your super mods with other BB mods (after all, these mods are much too powerful):DL
Maybe I can help after I finish the study of defination of weapons.
The Kraken and Shark can both run independently of each other. The only thing the two change are the torpedo files because as far as I know it is not possible to add new torpedoes. Other than that the weapons and upgradepacks are the only files that will need to be messed with to get the subs to work with other mods.
---------------------
Ok so I think I've gotten a decent setup here for the prop and caterpillar drive. Still working out a cover for the setup and by the looks of it it's gonna be a big one.
Basically the prop is set back while the caterpillar drive is more towards the rear.The prop rotates around the caterpillar housing so the drives don't interfere with each other. This will hopefully ensure that the bubbles which come from the props aren't just coming from no where or behind the closed cover when submerged.
http://i175.photobucket.com/albums/w156/Unit996/Subs/prop2.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/prop1.jpg
Sledgehammer427
04-19-10, 11:09 PM
now that looks cool :yeah:
haozhibof1
04-20-10, 04:37 AM
The new version seems great!:haha:
I just use MK48 Torpedo replacing MK27, coming from MOD Ohio. After all, MK27 is much too weak.:zzz:
After loading BBs and your Shark+Titan+Blackworf (original files deleted...), deck guns of BBs are gone:damn:. I am still studying this, guessing that maybe it is caused by replacement of 3_50 guns.
keltos01
04-20-10, 09:47 AM
So haozhibof1 and rditto posted valid points and I went back and did some revisions on the ships hull. I'm still working on the prop and should have that done soon. Then after that it's off to figure out what to do about the prop to caterpillar drive animations.
http://i175.photobucket.com/albums/w156/Unit996/Subs/newdeckgun.jpg
Is the above a collapsible gun ? one that would go in a compartment in the hull when submerged ?
I am looking to animate the Sen Taka's two AA guns this way, but so far haven't got a clue as to how..
If you are working on the same problem maybe we could team up ?
mine needs rotate aft 180 degrees and the base plate then closes the hole.
keltos
haozhibof1
04-20-10, 09:52 AM
You can download his Shark for reference. That kind of guns is already used in Shark.
Silverwolf
04-20-10, 10:10 PM
Is the above a collapsible gun ? one that would go in a compartment in the hull when submerged ?
I am looking to animate the Sen Taka's two AA guns this way, but so far haven't got a clue as to how..
If you are working on the same problem maybe we could team up ?
mine needs rotate aft 180 degrees and the base plate then closes the hole.
keltos
It is not totally a collapsible gun, it only pops up a little but it doesn't actually sink into the sub. Those parts around it are doors that fold over the gun. I'll pm you with what I've learned about making the guns collapse.
The new version seems great!:haha:
I just use MK48 Torpedo replacing MK27, coming from MOD Ohio. After all, MK27 is much too weak.:zzz:
After loading BBs and your Shark+Titan+Blackworf (original files deleted...), deck guns of BBs are gone:damn:. I am still studying this, guessing that maybe it is caused by replacement of 3_50 guns.
What BB mods are you using? The 3_50's should not be making the BBs guns disappear. They're only called by the Blackwolf for use.
Silverwolf
04-22-10, 10:55 AM
Here's some updates. For the prop covers I think this is the best I can get without blocking off the entire duct. The covers pretty much sit on the outer rim of the duct and slide in along the supports. It's going to be a chore to animate but it should look good in the end.
And just like the Kraken the conning tower is going to have an observation section. Also if you look closely at the top of the tower you will see a small mount for one of the browning machine guns. I'm going to attempt to work in something else rditto suggested about guns that can be taken below deck when diving.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Propcover.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/conningtower2.jpg
rditto48801
04-27-10, 02:06 AM
And just like the Kraken the conning tower is going to have an observation section. Also if you look closely at the top of the tower you will see a small mount for one of the browning machine guns. I'm going to attempt to work in something else rditto suggested about guns that can be taken below deck when diving.
If you can't figure out how to make the guns 'vanish' to represent them being removed, then maybe some simple movement of the gun would work?
It might look odd, but for the pintle mounted ones, maybe just have the guns 'move down' and out of sight into the conning tower?
Any chances of mounting 50. cal guns on the 'sides'/walls of the 'tub', for use as secondary (AI controlled) firepower with a more limited firing arc?
If so, if there is not enough practical room to have the .50 calibers to be opposite of each other on either side of the tub, then perhaps one can be a bit more forward compared to the other. If they cannot be 'removed', then have them aim fore/aft, and either swing down to the inner side of the 'tub' or just move 'into' the conning tower, which might also work if not look odd.
On a related note, any way to adjust the speed of animations, to have gun move 'out of sight' at a very quick speed? Or are they basically 'slaved' to something with a fixed movement speed?
Any decisions if you might add AA turrets on the fore/aft top of the conning tower, like the German Type XXI U-Boats have?
If so, could have the barrels 'retract' when the sub dives. Could have either dual 20mm, dual 40mm, or perhaps something else, like a dual pair of over/under 20mm (basically a smaller version of the AA gun barrel setup of the Kraken AA gun, but the pairs closer together), quad .50 cal, 20mm gatling gun, dual .50 cal gatling guns, or some such stuff. Basically, anything that should hopefully be good for causing enemy pilots to reconsider being anywhere near the Interceptor sub.
The conning tower AA turrets could be the main AA guns, with the others such as pedestal mounted .50 cals being AI controlled.
Silverwolf
04-28-10, 01:35 PM
If you can't figure out how to make the guns 'vanish' to represent them being removed, then maybe some simple movement of the gun would work?
It might look odd, but for the pintle mounted ones, maybe just have the guns 'move down' and out of sight into the conning tower?
Any chances of mounting 50. cal guns on the 'sides'/walls of the 'tub', for use as secondary (AI controlled) firepower with a more limited firing arc?
If so, if there is not enough practical room to have the .50 calibers to be opposite of each other on either side of the tub, then perhaps one can be a bit more forward compared to the other. If they cannot be 'removed', then have them aim fore/aft, and either swing down to the inner side of the 'tub' or just move 'into' the conning tower, which might also work if not look odd.
On a related note, any way to adjust the speed of animations, to have gun move 'out of sight' at a very quick speed? Or are they basically 'slaved' to something with a fixed movement speed?
Any decisions if you might add AA turrets on the fore/aft top of the conning tower, like the German Type XXI U-Boats have?
If so, could have the barrels 'retract' when the sub dives. Could have either dual 20mm, dual 40mm, or perhaps something else, like a dual pair of over/under 20mm (basically a smaller version of the AA gun barrel setup of the Kraken AA gun, but the pairs closer together), quad .50 cal, 20mm gatling gun, dual .50 cal gatling guns, or some such stuff. Basically, anything that should hopefully be good for causing enemy pilots to reconsider being anywhere near the Interceptor sub.
The conning tower AA turrets could be the main AA guns, with the others such as pedestal mounted .50 cals being AI controlled.
I think I know of a way to do it, if all else fails I will animate them. It is fairly easy to do and yes I can adjust the time so that they quickly disappear from the deck. I don't plan on adding anymore guns than I already have for the sub. She's not supposed to be a powerhouse like the Titan.
------------------------------------
Here's some renders of the sub, she's almost fully modeled.
Rear Tubes
http://i175.photobucket.com/albums/w156/Unit996/Subs/rear_torp_tubes.jpg
New AA guns
http://i175.photobucket.com/albums/w156/Unit996/Subs/NewAA2.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/NewAA1.jpg
Caterpillar Drive front opening and Torpedo Tubes.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Torp_CatDrive.jpg
Caterpillar Drive compared to in game person.
http://i175.photobucket.com/albums/w156/Unit996/Subs/CatD_person.jpg
rditto48801
05-01-10, 01:08 AM
It looks good so far for the most part.
Are the torpedo tubes going to remain partly 'external' looking in the final version, or are they going to basically be like other subs and be more internal with a cover over them that is flush with the hull when it is closed?
If they are going to remain sticking out, I might suggest making the forward ones have a less step of an angle on the front sides, so they don't look like they will induce as much drag.
The housing for the deck guns is not quite what I had in mind, but it looks like it should still work very well.
Especially when the enemy goes from "Ha! Sub rising to surface with no guns!" to "WTH she has triple guns oh fudge!" :arrgh!:
To me, the caterpillar intakes seem a little small/shallow compared to the rear thrust part. Would it be possible to 'deepen' the intakes a little bit? Maybe at least 50-100% deeper than it is presently?
IIRC, in the movie Hunt for Red October, the Red October had the intakes have roughly the same 'size' as the exit points at the rear of the system. (probably so there is no real change in water pressure between going in and going out? Been years since I have seen the movie, so I don't recall finer details)
Have you made any final decisions on the exact type and number of guns and AA guns it will have?
I am little lost on one bit. (I might have missed something in the thread)
Is it going to use the props on the surface and the caterpillar when submerged, or will the caterpillar only be used under certain conditions.
Silverwolf
05-04-10, 12:34 PM
It looks good so far for the most part.
Are the torpedo tubes going to remain partly 'external' looking in the final version, or are they going to basically be like other subs and be more internal with a cover over them that is flush with the hull when it is closed?
If they are going to remain sticking out, I might suggest making the forward ones have a less step of an angle on the front sides, so they don't look like they will induce as much drag.
The housing for the deck guns is not quite what I had in mind, but it looks like it should still work very well.
Especially when the enemy goes from "Ha! Sub rising to surface with no guns!" to "WTH she has triple guns oh fudge!" :arrgh!:
To me, the caterpillar intakes seem a little small/shallow compared to the rear thrust part. Would it be possible to 'deepen' the intakes a little bit? Maybe at least 50-100% deeper than it is presently?
IIRC, in the movie Hunt for Red October, the Red October had the intakes have roughly the same 'size' as the exit points at the rear of the system. (probably so there is no real change in water pressure between going in and going out? Been years since I have seen the movie, so I don't recall finer details)
Have you made any final decisions on the exact type and number of guns and AA guns it will have?
I am little lost on one bit. (I might have missed something in the thread)
Is it going to use the props on the surface and the caterpillar when submerged, or will the caterpillar only be used under certain conditions.
The front tubes will retract into the hull, the rear tubes are going to remain partially exposed.
I fixed the caterpillar drive openings so they are deeper, and the caterpillar drive is for use only while submerged.
There are two 40mm tri-barrel AA guns, which sit behind the conning tower, you also have the two browning machine guns that sit on top of the tower.
Silverwolf
05-05-10, 11:18 AM
Does anyone know what could cause this?
http://i175.photobucket.com/albums/w156/Unit996/problem-1.jpg
Here are my settings in 3ds
http://i175.photobucket.com/albums/w156/Unit996/maxsettings.jpg
I've tried numerous exports and remapping of the UV. Nothing seems to fix the problem and I don't know what's causing it. I thought it was just an s3d thing but it appears that way in game as well. This hasn't happened with any of my other subs so I'm really not sure what's going on here. It has to have something to do with the .dds file I've tried numerous settings as well and nothing seems to work.
So any help on this would be greatly appreciated.
Dr.Silversides
05-21-10, 09:22 PM
god, this thing looks sweet....what would really be cool would be to have specialized missions or something for this boat, that are modeled around the specialties and advantages of this particular boat; granted I guess we can always try to do those ourselves
Silverwolf
05-23-10, 06:47 PM
god, this thing looks sweet....what would really be cool would be to have specialized missions or something for this boat, that are modeled around the specialties and advantages of this particular boat; granted I guess we can always try to do those ourselves
I've never been good at making missions with the mission editor. I've only had one or two missions that actually worked but they were made for testing purposes only.
Here's a big update for the sub.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor2.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor1.jpg
I'm working on the flag seeing if I can get the word to appear correctly on both sides. What I've got now is ok but it still needs work.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor3.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor4.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor5.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor6.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor7.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interceptor8.jpg
Task Force
05-23-10, 06:54 PM
That, looks very good silverwolf.:yep:
keltos01
05-24-10, 12:44 AM
nice work ! I like it already ;)
keltos
Alert 1
05-29-10, 05:16 PM
Oh how I want this sub Drooling :ping:
Silverwolf
05-31-10, 02:46 PM
Another update for the sub. I made a different hull texture for late war. I'm thinking of making it darker though. Also I did manage to get the flag to work but not the way I wanted it. It's basically two flags spaced very close to each other on the pole then I took the texture and mirrored the words. I wanted to make the flag all one model but after trying it once and having to export 99 frames then having it fail, it really wasn't worth the importing and exporting.
So here's what I'm going to do release wise with the sub. I'll release the sub as is after I make some small tweaks to the config files. Then I'll start working on the interior and release that as a patch with any bug fixes that need to be done.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-05-31_134452_179.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-05-31_134521_642.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-05-31_143200_323.jpg
*Edit*
Ok well it took me a little quicker than I thought to get a darker color that I think looks pretty good. The tower is a little darker in the screen shot but I blame the compression and such of photobucket, because it is lighter in game.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-05-31_152110_328.jpg
haozhibof1
05-31-10, 09:17 PM
Great work!
maybe I will suggest moving the flag a bit forward:DL
Alert 1
06-01-10, 12:58 PM
will there be a black version to?
Marka Ragnos
06-01-10, 01:18 PM
The darker texture looks great, looks a rebel sub :)
Silverwolf
06-12-10, 07:41 PM
will there be a black version to?
Yes, the black version is for early war. The camo is late war.
Great work!
maybe I will suggest moving the flag a bit forward:DL
I moved it forward and I have the pole disappearing as well when submerging.
Here is a beta of the sub. The interior is not done yet so the stock one is still there. It works for all the super mods except TMO 2.0. I haven't looked to see what files are changed so you can try it if you wish but I can't say if it will work. Once i finish the interior I'll put up a patch for TMO 2.0.
http://www.filefront.com/16730621/Interceptor_Beta.rar
As always make sure the unitparts.upc files are in numerical order. I believe there will be two unipart.upc files if you install the sub with a supermod, delete the one that is #8.
peabody
06-13-10, 12:16 AM
Yes, the black version is for early war. The camo is late war.
I moved it forward and I have the pole disappearing as well when submerging.
Here is a beta of the sub. The interior is not done yet so the stock one is still there. It works for all the super mods except TMO 2.0. I haven't looked to see what files are changed so you can try it if you wish but I can't say if it will work. Once i finish the interior I'll put up a patch for TMO 2.0.
http://www.filefront.com/16730621/Interceptor_Beta.rar
As always make sure the unitparts.upc files are in numerical order. I believe there will be two unipart.upc files if you install the sub with a supermod, delete the one that is #8.
Excellent work. Some very unique thinking.
Just a suggestion for the unitpart problem. If you have a sub like this, where I assume the tower will not change during its use, eliminate the Unitparts by merging the compartments into the submarine.upc file. The only reason you would need a separate file is if the tower changed. For example when they cut down the 'tub' for the AA guns during WWII. That would solve the numbering problem and once you have the 'template' made you can use it for all your subs. Then you could also merge the tower.dat, sim etc with the sub also.
It will still allow you to upgrade the guns if necessary, but no more changing or replacing numbers in Unitparts and no more conflicts with other mods.
(At least not with the Unitparts section)
Peabody
Marka Ragnos
06-13-10, 06:53 AM
WOW awesome!!! :rock::rock::rock:
Really love this one, 10/10
Will there be a campaign?
Heck, this is going to put the wind up the enemy. :ping:
May as well give it a spin. :)
Silverwolf
06-13-10, 01:40 PM
WOW awesome!!! :rock::rock::rock:
Really love this one, 10/10
Will there be a campaign?
There will be a campaign for it once I get the interior done.
Excellent work. Some very unique thinking.
Just a suggestion for the unitpart problem. If you have a sub like this, where I assume the tower will not change during its use, eliminate the Unitparts by merging the compartments into the submarine.upc file. The only reason you would need a separate file is if the tower changed. For example when they cut down the 'tub' for the AA guns during WWII. That would solve the numbering problem and once you have the 'template' made you can use it for all your subs. Then you could also merge the tower.dat, sim etc with the sub also.
It will still allow you to upgrade the guns if necessary, but no more changing or replacing numbers in Unitparts and no more conflicts with other mods.
(At least not with the Unitparts section)
Peabody
So how exactly would I go about doing that? I merged over the .dat, .sim, ect and made sure there were no duplicate nodes and everything was in order. I also made sure that nothing called for the conning tower in the equipment file.
I started to work on the UPC. The first thing I tried was renaming all the unitpart sections to UserPlayerUnit and adjusting the numbers so nothing had a duplicate. Also commented out the section that calls the unitpart.upc file. Started up the game and got a CTD when trying to start a mission.
Next I tried merging over the unitpart section from the unitpart.upc file. I commented out the parts that change the texture and look for the conning tower files. I renamed the stuff back to how it was in the unitpart.upc file and readjusted the numbers. Started up the game and got a CTD when trying to start a mission.
I went back over the file for the past hour and a half and I'm pretty much stumped. I can pm you the upc data, maybe you can find something I missed.
peabody
06-13-10, 07:49 PM
There will be a campaign for it once I get the interior done.
So how exactly would I go about doing that? I merged over the .dat, .sim, ect and made sure there were no duplicate nodes and everything was in order. I also made sure that nothing called for the conning tower in the equipment file.
I started to work on the UPC. The first thing I tried was renaming all the unitpart sections to UserPlayerUnit and adjusting the numbers so nothing had a duplicate. Also commented out the section that calls the unitpart.upc file. Started up the game and got a CTD when trying to start a mission.
Next I tried merging over the unitpart section from the unitpart.upc file. I commented out the parts that change the texture and look for the conning tower files. I renamed the stuff back to how it was in the unitpart.upc file and readjusted the numbers. Started up the game and got a CTD when trying to start a mission.
I went back over the file for the past hour and a half and I'm pretty much stumped. I can pm you the upc data, maybe you can find something I missed.
I downloaded your sub and according to your upc file the tower changes. This idea won't work if the tower changes. That is the reason for the Unitparts file is to make the change in the tower. This is from your Subs.upc file. So for the idea to work the tower must remain the same. Sorry, I just assumed that on a sub like this the tower would stay the same.
[UserPlayerUnit 1.UnitPartSlot 1]
ID=InterceptorConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=InterceptorConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1942-12-31, InterceptorConningMs9
IDLinkUnitPartIntervalDefault2= 1943-01-01, NULL, InterceptorConningMs32
ExternalNodeName3D= Z01
I don't know what changes, but if it doesn't need to change then the idea will work.
Peabody
Silverwolf
06-14-10, 12:03 PM
I downloaded your sub and according to your upc file the tower changes. This idea won't work if the tower changes. That is the reason for the Unitparts file is to make the change in the tower. This is from your Subs.upc file. So for the idea to work the tower must remain the same. Sorry, I just assumed that on a sub like this the tower would stay the same.
[UserPlayerUnit 1.UnitPartSlot 1]
ID=InterceptorConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=InterceptorConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1942-12-31, InterceptorConningMs9
IDLinkUnitPartIntervalDefault2= 1943-01-01, NULL, InterceptorConningMs32
ExternalNodeName3D= Z01
I don't know what changes, but if it doesn't need to change then the idea will work.
Peabody
Well the only thing that changes on the tower is the texture. I use the texture overrides in the unitpart.upc. However in order for the tower to have the same texture as the early or late war I needed two towers each with the correct texture. After some looking though I don't think that your idea is best for this sub just because the UVW mapping for the late war texture needed some heavy modifying so the camo would look right. However I would like to try it for the Seaquest sub that's next on my list. That sub doesn't really have a conning tower so there's no need for the unitparts.upc.
Marka Ragnos
06-14-10, 12:38 PM
Well the only thing that changes on the tower is the texture. I use the texture overrides in the unitpart.upc. However in order for the tower to have the same texture as the early or late war I needed two towers each with the correct texture. After some looking though I don't think that your idea is best for this sub just because the UVW mapping for the late war texture needed some heavy modifying so the camo would look right. However I would like to try it for the Seaquest sub that's next on my list. That sub doesn't really have a conning tower so there's no need for the unitparts.upc.
Wait what? Seaquest? YES :)
If you need any information or screencaps i have all the episodes.
I think you just made my day!
Silverwolf
06-14-10, 01:04 PM
Wait what? Seaquest? YES :)
If you need any information or screencaps i have all the episodes.
I think you just made my day!
Any picture references will be much appreciated.
peabody
06-14-10, 01:25 PM
I went back over the file for the past hour and a half and I'm pretty much stumped. I can pm you the upc data, maybe you can find something I missed.
I apologize for you spending the time for nothing. I assumed the tower did not change, without actually checking it. But I have often thought that this would be a good idea for specific subs to stop the Unitparts # problem. Especially for the modern or one of a kind subs.
Peabody
Silverwolf
06-14-10, 01:49 PM
I apologize for you spending the time for nothing. I assumed the tower did not change, without actually checking it. But I have often thought that this would be a good idea for specific subs to stop the Unitparts # problem. Especially for the modern or one of a kind subs.
Peabody
Don't worry about it, sometimes you can spend all day trying to figure out how to fix a problem and have it lead to a dead end.
Marka Ragnos
06-14-10, 01:50 PM
Any picture references will be much appreciated.
Roger that,
I'll PM any links of interests.
Silverwolf
06-25-10, 05:18 PM
Work on the interior has begun, it's very empty inside for now cause I'm still trying to figure out what exactly I'm going to do. A lot of it is condensing and rearranging the gauges.So what you see here is the layout for the navigation and targeting computers, as well as some electrical boxes. On the opposite side I'm going to put the pressure gauges and try to modernize the diving controls a bit.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interior1.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/Interior2.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior3.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior4.png
Silverwolf
06-29-10, 03:48 PM
A small update, here are the ballast gauges and their new layout.
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior5.png
well, if you are going to do a caterpillar setup, you can put one drive between each of the fins, you can even have a hood scoop looking intake located about midway up the hill, that would be kinda cool looking
I had an interceptor built too, but mine was smaller and a lot thinner, it has some kind of Airplane wing looking apparition that houses the propellers and such. really cool looking actually Can you converted the sub for SH3+GWX? More just for fun.....:hmm2:
Silverwolf
07-05-10, 04:55 PM
Another update on the interior. I've got the dive controls and started and the Christmas tree. BTW does anyone know what the christmas tree in a nuclear sub looks like? Of course google isn't much help in that department.
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior7.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior6.png
rein1705
07-06-10, 02:03 AM
Run through the movie crimson tide i think theres one
also the USS Dallis in red october.
Silverwolf
07-09-10, 12:10 AM
Run through the movie crimson tide i think theres one
also the USS Dallis in red october.
I looked through those movies and it is hard to spot it with all that's going on. So I'm pretty much gonna make up my own.
So here's an update on the tree and a look at the helm. Just so you guys know the gauges and dials will be textured differently once I have everything placed.
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior8.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior9.png
rein1705
07-09-10, 06:41 AM
silverwolf, that looks fantastic buddy. The closest i ever got to one of those was a tour of the bridge of the Troop transport my unit took to Germany back in 03 but i cant even remember her name or what kind of a Christmas tree i was even looking at. I was in the Army and my buddys were amaised that i knew ANYTHING about the goings on on that ship. However i use to play a game called sub command and you could play a 688i, Seawolf or Akula2. It took me forever to learn to read the waterfall sonar then the Russians sonar was completely different all together. It's no help to you though i cant remember if there was a Christmas tree/status board in that ether...:nope:
rein1705
07-11-10, 11:37 AM
looket this silverwolf, its inside an Ohio class Boomer.
http://www.subsim.com/radioroom/picture.php?albumid=282&pictureid=2487
Silverwolf
07-11-10, 12:02 PM
Yeah I've seen that one before. I'll more than likely use that layout. I need to move some stuff around or possibly make the room a little bigger.
I pm'd ETR3(SS) and he told me that the term "christmas tree" isn't used anymore. The proper name for it is the ballast control panel. Using the proper name I found some really good close up shots of all the buttons and such so i can make it look more modern.
Silverwolf
07-15-10, 03:17 PM
Here's an update on for the interior. Still working on the BCP but it's starting to take shape. I'm keeping the levers as a sort of manual override and so the one guy who stands by them in game doesn't look weird when he does his animation.
http://i175.photobucket.com/albums/w156/Unit996/Subs/new_command_console.png
Since this image is a little large I'm putting just the link up.
http://i175.photobucket.com/albums/w156/Unit996/Subs/new_xmas_tree.jpg
Silverwolf
07-21-10, 10:37 PM
Here's an update on the interior. I've got the periscopes in, there's not much more left to do and then I'll be moving on to the sonar and radar room.
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior10.png
Travis Reed
07-25-10, 11:54 PM
Silverwolf, I've modified the beta slightly to reduce noise. I was getting detected by DDs miles away at low speed (1/3). It's much quieter now (I was having the same issue with the Shark, actually).
Also, I'm curious as to whether the Interceptor has any armor (like the Shark does). I'd like to have some so I can get some use from the guns, but not necessarily on the level of the BlackWolf or Titan.
Gorshkov
07-26-10, 06:15 AM
What freak is this??? :o
ETR3(SS)
07-26-10, 10:59 AM
A mod by someone to make the game more enjoyable.
Silverwolf
07-26-10, 03:00 PM
Silverwolf, I've modified the beta slightly to reduce noise. I was getting detected by DDs miles away at low speed (1/3). It's much quieter now (I was having the same issue with the Shark, actually).
Also, I'm curious as to whether the Interceptor has any armor (like the Shark does). I'd like to have some so I can get some use from the guns, but not necessarily on the level of the BlackWolf or Titan.
Yeah I did notice the noise problem and have fixed that. I'm using the hydrogen peroxide engine that ETR3(SS) used in his 688i. I know the beta's engine is 1500rpm I believe so it was very noisy. In the final version the electric engines will have 200rpm and the peroxide engine will have 500. That should help with the noise problem.
The interceptor has a 65cm hull so she does have some armor to take on a couple of destroyers if need be. The blackwolf has an 80cm hull just for comparison.
What freak is this??? :o
I believe ETR3(SS) sums it up pretty well.
-----------------------------------------
Ok so here's some updates. The command room is nearly done :rock: I'm just putting in a few small things to take up some of the bare wall space. Then all I need to do is finish some of the textures and I can bring it in game. She will have click-able buttons for most of the commands the game has.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Int_near_Final_3.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/Int_near_Final_2.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/Int_near_Final_1.png
I have also looked into adding the venting of air from the sub when submerging. I'm still working on it but this is what I have so far.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-07-26_142419_346.jpg
This vid here shows kind of what I'm going for. You need to skip to about 48 sec in. I know i'll never get it to look exactly like the vid but I want to get as close as I can.
http://www.youtube.com/watch?v=NoLMkVbaCyo&feature=related
Marka Ragnos
07-26-10, 03:47 PM
Silverwolf this is awesome :D
Looking forward to take it for a test dive ;)
Travis Reed
07-26-10, 05:24 PM
My solution didn't include the Walther engine. I just reduced the RPM (submerged) down to 0.01 (the Caterpillar drive was supposed to have "no moving parts"). I want to try absolute 0, but no sure how SH4 will handle it. For surfaced propulsion, I reduced it to the setting for the Balao (which seems to be what was used as the basis for the config).
Travis Reed
07-27-10, 02:22 AM
I wish there was a way to reduce the noise the screws make. 0 max RPM while submerged does work, but the screws still make some noise that I can hear (although the AI doesn't seem to be able to hear it very well).
I'm curious as to why you left 2 screws configured, when only one is modeled. Perhaps because SH4 doesn't like single screwed subs?
As for using the Walther Engine for noise reduction...are we certain that works? I would think that since they pretty much allow the main diesels to run while submerged it would be extremely noisy... Perhaps SH4 doesn't implement it...
To truly solve the noise problem and create a true silent drive I'd like to figure out how to adjust the volume (as perceived by both the player and the AI) of the engine and screws independently of adjusting the engine RPM...but that's presently beyond my knowledge...assuming it's even possible...
EDIT: While running the beta through testing, I did notice that the gun crew is injured way too easily. I would imagine that the deck gun crew and the gunners for the AA triple guns would be inside and not on the deck...thus not exposed to incoming fire. The deck watch and those manning the .50 cal AA would be exposed (but I doubt you could easily separate the two AA gun crews, given the lack of space on the crew management screen).
Also, I noticed that the draft could use adjustment. Most of the modern shaped subs don't have the waterline halfway up the sides, usually more than halfway (I should not be able to see the tip of the bow at the waterline). Perhaps change the draft to 30-32 feet. Would also help put the screw all the way into the water and hide the shroud..
TabbyHunter
07-27-10, 07:34 AM
Dude, you love to make interesting subs, dont you? Hope you finish it soon!:yeah:
ETR3(SS)
07-27-10, 07:36 AM
The amount of noise you put into the water is determined by the amount of shaft rpms. Anything less than 50rpm is a silent running speed. I haven't tried editing sound files so that may or may not help as well.
Travis Reed
07-27-10, 03:18 PM
The amount of noise you put into the water is determined by the amount of shaft rpms. Anything less than 50rpm is a silent running speed. I haven't tried editing sound files so that may or may not help as well.
I was actually thinking of the config for the sounds (the .dsd files), not the sound files themselves. It seems, though, that the .dsd files do not have anything to do with volume, just which sound file is played by what event.
Something else to consider is that the Hydrogen Peroxide engine is more difficult to refuel. You have to actually end your patrol back at your assigned base to get more fuel for it (in my experience, anyway). This means that you can't just stop at any friendly base to get it topped off (as with diesel fuel). In my opinion, it should not be used as a primary propulsion system. This is, however, Silverwolf's boat...so he may do as he pleases.
PL_Andrev
07-27-10, 03:32 PM
http://i175.photobucket.com/albums/w156/Unit996/Subs/Int_near_Final_2.png
:o...
Amazing, just amazing...
ETR3(SS)
07-27-10, 03:51 PM
I was actually thinking of the config for the sounds (the .dsd files), not the sound files themselves. It seems, though, that the .dsd files do not have anything to do with volume, just which sound file is played by what event.
Something else to consider is that the Hydrogen Peroxide engine is more difficult to refuel. You have to actually end your patrol back at your assigned base to get more fuel for it (in my experience, anyway). This means that you can't just stop at any friendly base to get it topped off (as with diesel fuel). In my opinion, it should not be used as a primary propulsion system. This is, however, Silverwolf's boat...so he may do as he pleases.Well the range you get with the Walther drive can be adjusted just like the diesels and electrics. One advantage to making the Walther drive the primary drive is that it can never fail. However that being said, I've started looking at using it as the backup means of propulsion now. Couple reasons for that: 1) By switching it to secondary that removes user error, comments like "this mod sucks! I can only go X knots" would go away (well hopefully). 2) It can better emulate propulsion casualties such as: a primary coolant leak, steam line rupture, burnt out rotor, or a cracked cylinder head. Also with the Walther as primary it's harder to get the speeds you want with the diesels or electrics if you want a lower speed for them.
Silverwolf
07-28-10, 04:02 PM
I'm curious as to why you left 2 screws configured, when only one is modeled. Perhaps because SH4 doesn't like single screwed subs?
As for using the Walther Engine for noise reduction...are we certain that works? I would think that since they pretty much allow the main diesels to run while submerged it would be extremely noisy... Perhaps SH4 doesn't implement it...
EDIT: While running the beta through testing, I did notice that the gun crew is injured way too easily. I would imagine that the deck gun crew and the gunners for the AA triple guns would be inside and not on the deck...thus not exposed to incoming fire. The deck watch and those manning the .50 cal AA would be exposed (but I doubt you could easily separate the two AA gun crews, given the lack of space on the crew management screen).
Also, I noticed that the draft could use adjustment. Most of the modern shaped subs don't have the waterline halfway up the sides, usually more than halfway (I should not be able to see the tip of the bow at the waterline). Perhaps change the draft to 30-32 feet. Would also help put the screw all the way into the water and hide the shroud..
Something else to consider is that the Hydrogen Peroxide engine is more difficult to refuel. You have to actually end your patrol back at your assigned base to get more fuel for it (in my experience, anyway). This means that you can't just stop at any friendly base to get it topped off (as with diesel fuel). In my opinion, it should not be used as a primary propulsion system. This is, however, Silverwolf's boat...so he may do as he pleases.
SH4 doesn't have a problem with single propeller subs because ETR3(SS)'s 688i has a single prop. From what I am seeing the two propeller slots may have something to do with the Walther turbine only working underwater. One prop for diesels and the other for the turbine. I've enabled the turbine above water and I get a speed boost but it eventually slows back down to the top speed I have set. Of course I could be wrong. The Walther turbine is not set as the primary means of propulsion, it's supposed to be the caterpillar drive. You engage it and the rpm goes below 50 like ETR3 said. It will have a far greater range than the Diesel and battery so you don't have to worry about refueling for a long while.
I edited the draft to be just above 32 feet. If I make it exactly 32 feet the air vents for submerging go off every so often because the waves cause the sub to go to deep in the water. I hopefully found why the crew was being harmed so easily, in the main upc file there's a crew exposure value that was at 0.7. I changed it to what all the interior spaces have it as, 0.1.
Dude, you love to make interesting subs, dont you? Hope you finish it soon!:yeah:
I do, I always enjoy bringing something different to the table. I will be releasing a second beta once I have the main control room all setup in game.
Travis Reed
07-28-10, 06:26 PM
SH4 doesn't have a problem with single propeller subs because ETR3(SS)'s 688i has a single prop. From what I am seeing the two propeller slots may have something to do with the Walther turbine only working underwater. One prop for diesels and the other for the turbine. I've enabled the turbine above water and I get a speed boost but it eventually slows back down to the top speed I have set. Of course I could be wrong. The Walther turbine is not set as the primary means of propulsion, it's supposed to be the caterpillar drive. You engage it and the rpm goes below 50 like ETR3 said. It will have a far greater range than the Diesel and battery so you don't have to worry about refueling for a long while.
I would usually use the submerged propulsion as the primary as that's what the sub seems to be designed for (primarily submerged, surfacing for air every now and again).
I edited the draft to be just above 32 feet. If I make it exactly 32 feet the air vents for submerging go off every so often because the waves cause the sub to go to deep in the water. I hopefully found why the crew was being harmed so easily, in the main upc file there's a crew exposure value that was at 0.7. I changed it to what all the interior spaces have it as, 0.1.
I've been experimenting with the draft myself. And while 35 feet is most aesthetically pleasing (makes it look more like modern subs, with their low freeboard), I noted that in rough seas the deck guns get washed out easily. This makes it easy to miss...and is a royal pain when manning the aft gun yourself. I'm going to experiment with 30 or 32 foot drafts to see which gives the best aesthetics while maintaining useability. I found that most of the deck crew (aside from the watch) had a value of 9, not 0.7.
I did manage to get it added to the campaign files for TMO 1.9, however, as with the Shark I had to modify the ammunition file to grant the new torps from start of war and free (imagine the renown hit of having to restock 50 of those things at 500 a pop...). I also noted that when I upgraded to the Improved SD radar (at the very beginning of the war) there was nothing fitted in that slot on patrol. The radar was listed and such, but looking inside the conning tower, I did not see the radar mast or head where it was supposed to be. I also noted the Improved version seems to be from the Kraken's upgrade pack. I was not particularly interested in the Kraken, so I don't have it at present (but will be getting it solely to make the radar work properly).
Also, I note that on the surface, when the deck guns are facing forward (their respective forward...) the barrels don't quite come up above the lip of the cowling in 'front' of them. This means that when they fire forward, the shells should be damaging this cowling and not reaching the target (and yet, they do reach their target without causing damage on the way out). I'd try raising the guns another few inches when they deploy, so this minor issue doesn't crop up.
I'm also noting, that the batteries don't seem to want to recharge. I do realize that they are set to last a long time, however, after having them drop to 98/100 or less and sitting for weeks recharging (sometimes at Stop, sometimes at 1/3, sometimes at 2/3) they don't seem to recharge at all. I'm looking at a potential situation where the batteries finally run out and can't effectively be recharged. This could pose a major problem, depending upon when and where this occurs. I also had this problem with the Shark. I suspect that SH4 bases the recharge times off of the range @ speed values from the batteries themselves, rather than using a hardcoded value.
ETR3(SS)
07-28-10, 07:15 PM
I suspect that SH4 bases the recharge times off of the range @ speed values from the batteries themselves, rather than using a hardcoded value. That would be a correct suspicion.:yep:
Travis Reed
07-28-10, 07:19 PM
I've decided that, while my fear of running out of battery power and not being able to recharge effectively is sound, the range one would have to travel to accomplish that is so vast that it's probably easier to return to base before it becomes an issue than to try recharging them at sea. (150 thousand nautical miles at 30 knots...)
Travis Reed
07-28-10, 08:16 PM
I did manage to get it added to the campaign files for TMO 1.9, however, as with the Shark I had to modify the ammunition file to grant the new torps from start of war and free (imagine the renown hit of having to restock 50 of those things at 500 a pop...). I also noted that when I upgraded to the Improved SD radar (at the very beginning of the war) there was nothing fitted in that slot on patrol. The radar was listed and such, but looking inside the conning tower, I did not see the radar mast or head where it was supposed to be. I also noted the Improved version seems to be from the Kraken's upgrade pack. I was not particularly interested in the Kraken, so I don't have it at present (but will be getting it solely to make the radar work properly).
The interceptor uses the Gato's upgrade packs, for the most part (at least for radar). The Improved SD radar I upgraded to at the beginning of the war was from the Kraken's upgrade packs (the info is listed in the UpgradePacks.upc file even without the associated addon installed). I removed the Kraken's upgrades, since I don't intend on using the Kraken, and the problem is resolved (although I had to trash that campaign...not too big an issue since I'd just started).
Travis Reed
08-01-10, 06:44 PM
After continued campaign testing, I've noted that my fear of running out of battery power with no effective means of recharging them is quite well founded and not to be ignored...since I've already done it on a few occasions... :damn:
It seems that since the batteries are set for high speed they will drain extremely rapidly at lower speeds. I don't find it useful attacking targets (especially convoys...) at high enough speeds to maintain the best battery efficiency. If I go too fast, I have far less time to plot a solution, and engage than If I'm traveling at a slower speed. I know the Torps are acoustic homing and while this helps, it's not the be all and end all. Most of what I encounter are slow moving targets. They move slow enough to not trigger the acoustic homing device on the torps, so I have to shoot 'em the same way as any non-homing torp, which requires a decent firing solution and attack angle.
I've changed the throttle settings to match the TMO 1.9 Tench, so I'm usually running at 1/3 or 2/3 (6-7 knots and 13-14 knots submerged, 3-4 knots and 9-10 knots surfaced) for data acquisition and solution plotting.
[EngineProperties]
AllStop=0.00
AheadSlow=0.16
AheadOneThird=0.33
AheadStandard=0.47
AheadFull=0.80
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66I'm also noting, that even with a max RPM of 25, DDs and other escorts with passive sonar seem to be able to hear me (even at 1/3-2/3).Although the range at which they can do so seems to be severely limited. It may be that RPM isn't the only factor that determines how well they can hear you. Perhaps speed is also a factor.
I was also thinking it might be cool to adapt the gtaling guns from the Shark for AA work and use them in place of the .50 cal machine guns.
ETR3(SS)
08-01-10, 06:56 PM
The battery life times have been broken since the 1.4 patch. Curiously enough they worked fine for 1.3.:doh: Whenever you travel less than 7kts you encounter the battery bug. As for escorts still picking you up passively, it kinda makes sense. When you rig for silent running it secures damage control and torpedo loading in addition to setting speed to Ahead 1/3.
Silverwolf
08-03-10, 05:50 PM
After continued campaign testing, I've noted that my fear of running out of battery power with no effective means of recharging them is quite well founded and not to be ignored...since I've already done it on a few occasions... :damn:
It seems that since the batteries are set for high speed they will drain extremely rapidly at lower speeds. I don't find it useful attacking targets (especially convoys...) at high enough speeds to maintain the best battery efficiency. If I go too fast, I have far less time to plot a solution, and engage than If I'm traveling at a slower speed. I know the Torps are acoustic homing and while this helps, it's not the be all and end all. Most of what I encounter are slow moving targets. They move slow enough to not trigger the acoustic homing device on the torps, so I have to shoot 'em the same way as any non-homing torp, which requires a decent firing solution and attack angle.
I've changed the throttle settings to match the TMO 1.9 Tench, so I'm usually running at 1/3 or 2/3 (6-7 knots and 13-14 knots submerged, 3-4 knots and 9-10 knots surfaced) for data acquisition and solution plotting.
[EngineProperties]
AllStop=0.00
AheadSlow=0.16
AheadOneThird=0.33
AheadStandard=0.47
AheadFull=0.80
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66I'm also noting, that even with a max RPM of 25, DDs and other escorts with passive sonar seem to be able to hear me (even at 1/3-2/3).Although the range at which they can do so seems to be severely limited. It may be that RPM isn't the only factor that determines how well they can hear you. Perhaps speed is also a factor.
I was also thinking it might be cool to adapt the gtaling guns from the Shark for AA work and use them in place of the .50 cal machine guns.
The interceptor uses the Gato's upgrade packs, for the most part (at least for radar). The Improved SD radar I upgraded to at the beginning of the war was from the Kraken's upgrade packs (the info is listed in the UpgradePacks.upc file even without the associated addon installed). I removed the Kraken's upgrades, since I don't intend on using the Kraken, and the problem is resolved (although I had to trash that campaign...not too big an issue since I'd just started).
I really wish that the recharge rates were able to be modified as an actual value, that would really limit this problem. ETR3(SS) makes a good point that securing for silent running can help in the DDs not detecting you. However I also think that with the game geared towards the subs being from WWII it's going to be very hard to make a sub run completely quiet.
From what I have messed with over the past couple of days I have come up with two alternatives for the battery recharge problem. One is to set the charge at a lower range so that you can recharge it while surfaced. However that will force you to run the sub on the surface for most of the patrol. With this being a nuclear sub batteries aren't really supposed to be an issue. So the other alternative would be to make the charge last for a ridiculously long time at 7 knots. So your looking at like 2 to 3 million miles per charge.
I've got the peroxide set at 4 million miles at 25 knots, the max speed is almost 40 so i figured 25 is a good cruising speed when traveling from one patrol area to the next.
Don't worry about the Kraken's upgrade packs being put on the sub. I realized that I forgot to actually rename them when I added the sections in. I've found a way to add new sensors and not mess up the ones already in game. So the next beta release will have the proper sensors and no overlapping from the other subs.
Travis Reed
08-04-10, 01:53 PM
Are you certain that SH4 can handle those obscenely long ranges?
I actually found a balance of sorts with the battery life. I set it to 1500NM at 40 and am able to recharge it on the surface, and still be able to cruise at 30+ submerged for quite a long distance before I even have to consider recharging.
Also, if this is supposed to be a nuclear powered boat, realize that most real world nuclear vessels are generally considered to be able to cruise at their maximum speed (I'm sure ETR3(SS) has more information here....how much of it he can tell us, however, is another matter entirely...). You might wish to take that into consideration.
Silverwolf
08-04-10, 10:33 PM
Are you certain that SH4 can handle those obscenely long ranges?
I actually found a balance of sorts with the battery life. I set it to 1500NM at 40 and am able to recharge it on the surface, and still be able to cruise at 30+ submerged for quite a long distance before I even have to consider recharging.
Also, if this is supposed to be a nuclear powered boat, realize that most real world nuclear vessels are generally considered to be able to cruise at their maximum speed (I'm sure ETR3(SS) has more information here....how much of it he can tell us, however, is another matter entirely...). You might wish to take that into consideration.
It can handle those ranges. I just took the sub, no other mods installed, from San Fransisco to just off the coast of Japan. I was underwater for as long as I could be until the CO2 was too much. Made 4 trips there and back on the peroxide and nothing went wrong. I had the sub at flank the entire time.
How long does it take to recharge the batteries with that range? I may consider using it if something goes wrong with the batteries when I up the range.
I know nuclear subs are supposed to be able to travel at their maximum speed. That's one of the reasons I'm making the ranges so long. It's so you can travel at flank and not have to worry about the batteries going dead. That and the fact that the new battery max speed is 10 knots it pretty much forces you to use the peroxide engine when going over long distances.
Travis Reed
08-05-10, 04:31 PM
It can handle those ranges. I just took the sub, no other mods installed, from San Fransisco to just off the coast of Japan. I was underwater for as long as I could be until the CO2 was too much. Made 4 trips there and back on the peroxide and nothing went wrong. I had the sub at flank the entire time.
How long does it take to recharge the batteries with that range? I may consider using it if something goes wrong with the batteries when I up the range.
I know nuclear subs are supposed to be able to travel at their maximum speed. That's one of the reasons I'm making the ranges so long. It's so you can travel at flank and not have to worry about the batteries going dead. That and the fact that the new battery max speed is 10 knots it pretty much forces you to use the peroxide engine when going over long distances.
Good to know SH4 doesn't croak with such values.
As for recharge time, I'd have to test it further. I'm not even certain if the numbers I've quoted you are going to be my final numbers. I ran them as part of a quick test to see if I could get some decent range and still be able to recharge. I drained the batteries to somewhere around 80-90% and then recharged them at 2/3 surfaced speed. With some time accel (I don't remember how much right now) I did note the battery charge going up. Once I can get better data (and possibly a better tweak), I'll let you know.
EDIT: I've managed to complete a better test and have found that it's not nearly as balanced as I'd like it to be. Left port, followed a course to a wide open space, all submerged at 40 knots. I surfaced only to deal with CO2. I exceeded the 1500NM I'd set and still had plenty of battery left. CO2 level was greater than 90/100 when I surfaced (surfacing at 40 knots is fun, BTW...). My battery level was only 77/100 when the diesels finally kicked in. Ran at 2/3 (using the telegraph settings I posted in an earlier post, which gives about 10 knots) and hit the timeaccel. More than 24 hours later, the battery level was only 88/100. I ended the test.
It seems that something I read elsewhere on these forums is true, to an extent. SH4 does not seem to use the range value for submerged endurance. At least, not in the way we expect it to. My batteries should have been dead or near dead after 1500NM. I also note, that at least the RPM value for the E_Propulsion isn't used. Instead it uses the RPM value from the surfaced portion of the propulsion (which may mean it also uses the surfaced range as well, though perhaps not the speed). Either way, I had far greater range than I'd set, and while I did manage to get it recharging, it was doing so too slowly to be of any real use. Further tweaking is in order. Note also, that the surfaced range was still set at 150k NM. You may wish to check to see whether it does use the RPM value for the Peroxide engine.
TabbyHunter
08-05-10, 08:49 PM
Other then the issue with the battery's...Is the Interceptor ready to go? Or how much work would be left to do?
ETR3(SS)
08-06-10, 10:10 AM
EDIT: I've managed to complete a better test and have found that it's not nearly as balanced as I'd like it to be. Left port, followed a course to a wide open space, all submerged at 40 knots. I surfaced only to deal with CO2. I exceeded the 1500NM I'd set and still had plenty of battery left. CO2 level was greater than 90/100 when I surfaced (surfacing at 40 knots is fun, BTW...). My battery level was only 77/100 when the diesels finally kicked in. Ran at 2/3 (using the telegraph settings I posted in an earlier post, which gives about 10 knots) and hit the timeaccel. More than 24 hours later, the battery level was only 88/100. I ended the test.
It seems that something I read elsewhere on these forums is true, to an extent. SH4 does not seem to use the range value for submerged endurance. At least, not in the way we expect it to. My batteries should have been dead or near dead after 1500NM. I also note, that at least the RPM value for the E_Propulsion isn't used. Instead it uses the RPM value from the surfaced portion of the propulsion (which may mean it also uses the surfaced range as well, though perhaps not the speed). Either way, I had far greater range than I'd set, and while I did manage to get it recharging, it was doing so too slowly to be of any real use. Further tweaking is in order. Note also, that the surfaced range was still set at 150k NM. You may wish to check to see whether it does use the RPM value for the Peroxide engine.Try the test again, without a Walther drive in the game files. I noticed that when I add the Walther to any of my boats my propulsion settings were off.
Travis Reed
08-06-10, 04:23 PM
Try the test again, without a Walther drive in the game files. I noticed that when I add the Walther to any of my boats my propulsion settings were off.
I've been tweaking the beta that was available awhile ago. It has no Walther drive on it.
If a newer beta has been released, I was not aware of it.
Silverwolf
08-07-10, 06:54 AM
Other then the issue with the battery's...Is the Interceptor ready to go? Or how much work would be left to do?
I'm still testing a few things with the Walter Turbine and I need to get the command room in and working before I release the next beta.
I found something interesting yesterday while messing with the ranges. I set the batteries range to 1500nm at 7.0 knots and then picked a random value for the surface range, 300000nm at 4000 knots. Needless to say that extremely large value let the batteries recharge from 0 to 26 percent in 24 hours at ahead standard.
Also while messing around with the ranges I found that the batteries drain really fast for some reason, and then they won't recharge. I never tested the sub with the batteries after I enabled the Walter turbine. So I set the ranges back to what I had them at and tried to figure out the problem. After long hours of the game ignoring my 150k range and draining the batteries in about 31 miles I gave up. This morning I looked up the Turbine and found some interesting info.
Apparently the Germans used it as a means to achieve faster speed while submerged and it required a lot of fuel to use. So more fuel lead to bigger hulls. So I think the reason the batteries drain so fast and don't recharge in my tests is because there are no batteries. To make space for the amount of fuel needed to run the drive it would make sense to remove the batteries which would free up space. At least that's what I think the game is trying to simulate.
So you either get a choice between batteries or the turbine, you can't have all three, which kind of sucks. I'm still going to play around with the turbine to see what the other limitations are but so far one I found is that you cannot set an actual speed. If the speed you want to set is 15 knots and that speed is achieved at ahead standard, then the turbine will operate at standard propulsion. But if ahead standard maxes out at a speed of 20 knots, then the speed of 15 you selected will be ignored and the sub will continue accelerating until it reaches 20. I have found a work around for this it's just modifying the engine properties in the .cfg file. It's really only to keep the sub at a slow speed while you are targeting an enemy ship.
TheBeast
08-20-10, 12:44 AM
Do you have any plans to complete the Nautilus?:06:
http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2941
I would really like to play around with this boat. I've been tweaking around with the model trying to get it working.
Maybe, we can get someone to create a Mysterious Island Sub Pen base with submerged entrance. Place one base in Pacific and another in Atlantic.
Silverwolf
08-25-10, 06:52 PM
TheBeast: I do not have plans on completing the Nautilus that is why I put the unfinished one up for download so that anyone who wanted to could complete the project.
----------------------------
So here is a large update on the interior. It is in game and working. I've gotten almost all of it in. Just need to do some more of the dials on and the periscopes and then I'll release the new beta for testing. Yes, there are still pieces of the original CR in there, don't worry about them they will be gone soon.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Inter_Interior_1.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Inter_Interior_2.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Inter_Interior_3.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Inter_Interior_4.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Inter_Interior_5.jpg
Silverwolf
09-02-10, 11:14 AM
Here is a little preview of how the scopes work in game. You can raise them and lower them with the click of the mouse. The observation scope is on the right and the attack scope is on the left.
I am a little upset that S3D only has a 32 character limit, because there is a command in the .sim file that will allow one object to raise and lower the observation periscope. But the command string is too long. As of now you can raise it with the red and white piece but you need to click the handle to lower it. The attack scope can be raised with the same object.
Also I want to know what you guys think about the rotation speed on the red and white objects. Should it be faster or slower? Maybe end it before the scope is fully raised.
You may need to view it full screen, I didn't do an HD video.
http://i175.photobucket.com/albums/w156/Unit996/Subs/th_Periscopes.jpg (http://s175.photobucket.com/albums/w156/Unit996/Subs/?action=view¤t=Periscopes.mp4)
ETR3(SS)
09-02-10, 12:47 PM
Looks nice.:yeah: If you're still going for that modern feel might I suggest that the ring to raise/lower the scope only do about a quarter turn. That's about how far ours turned since it's nothing more than a hydraulic valve.
TheBeast
09-03-10, 01:57 AM
I think the new interior is looking very good.:up: Any idea if/when you are going to leak a updated download?
Silverwolf
09-08-10, 03:32 PM
Looks nice.:yeah: If you're still going for that modern feel might I suggest that the ring to raise/lower the scope only do about a quarter turn. That's about how far ours turned since it's nothing more than a hydraulic valve.
Just implemented that, it definitely looks a lot better.
I think the new interior is looking very good.:up: Any idea if/when you are going to leak a updated download?
I do have plans to release a new beta. But I need to move a lot of the nodes around for certain effects and where the crew are positioned. Then I need to make sure the sub works with all the supermods. It will take some time and between school and work it's hard to find time at the moment.
Silverwolf
09-10-10, 12:46 PM
Did some fiddling around with nodes and such, now the command room is full of sailors and not an empty shell like before. The people standing, except for the guy next to the helm and the SO, only come out when battle stations are enabled.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-09-10_113859_614.png
rein1705
09-10-10, 03:26 PM
Wow!:woot:
keltos01
09-10-10, 03:38 PM
brings back memories of 688 Attack Sub ! :yeah:
keltos
Schwieger
09-10-10, 03:47 PM
Did you put any damage models on this yet? Looks nice :)
Silverwolf
09-10-10, 06:14 PM
Did you put any damage models on this yet? Looks nice :)
I don't have a damage model in yet. But I will put one in once I get to that point. It won't be in the next beta probably the third one, if it doesn't need a third beta then it'll be in the final release.
I am almost done with the interior just a couple of things left to do and then I'll get the sub ready for the super mods. I'm going to leave the computer monitors blank for now because I need to get some textures for those. I'm not sure what I'm going to use at the moment. It's looking like another week to a week and a half before she's ready.
Travis Reed
09-11-10, 06:45 AM
You may consider screenshots from some of the Seawolf stations from Sub Command or Dangerous Waters.
Silverwolf
09-15-10, 06:54 PM
You may consider screenshots from some of the Seawolf stations from Sub Command or Dangerous Waters.
That was a good suggestion Travis. I pulled some of the displays from Dangerous waters and edited them up a bit to fit the Interceptor. So here's what I've got.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-09-15_171724_855.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-09-15_171654_581.png
keltos01
09-16-10, 05:21 AM
just... WOW !
keltos
Travis Reed
09-22-10, 02:57 AM
*notices his sigi is now without images*
Dude, where's my images?
Was there a change to sigi image regulations that I wasn't informed of?
Marka Ragnos
09-22-10, 08:04 AM
That was a good suggestion Travis. I pulled some of the displays from Dangerous waters and edited them up a bit to fit the Interceptor. So here's what I've got.
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-09-15_171724_855.png
http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2010-09-15_171654_581.png
ok that is amazing!!
Schwieger
09-28-10, 09:03 PM
Any news? :hmmm:
WOW! That's beautiful works SW. :yeah: Makes me wish I hadn't been away from SubSim for so long. :oops:
All of you guys are doing some very amazing work on all 3 Silent Hunters. Congrats to all of you. :salute:
Silverwolf
09-30-10, 11:29 AM
WOW! That's beautiful works SW. :yeah: Makes me wish I hadn't been away from SubSim for so long. :oops:
All of you guys are doing some very amazing work on all 3 Silent Hunters. Congrats to all of you. :salute:
Glad you like her.
Any news? :hmmm:
She is almost ready for the beta 2 release. I just need to get permission from vickers to use a few of his textures from the TMO interior overhauls. Then I need to figure out how to get the H2O2 meter to appear in RFB because it does not show up. Once those two issues are solved I'll write up a read me and put the sub up for download.
ETR3(SS)
09-30-10, 11:48 AM
Then I need to figure out how to get the H2O2 meter to appear in RFB because it does not show up. If you'd like you can use the file from the RFB version of the 688i mod, you'd just have to change "U-235" back to H2O2. Or use gimp and do a copy/paste job over.
Silverwolf
09-30-10, 11:55 AM
Sure, that could also work. Which file is it located in?
[edit]
Never mind, I found it
Marka Ragnos
09-30-10, 03:12 PM
Beside the awesome interior are there any other changes compared to beta 1?
Silverwolf
09-30-10, 03:35 PM
There's the Hydrogen Peroxide propulsion system that has greater range for submerged travels. It also allows you while traveling at 1/3 throttle to be nearly silent. The height of the guns have been adjusted so the barrels are over the cover when surfaced. I adjusted some of the zones so that they are over the correct compartments. I added in forward vents for venting the air out when the sub submerges, however I don't have the actual vents modeled in yet.
That's pretty much it, most of the time was spent getting the hydrogen peroxide engine to work correctly.
Schwieger
09-30-10, 09:12 PM
I might add that the command room actually has some breathing room in it compared to the WWII subs that come with the game... :yep:
Silverwolf
10-02-10, 06:50 AM
Check the first post for the new beta download.
Schwieger
10-02-10, 10:44 PM
Awesome; downloading now :DL
Travis Reed
10-06-10, 05:09 PM
While exploring the interior I found a set of displaced clock hands just floating in midair near the back of the control room (the end that has the door going to the conning tower/sensors room).
The texturing is good. However, I'd have put the AO map where you put the TMA and the TMA where you put the map. The helmsman doesn't need to worry about the TMA plot, after all. Maybe also see about putting a chart on that table in the center of the room.
The reactor runs fine, but I would caution those using it to slow down a bit before making drastic depth changes (at flank you are able to maintain 20+ knots even at the steepest dive angle). High speeds will cause you to overshoot your target depth. This can result in the sub diving below 500 feet (and possibly losing depth control, a known issue with subs that dive deeper than 500 feet) or jumping out of the water or otherwise exposing the sub to fire from targets on the surface.
The ballast venting is a nice touch, but may not perform well on low end computers.
I also noted that there is no way to set a depth deeper than the stock 450 feet. I've not checked the crush depth on this boat, but you might consider coming up with a depth gauge that will allow you to dive deeper than that if you want.
The gun crews are still too exposed and are easily killed with machine gun fire or depth charges.
Schwieger
10-29-10, 07:59 PM
Are there any plans for another release?
Silverwolf
12-30-10, 08:25 PM
Well after a long hiatus due to school and my laptops mother board crapping out, I think it's time I resumed my work on this sub. So here's a look at the new sensor room that I've started on.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Sensor_Room_1.jpg
While exploring the interior I found a set of displaced clock hands just floating in midair near the back of the control room (the end that has the door going to the conning tower/sensors room).
The texturing is good. However, I'd have put the AO map where you put the TMA and the TMA where you put the map. The helmsman doesn't need to worry about the TMA plot, after all. Maybe also see about putting a chart on that table in the center of the room.
The reactor runs fine, but I would caution those using it to slow down a bit before making drastic depth changes (at flank you are able to maintain 20+ knots even at the steepest dive angle). High speeds will cause you to overshoot your target depth. This can result in the sub diving below 500 feet (and possibly losing depth control, a known issue with subs that dive deeper than 500 feet) or jumping out of the water or otherwise exposing the sub to fire from targets on the surface.
The ballast venting is a nice touch, but may not perform well on low end computers.
I also noted that there is no way to set a depth deeper than the stock 450 feet. I've not checked the crush depth on this boat, but you might consider coming up with a depth gauge that will allow you to dive deeper than that if you want.
The gun crews are still too exposed and are easily killed with machine gun fire or depth charges.
Nice find on the hands, I thought I had gotten rid of everything. I'll switch the maps as well. I thought 0.1 would have been low enough for the crew exposure guess I should get as close to zero as possible for the next update.
I believe I have the crush depth set at 1500 feet, cause after 1660 feet the sub disappears from view and you can never resurface. This is probably where every ship disappears as well. I'm guessing the value is hard coded to remove any model from the world somewhere around 1660 feet below the surface. But I'll look into making a gauge that goes to at least 1200 feet.
For the ballast venting, I can always include a .dat file in that does not have the venting particles. This way those with slower computers can still enjoy the sub.
Silverwolf
01-05-11, 09:40 PM
http://i175.photobucket.com/albums/w156/Unit996/Subs/Sensor_Room_2.jpg
Here's a look at the new sonar station. You have the main indicator in the middle, the port projector on the left and starboard projector on the right. The projector above the station is for the towed sonar array. I don't know if I'll be able to get it to actually function but it's there.
Silverwolf
01-09-11, 09:23 PM
http://i175.photobucket.com/albums/w156/Unit996/Subs/Sensor_Room_3.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Gyro_board.jpg
Update on the radar consoles and I rebuilt the TDC. It felt a little plain with just the texture so I added in some knobs. However after looking at the render for a bit I don't really like the six knobs at the bottom. I'm going to remove them and maybe replace them with switches or just get rid of them completely.
Travis Reed
01-16-11, 09:11 AM
Looking good. I've been wondering where you went...
Silverwolf
01-18-11, 07:27 PM
Looking good. I've been wondering where you went...
Yeah school tends to pull me away from modding every now and then. Thankfully this session most of my classes deal with 3ds max so during breaks I can sneak in ten minutes of work time on the sub.
I started doing some texturing, there's actually more done than this but I don't have the other renders done right now.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Texture_Start_01.jpg
Schwieger
01-18-11, 07:54 PM
Just want to make a request.. how about a shallower crush depth say 1300 feet?
keltos01
01-19-11, 03:20 AM
Just want to make a request.. how about a shallower crush depth say 1300 feet?
edit the sub.zon with s3d
keltos
seaplate hitman
01-21-11, 12:23 AM
How do i make a uninstall cleanly?
danny60
01-22-11, 07:50 AM
great mod,
theres a bug with the AA gun (the machine gun on the conning tower) were when you use it, it doesn't follow the angle you want it to, try it and you will see what i mean (as i'm not making sense :damn: )
TheBeast
01-22-11, 01:29 PM
How do i make a uninstall cleanly?
Use JoneSoft Gereric MOD Enabler (http://www.subsim.com/radioroom/showpost.php?p=1296928&postcount=1) to install/uninstall MODS
Hope this helps...:shucks:
Silverwolf
01-27-11, 12:23 PM
great mod,
theres a bug with the AA gun (the machine gun on the conning tower) were when you use it, it doesn't follow the angle you want it to, try it and you will see what i mean (as i'm not making sense :damn: )
I didn't change anything with the AA gun so that's a SH4 issue and not something my mod did.
Just want to make a request.. how about a shallower crush depth say 1300 feet?
I'll be looking into a shallower crush depth for the sub. I've been thinking 1000 feet should be good enough.
------------------------
Here's an update on the texturing. Hopefully this weekend I can get all the AO maps set up and possibly start the importing process.
http://i175.photobucket.com/albums/w156/Unit996/Subs/Texture_01.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/Texture_02.jpg
AVGWarhawk
01-27-11, 12:32 PM
That is a real piece of work! :up:
Travis Reed
02-07-11, 12:21 AM
I do have a small request...I'd like to be able to upgrade those 50 cal mannable AA guns with an AA version of the vulcan cannons you had as deck guns for the Shark. Should be easy enough to make an AA version. If you keep the other specs, they could also be used against surface targets...
Yamato_NF
03-14-11, 04:04 PM
could you clean up the Exterior textures? i cant stand the rusty look, its supposed to be a shiny new nuke boat.. :sunny::rock::rock:
great mod otherwise :up:
P.S.: can i request to use the interior + textures for the Oscar II that Jhapprich built and i modified for standalone?
Schwieger
03-17-11, 06:49 AM
Been quite some time since last update here. How's progress going?
pantheo
03-18-11, 02:59 AM
I installed the mod and I cannot view the sub through the exterior camera. I get a message "Camera out of range".
Any ideas?
By the way great work man!
brabham85
03-18-11, 10:26 AM
AWESOME!
Always bother me the modern boats without modern interiors! This interior could be imported to other nuclear style boats?
This can be the very first step to a great Cold War mod! Alfas, Victors, Novembers, Oscars, 688, Ohios...
Schwieger
04-23-11, 11:15 PM
Been months since last update. Anything new here?
Well, actually he hasn't posted since the last post here :hmmm:
Silverwolf
05-24-11, 12:55 PM
I installed the mod and I cannot view the sub through the exterior camera. I get a message "Camera out of range".
Any ideas?
By the way great work man!
I don't think I've ever encountered that problem. What were you doing when that happened. If I can replicate the problem maybe I can fix it.
could you clean up the Exterior textures? i cant stand the rusty look, its supposed to be a shiny new nuke boat.. :sunny::rock::rock:
great mod otherwise :up:
P.S.: can i request to use the interior + textures for the Oscar II that Jhapprich built and i modified for standalone?
The reason I made the texture like that was so the sub had a sort of used look to it. I don't have a problem making a different texture for a clean boat. Yes, you can use the interior for your own personal use.
I do have a small request...I'd like to be able to upgrade those 50 cal mannable AA guns with an AA version of the vulcan cannons you had as deck guns for the Shark. Should be easy enough to make an AA version. If you keep the other specs, they could also be used against surface targets...
I can look into doing that, I think those would be a good replacement for the browning for a late war upgrade.
Been months since last update. Anything new here?
Well, actually he hasn't posted since the last post here :hmmm:
I know I haven't been around a lot, this session for school has me really really busy. I've got a class called prototyping where I pretty much have to make my own first level of a game all by myself. It's a very hefty load, so I won't be able to make much progress on this sub or my next one for a couple more weeks.
caesura
10-15-11, 04:40 PM
I downloaded and installed the sub with JSGME and am not seeing it as an option as a sub anywhere in game.
I am running stock 1.5 with no mods.
Please let me know what I am doing wrong.
Silverwolf
10-21-11, 08:29 PM
I downloaded and installed the sub with JSGME and am not seeing it as an option as a sub anywhere in game.
I am running stock 1.5 with no mods.
Please let me know what I am doing wrong.
Did you make sure that the unitparts.upc files are in numerical order? If that doesn't fix it just wait a little longer I'm almost finished with the conning tower interior and then I'll release an update.
--------------------------------------------------------------------
Here's a view of the new conning tower interior in game and fully working. Just a need to add a few more crew members to fill the empty seats and then she'll be ready to go.
http://i175.photobucket.com/albums/w156/Unit996/Subs/sh42011-10-2116-37-05-79.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/sh42011-10-2116-37-15-74.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/sh42011-10-2116-37-25-06.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/sh42011-10-2116-37-40-90.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/sh42011-10-2116-38-17-84.jpg
Silverwolf
10-29-11, 12:50 AM
The next version of the Interceptor is up and ready to be tested. The first post will detail some of the fixes that have been addressed as well as the download link.
Yamato_NF
10-29-11, 02:23 PM
downloading now, :rock:
expect feedback in 2 hours :up:
(o, and i like the new Sonar suite. :rock::rock:)
PS did you port the shark's Gatling guns?
P.S.S. I can make and E-Mail you a set of Career files to save you some work
P.S.S.S. did you replace the Mk27?
Yamato_NF
Silverwolf
10-31-11, 08:36 AM
downloading now, :rock:
expect feedback in 2 hours :up:
(o, and i like the new Sonar suite. :rock::rock:)
PS did you port the shark's Gatling guns?
P.S.S. I can make and E-Mail you a set of Career files to save you some work
P.S.S.S. did you replace the Mk27?
Yamato_NF
I haven't ported the shark's gatling guns yet. I'm saving that for after I've got most of the bugs worked out.
As for the career files, there seems to be a problem with the conning tower interior because every time I enable it in career the hud becomes white and the game crashes. I tested it with the regular gato interior and it's fine. So since I can't seem to find the problem I have to re-import the entire conning tower interior to hopefully fix the problem.
I have replaced the Mk27 torpedo.
-----------------------------------
Also, to those who have downloaded the sub recently, it seems that the link points to the version 0.2 of the mod and not version 0.3. In order to get version 0.3 you need to copy and paste the link into the browser instead. Just in case people haven't noticed.
is Interceptor career playable?
I can't find it in campaign list, i search in all years and bases, what i must do?
congratulations, you made splendid killing machines :)
Silverwolf
11-19-11, 02:52 PM
is Interceptor career playable?
I can't find it in campaign list, i search in all years and bases, what i must do?
congratulations, you made splendid killing machines :)
At the moment it is not career playable. I found a bug with the conning tower interior that makes the game crash when I enable the sub in career mode. I'm guessing I deleted a node that I probably shouldn't have or something. Since I'm not really sure what I did I have no choice but to re-import the CT interior.
I may have some time over the small thanksgiving break I get to dabble with it.
caesura
11-19-11, 04:43 PM
Did you make sure that the unitparts.upc files are in numerical order? If that doesn't fix it just wait a little longer I'm almost finished with the conning tower interior and then I'll release an update.
I'm sorry to be a bit dense, but I don't know where I should be looking for the numerical uniparts.upc files. I only found one and it was all alone. I also tried the latest version and it still crashes.
I also can't get your titan superfortress to work either... Kinda sad that I can't figure these out. My Ohio and Typhoon mods load and unload perfectly fine.
caesura
04-14-12, 01:37 PM
I did manage to get version 2 and version 3 installed and working on war patrols and quick missions. V3 the flag stays out when at periscope depth, and both versions have problems with the camera views. Only free camera works for some reason.
I would love to have this boat as a career playable sub. It is so pretty, and with the deck and AA guns it brings back the fun of surface fighting that we lose with all the other modern subs.
Thanks so much for all the work on this, if there is ever an update please let me know.
USS Dallas
09-30-12, 05:58 AM
Hey how can i add the interior to the ohio ssbn mod ??? then i have a real boomer feeling:D
A Hidden Soul
09-30-12, 06:09 PM
Hey how can i add the interior to the ohio ssbn mod ??? then i have a real boomer feeling:D
Agreed!:yeah:
USS Dallas
10-01-12, 06:07 AM
I found a way you must go to the data floder in sh4, then to interior now copy the folders of any US submarine to desktop (copy again for backup) then rename the interior files from the interceptor sub like NSS_Gato etc then put them in the data interior NSS_Gato folder (and any other US Sub but rename) now you must go to the tex folder in sh4 data and copy all files from the tex folder from interceptor sub to the sh4 data tex folder. NOW you have by any american sub the interior of the interceptor sub works with ohio ssbn, cwss, 688i.
So this is all have fun, and good hunting :salute:
p.s. can anyone made a LA class FLt 1 like the USS Dallas from Red october
I found a way you must go to the data floder in sh4, then to interior now copy the folders of any US submarine to desktop (copy again for backup) then rename the interior files from the interceptor sub like NSS_Gato etc then put them in the data interior NSS_Gato folder (and any other US Sub but rename) now you must go to the tex folder in sh4 data and copy all files from the tex folder from interceptor sub to the sh4 data tex folder. NOW you have by any american sub the interior of the interceptor sub works with ohio ssbn, cwss, 688i.
So this is all have fun, and good hunting :salute:
p.s. can anyone made a LA class FLt 1 like the USS Dallas from Red october goes like this in 1.4 688 ,, interceptor,,, le terrible with the above interior folder and it works and looks great good job guys...to bad I can't get seawolf to work..I chose le terrible because of it's tomahawk load..
USS Dallas
10-02-12, 09:07 AM
I'm glad that I could help :)
joshuaj
12-25-12, 01:36 PM
It's easier to just edit the model cfg file and replace
Interior=data/Interior/NSS_Interceptor/NSS_Interceptor
LightFeather
07-19-13, 03:37 PM
So how goes the progress on this mod? I really like the work being put into it. Hopefully we get another update soon.
qiaoyech
08-14-16, 12:16 PM
I've updated the mod to work with the most recent versions of TMO and RFB, included campaign support, fixed compartment and model issues, and more.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5026
Cheers!
Travis Reed
08-15-16, 01:59 PM
Such a shame that Silverwolf is no longer active around here. I hope he's doing well, wherever he is.
Edit:
I've updated the mod to work with the most recent versions of TMO and RFB, included campaign support, fixed compartment and model issues, and more.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5026
Cheers!
After reading the description there, I would like to point out that Silverwolf was using the H2O2 mechanism from UBM to simulate a nuclear reactor or some other powerplant that was not noisy. Perhaps it was supposed to be something like the Caterpillar Drive from The Hunt For Red October...so long ago, and I don't feel like digging through this thread. I did help him test the Shark and the Interceptor back when he was still active.
qiaoyech
08-15-16, 04:57 PM
Such a shame that Silverwolf is no longer active around here. I hope he's doing well, wherever he is.
Edit:
After reading the description there, I would like to point out that Silverwolf was using the H2O2 mechanism from UBM to simulate a nuclear reactor or some other powerplant that was not noisy. Perhaps it was supposed to be something like the Caterpillar Drive from The Hunt For Red October...so long ago, and I don't feel like digging through this thread. I did help him test the Shark and the Interceptor back when he was still active.
I am aware of this. However the engine won't allow us to simulate it. Even though we can get a low RPM, the sonars and acoustic toropedos can still track the boat at flank speed. I think it was never meant to be that flank speed of H2O2 process is less noisy than battery.
Travis Reed
08-15-16, 08:01 PM
I also note the same battery recharge issue as I've noted before, long ago... Even TMO's Battery Recharge Fix crewman isn't able to give a decent recharge rate. Probably an engine limitation. I suspect that recharge time is tied (with some hardcoded formula) to whatever sets the range when using batteries.
qiaoyech
08-15-16, 08:11 PM
I also note the same battery recharge issue as I've noted before, long ago... Even TMO's Battery Recharge Fix crewman isn't able to give a decent recharge rate. Probably an engine limitation. I suspect that recharge time is tied (with some hardcoded formula) to whatever sets the range when using batteries.
I already fixed it in the next update. Hopefully I can also add a clickable depth meter this weekend as well.
Edit: wow 3D modding in this game is hard! I got the dial to work in reverse. I probably need to rotate my control by flipping it on y axis, then back in z axis...
Travis Reed
08-15-16, 08:52 PM
I noted that several keybindings were different to what TMO sets them as. Wonder if that's due to OTC, or the updated Interceptor.
As to fixing the battery issue, I suspect you just created another Ability to 'correct' the issue. From what I can see, you've got one crewman with an Ability that basically keeps the fuel from dropping, and another that effectively allows visual contact with ships even submerged. While this method works, it does reduce the number of crew slots I can use for TMO Abilities, though, I probably won't need the TMO Battery Fix guy anymore... Early War any Mk 16s you use get replaced with Mk 14s. I'm fine with it, but I thought I'd point it out, the hydrophones don't seem to work, and the TMO range/bearing rings on the map/attack map are not present on the Interceptor.
qiaoyech
08-15-16, 09:41 PM
I noted that several keybindings were different to what TMO sets them as. Wonder if that's due to OTC, or the updated Interceptor.
As to fixing the battery issue, I suspect you just created another Ability to 'correct' the issue. From what I can see, you've got one crewman with an Ability that basically keeps the fuel from dropping, and another that effectively allows visual contact with ships even submerged. While this method works, it does reduce the number of crew slots I can use for TMO Abilities, though, I probably won't need the TMO Battery Fix guy anymore... Early War any Mk 16s you use get replaced with Mk 14s. I'm fine with it, but I thought I'd point it out, the hydrophones don't seem to work, and the TMO range/bearing rings on the map/attack map are not present on the Interceptor.
0) didn't change the keybinding. I guess it came from the optical correction mod? I did include that file in the mod because of the new special ability icon configs for toolbar menu.
1) yep. that's the fix. And unfortunately it seems to be the only way to get it to work.
2) intentional. If you want to keep using mk16, simply rearm before returning to base. (Think about time-travelling the movie the final countdown :) )
3) It works. It's just with the guy working as "advanced combat operator" the hydrophone contacts will be visual contact. Stock map icons is recommended. And you should enable "map contact update". In fact, during my gameplay hydrophone range is further than radar for fast moving targets without land obstruction. P.S.: the hydrophones for this boat works both on surface and submerged. This is why you can get visuals with ships much further than visual. (This is ~= dangerous water's "Show Truth" options, except it has blind spots, max range, and won't pick up stationary or very slow moving boats.)
This isn't the furthest sensor though... This boat is also equipped with advanced radio decryption hardware...
4) The mod isn't based on stock TMO, it's based on optical correction for larger resolutions.
P.S.: thanks for testing!
Travis Reed
08-15-16, 10:32 PM
Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
qiaoyech
08-15-16, 10:47 PM
Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
I did use the hydrophone, but don't remember using them in TMO. I wonder whether the hydrophone station uses the less capable WCA hydrophones? I'll test it as soon as I have time to play again.
Travis Reed
08-16-16, 08:46 PM
IIRC the JT hydrophone adds a head to the deck of the fleet boats (similar to the German KDB). Technically, even the WCA hydrophone has heads, they are just located under the boat on fleet boats.
I never got that deep into modding for SH3/4, so I wouldn't know precisely what to look for, but I do know that, from a code standpoint, objects in games (and other programs) tend to have properties or functions that interact with or depend on other objects. In this case, the hydrophone class (programming terminology, run away!) may be looking for a property or function located on an instance of the JT/WCA head. If said instance does not exist on the boat, then the hydrophone class won't work right with that sensor. If there are no valid hydrophone heads present, it will cause an error. Depending on how it's set up to handle errors, it may or may not cause a CTD. If it does not cause a CTD, then the problem may go unnoticed until the user tries to use the hydrophones, then they probably wouldn't hear anything under any conditions.
qiaoyech
08-16-16, 09:22 PM
Just tested it. Booted up battle of midway mission with interceptor and immediately went to sonar station. got loud engine noise at 000.
So there's no bug from this mod. (See the new image posted @ http://www.subsim.com/radioroom/downloads.php?do=file&id=5026) Maybe a conflict?
Travis Reed
08-16-16, 10:00 PM
Unlikely a conflict as I only have TMO, the small patch, OTC + scope, and Interceptor. I was using it in a campaign, not a mission.
Any ETA on the new version?
qiaoyech
08-16-16, 11:04 PM
it's possible that NSS Shark contains some assets that's not in the archive.
Try this:
uninstall Interceptor_TMO and Interceptor_Base
Install NSS Shark_Base only
Install Interceptor_Base, then Interceptor_TMO.
If it's not that, I don't know. Sometimes JSGME may not recover some files. You could try a fresh 1.5 install.
P.S.: It's likely this weekend. I also want to add in a clickable speed dial.
Travis Reed
08-17-16, 10:22 PM
Problem seems to have sorted itself out. I did not add the Shark (I don't have it).
interceptor was never included into campaign, i've tried to make my own files, it works somehow but fails after few missions
Travis Reed
08-18-16, 04:23 PM
interceptor was never included into campaign, i've tried to make my own files, it works somehow but fails after few missions
Are you using either RFB or TMO 2.5? Have you followed the installation instructions?
AFAIK this updated Interceptor is not added to the vanilla campaign. It was only designed to be added to either the RFB or TMO 2.5 campaign.
thanks :salute:
where can i find latest campaign files, please
Travis Reed
08-19-16, 03:31 PM
The RFB campaign files for this updated Interceptor should be in Interceptor_RFB, while the TMO campaign files should be in Interceptor_TMO.
Did you not follow the link that qiaoyech posted a page or so ago to get the updated Interceptor?
Travis Reed
09-12-16, 06:41 PM
@qaioyech: How's the new version coming? Additionally, I'd like to call your attention here (http://www.subsim.com/radioroom/showthread.php?t=188583&page=6). It seems that there are people looking for Silverwolf's mods and many links are dead. If you have copies of Silverwolf's versions left, it might be nice to upload them to the downloads section so others can more easily find them.
mildlymenacingmeem
10-31-16, 10:07 AM
... whenever I start a mission with it I get an error saying: There is no button in orders' bar for the 'Ability-NuclearTech' special ability. This repeats itself 3 times after pressing OK. After that another error comes up saying: There is no button in orders' bar for the 'Ability-ModernSonorOperator' special ability. This repeats itself 3 times after pressing OK.
I am certain I haven't listed the mods incorrectly, see this picture: http://imagizer.imageshack.us/a/img924/3294/RartFR.png
Is there a way to fix this? I am not a modder so I haven't tried fixing this on my own.
qiaoyech
03-26-17, 08:04 PM
Updated against FoRS beta. Will now only target this new platform...
As for the missing icon please see my comment in the download thread.
Rockin Robbins
03-27-17, 01:59 PM
Keep in mind that FOTRSU is based on TMO 1.7 so some of the Interceptor_TMO stuff may be useful.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.