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lurker_hlb3
06-04-10, 07:06 PM
We Dive at Dawn

V100

Royal Navy Submarine Operations in WW2



We Dive at Dawn (WDAD) provide users with the ability to conduct RN Submarine operations in various theaters during the Second World War. In the V100 version of WDAD the theater of operation is the Pacific from January 1944 to August 1945 in the Bay of Bengal, Andaman Sea, Straits of Malacca, Java Sea and South China Sea. The subs users will get to use will be the T Class (developed by Keltos01 & company) and later (V2xx series) the U Class (developed by VAA and the SOM group). There are two start dates / home ports in this RN Eastern Fleet / Pacific Fleet version; January 1st 1944 (Trincomalee, Ceylon) and January 1st 1945 (Fremantle, Australia) with patrol objectives based on information from British Submarines of World War Two (http://home.cogeco.ca/~gchalcraft/sm/ (http://home.cogeco.ca/%7Egchalcraft/sm/) ).

This mod uses parts of RSRDC, OM and OMEGU as its base and currently has about 95% of all the files required for all future versions of this mod. There will be at least two more versions covering the following areas: V2xx will cover operations in the North Sea, Bay of Biscay and Norway, V3xx will cover the Mediterranean.

Install instructions:

WDAD should “ONLY” be installed over a clean install of SH4 v1.5 and WDAD is “NOT” compatable with any other MODS.

Problems & Issues:



Do not enter the Museum it will CTD due to the large number Air & Ships
The German Campaign is stock SH4 v15, it is not recommend that players use this section of SH4 with WDAD installed
WARNING When you return to port your sub "WILL NOT" have it's torpedo's auto reloaded.
You will have to load the torpedo yourself. This is to ensure that the "wrong" torpedoes are "not" loaded on your sub.


====================



WDAD v100 Patch1

- Changes to ensure that only Type VIII Torpedoes are used.

- Added British Medals


---------------------------------


Credit:


Anteater

- Revised Ship Roster

AOTD_Madmax / AOTD_Rhonen

-Aircraft and Ships from FOTRS

Beery

- Original British mine fields from RUB 145

Captain von Keldunk

- Version 1.1 St Nazaire + dry lock

CapnScurvy

- The Medal changes are based on the original work of CapnScurvy from “U.S. Medals Fix II_Stock” mod

denis_469

- Anzon MKI / Blenheim Light Bomber/Do24N

Ducimus

- Training Flotilla concept from TMO

Dagon, Mutabor & VAA

- DragonsSub_TypeC / Type M XII mod (AI) submarine
- DragonsSub_TypeK / Type K XIV mod (AI) submarine
- DragonsSub_TypeSC / ShCh Type V (AI) submarine


Elanaiba

- Tech support

FooFighters

- NDD_Benham_sil
- NDD_Bristol_sil
- NDD_Porter_sil
- NDD_Sims_sil
- NDD_Sumner
- NCL_Atlanta
- NDD_C&D_sil
- NDD_J_sil
- NDD_V&W



Gerome_73

- KMS Bismarck
- KMS Tirpitz
- Leipzig Class Light Cruiser
- French Battleship Strasbourg


Iambecomelife

- New_Trawlers_1.1

Keltos01

- T Class Submarine

Kriller2 and W_clear

– Real Environment mod



Linevitch Dmitriy aka Psy06

- Hudson A-28 3D model used as the base for the PV1 / PV2 / Venture MkI / Hudson Mk3


macstu23

- Fw200 skin
- Swordfish Skin

Miguel Coca

- SH4 Batch Mission Editor v0.4


Mikhayl

- Schnellboot (S38 Class )


miner1436

- Shoho Class Light Carrier

miner1436 and DarkFish

- Pre-conversion Mogami Class CA

Nisgeis and tater

- Cha-1 Small SubChaser

Nauticas 42

IJN Shinano

NYGM/Stiebler

- US/UK Depth charges from NYGM 2.6

Observer

- Uboat Damage Mod
- Merchant Ship Damage Mod


Psy06 and Vaa

- Ju-290
- Russian “Bighunter1” which is the base model for SC497 class US Sub Chaser
- Ship models that are the bases of the “Brilliant” & “Storm” class Russian ships

ppontius

- Rboot ship model

Privateer & JU_88

- K Class Blimp model


Ref

- Kiel / Panama / Suez canals & Terrain changes to Scapa Flow & Heligoland

rowi58

-LivingSH3

Rubini & Scirè

- NSS_Uboat9b4 from HT147 modified to support OM
- Ideas for harbor traffic placement for various German bases.

Sergbuto

- F4F, Beaufighter, Martlet, Hurricane Mk1c and 2 versions of the Mosquito Fighter Bomber from "Air_Attack_Mod_Part1". Bombs.xxx and Shells.xxx from the library directory. The “BombDummy” loadout to cause aircraft the strafe
- Various German weapons & sensors
- NSS_Uboat9b4 from HT147
- NSS_Uboat7c41 from HT147
- Virtual Torpedoes
- Vosper Class MTB
-

Sergbuto andGreg Law

- K Class / TB 1924 / TB 1937 / MS 1935 German warships

Sergei

- BFB Rough Crew Uniform

skwasjer

- S3D - Silent 3ditor

Tater

- Better IJNAF Bomb Loads v 1.1 and modified to support RSRDC
- Campaign.LOC from Improved Campaign Layers v0.70 and modified to support RSRDC
- Jap_Minefields.mis from Improved Campaign Layers v0.63 and modified to support RSRDC
- US_HarborTraffic.mis from Improved Campaign Layers v0.63 and modified to support RSRDC
- CLAgano.cfg, CVTaiho.cfg, DDAkizuki.cfg, MSNO13.cfg, SCSSubchaser.cfg from –
- Improved Campaign Layers v0.62
- IJN Type13 Radar Fix Version 2.0
- IJN DC Mod, v0.9
- Concept of “Stop & Go” ship traffic and Icebergs in the Bering Sea.
- Better IJNAF Bomb Loads v 1.3 and modified to support RSRDC
- IJN DC Mod, v0.92
- XPC from ICL v0.78 and converted into Auxiliary SubChaser
- Real IJN Mod



Teddy Bär

- NYGM Submarine Visual Sensor Mod
- NYGM AI Visual Sensor Mod
- Harbor Traffic

testpilot

- Bf109 / Me-110 / Ju87D Aircraft models
- New bomb shapes
- B24
- B17 / Fortress II

Te Kaha

-RecManual pictures

Unknown

-The following aircraft were obtained from a Russians sites and the original creators are unknown:

Spitfire Vc

- The following aircraft skins:

Ju88


Vaa

- Yak 1/Mig3 Fighters (upgraded to SH4 standards)
- KOR1 & MR2 seaplanes
- DB3 Bomber (upgraded to SH4 standards)
- Type 7 DD (upgraded to SH4 standards)
- Kirov / Molotov class cruisers
- Type36A DD
- Anadyr, Komsomol and Harbor Schooner merchants
- Weapons .dat files for various Russian ships
- He 111
- U Class Submarine

VonDos

- HMS WARSPITE
- R.M.S.Queen Elizabeth
- R.M.S.Queen Mary
- War Grey and Cunard Skins
- R.M.S. Aquitania
- SS Empress of Britain
- HMS Glorious / Courageous

WarHunter

- HMS Repulse
- HMS Hood
- Scharnhorst Class Battle Cruiser
- Ship mod on which the RN LCT / Marinefährprahme(MFP) is based


ZeeWolf

- Revised ship modes for HMS Hood & KMS Bismarck


Download Link

http://www.subsim.com/radioroom/downloads.php?do=file&id=3891

fw66
06-04-10, 07:10 PM
Wow! Now this is what I have been waiting for! Thanks!!

Sailor Steve
06-04-10, 07:14 PM
WOOHOO! Multi-SH4 gets another slot added!

Who's doing the British voices?

ReallyDedPoet
06-04-10, 07:33 PM
Very nice work :yep::up: x 10

Bubblehead1980
06-04-10, 08:04 PM
I have been wondering what you were up to lurker, nice job, cant wait to check this out!

clayp
06-04-10, 08:18 PM
So this wont work on SH4 1.4

Ducimus
06-04-10, 08:23 PM
A brit sub sim has been long overdue. :salute:

virtualpender
06-04-10, 08:32 PM
Wow. Thank you, Lurker!

cdrsubron7
06-04-10, 09:53 PM
Going to give this a try. Thanks, Lurker, for all the hard work. :up:

GerritJ9
06-05-10, 02:40 AM
Downloading, with thanks!:up:

Jan Kyster
06-05-10, 03:35 AM
British subs rocks! :rock:


Thanks to all involved! :salute:

KING111
06-05-10, 04:43 AM
great work i just got to try it:yeah::yeah:

Chuck Belov
06-05-10, 05:37 AM
Brilliant :yeah:, thank you for this! :salute:

irish1958
06-05-10, 07:39 AM
"And on the seventh day he rested!"
thanks, Lurker

raymond6751
06-05-10, 07:44 AM
It would be too much to ask for British accented voices, for realism. Nice work and thanks for the effort.

Sepp von Ch.
06-05-10, 08:41 AM
Well done! Thank you very much!:up:

Beware of my Tally-Ho Japs!:ahoy:

G.K.
06-05-10, 10:37 AM
HMS Templar now ready to sail, thanks to all the authors of the mod!:salute:

Bubblehead1980
06-05-10, 03:03 PM
Won't have a chance to check this out for a few days.Anyone played it yet? how is it thus far? Hopefully someone can help them get British voices, would add to it big time.Did the Brits really say "action stations!" instead of battle stations or general quarters? saw that in a show once about a Brit sub that sank a German U boat off Norway towards end of war. :arrgh!:

Nisgeis
06-05-10, 04:10 PM
Yes action stations is correct.

keltos01
06-05-10, 05:32 PM
Thank you !!!!!

looking forward to play this campaign with the T class boat !

keltos

Turbografx
06-05-10, 05:57 PM
Hey Lurker,

Will you be doing a higher-res skin for the T-class? It is a neat sub.

keltos01
06-06-10, 04:02 AM
Hey Lurker,

Will you be doing a higher-res skin for the T-class? It is a neat sub.

there will soon be a higher resolution model of the T boat and new textures.

The original model was made for GWX for SHIII by JU_88, he allowed me to import it into SHIV. I made two Dazzle skins if you want higher res skins, but as I said a new one will come quite soon.

Lurker made the campaign, not the T-Class mod.

I had help from Peabody in making the new British gun, I made the British torpedoes too, and the 10 fore tubes setup etc... it took a lot of hard work..

regards

keltos

kiwi_2005
06-06-10, 11:16 AM
ah time to try out Keltos sub. :up:

I just realize im running out of drive space for sh4, when i created a partition drive i thought 30gigs would be more than enough for SH4, its hitting 29.2gigs now :o I will have to expand it maybe to be on the safe side i should make it 100gigs :). Doesn't help either that i have 2 of the same mod stored one in the mods folder the other still in its zip form.

GerritJ9
06-06-10, 11:45 AM
Not quite sure if these are campaign bugs or inherent to the "T" class sub mod but reporting them anyway:
1) fuel remained at 100% throughout the first patrol, though battery did run down while submerged and recharged when on surface.
2) on first patrol sub was equipped with British torpedoes, just started second patrol and sub is now equipped with US Mk. 14s.
3) at end of first patrol decorated with US Silver Star rather than British medal such as DSC or DSO, but no doubt this will be rectified in update.

Otherwise, well done indeed- this makes a very welcome and refreshing change after umpteen patrols on "S" class and up!

BillBam
06-06-10, 11:51 AM
ah time to try out Keltos sub. :up:

I just realize im running out of drive space for sh4, when i created a partition drive i thought 30gigs would be more than enough for SH4, its hitting 29.2gigs now :o I will have to expand it maybe to be on the safe side i should make it 100gigs :). Doesn't help either that i have 2 of the same mod stored one in the mods folder the other still in its zip form.

Time to get a cheap external hard drive for the zip files!:har:

lurker_hlb3
06-06-10, 01:47 PM
Not quite sure if these are campaign bugs or inherent to the "T" class sub mod but reporting them anyway


fuel remained at 100% throughout the first patrol

will look into it

sub is now equipped with US Mk. 14s

will correct in first patch

at end of first patrol decorated with US Silver Star rather than British medal such as DSC or DSO, but no doubt this will be rectified in update.

There were no changes to stock medals. I may correct it in the future

GerritJ9
06-06-10, 02:36 PM
Thanks for the quick reply, Lurker! If I find any other bugs I'll report them as well.

cgjimeneza
06-06-10, 03:55 PM
gracias Lurker....

GerritJ9
06-06-10, 05:52 PM
Further to item 2) US Mk. 14s on patrol 2: on patrol 1, with British torpedoes, tubes 7-10 were non-reloadable externals, only 1-6 could be reloaded. With US Mk. 14s on patrol 2, all ten tubes are reloadable until reloads run out- was able to reload 7 and 10 as well as 1 ,4 ,5 and 6.

SkyBaron
06-06-10, 06:44 PM
this sounds intersting! Have to try this one out.

Here's an idea, maybe some sound editing guru could edit a few phrases from the original movie and adapt them to use in SH4 like the Das Boot sound mod.

The movie seems to be in public domain and available here:

http://www.archive.org/details/We_Dive_at_Dawn_1943

Jan Kyster
06-06-10, 07:15 PM
The movie seems to be in public domain and available here:

http://www.archive.org/details/We_Dive_at_Dawn_1943Great! A new movie! http://i189.photobucket.com/albums/z15/subject_rod/smilies/dopey.gif

Got the 700 MB version in 15 minutes! Thanks for an excellent link! :rock:

keltos01
06-06-10, 11:19 PM
Looking forward to playing this campaign !

keltos :up:

Ducimus
06-09-10, 03:43 PM
Can anyone post some screenshots?

lurker_hlb3
06-12-10, 08:27 AM
WDAD v100 Patch1

- Changes to ensure that only Type VIII Torpedoes are used.

- Added British Medals


see first post for download link

GerritJ9
06-12-10, 10:07 AM
Downloading now, thank you!

keltos01
06-13-10, 08:41 AM
WDAD v100 Patch1

- Changes to ensure that only Type VIII Torpedoes are used.

- Added British Medals


see first post for download link

Was there a problem with the mark VIII** torpedoes included in my original T-Class sub mod ?

I had made the mark VIII and the mark VIII** for this very sub.

I think there might be a mark IV attempt in my mod that should get removed as it is not complete.

regards

keltos

HMCS
06-13-10, 10:17 AM
So far it looks pretty good; on a training mission my crew started speaking German, not sure what that meant...

Any plans to have RN uniforms for the crew?

raymond6751
06-13-10, 10:43 AM
I downloaded this and put it in my mods folder, used JGSME to install it.

Is it a campaign, where does it appear?

Menu doesn't indicate any changes.

rein1705
06-13-10, 10:53 AM
couldn't get the conning tower to work on the T-class.... hull looked great but there wasn't a conning tower...:cry:

keltos01
06-13-10, 01:18 PM
couldn't get the conning tower to work on the T-class.... hull looked great but there wasn't a conning tower...:cry:

same problem as always if you have other subs installed, check the unitspartXtriton and change it to the next number

k

rein1705
06-13-10, 01:54 PM
where is unitspartXtriton ??

keltos01
06-13-10, 02:02 PM
where is unitspartXtriton ??

in data > upcdata etc...

k

rein1705
06-13-10, 02:07 PM
aaHAA!!! found it. Thanks!:yeah:

lurker_hlb3
06-13-10, 02:08 PM
So far it looks pretty good; on a training mission my crew started speaking German, not sure what that meant...

Any plans to have RN uniforms for the crew?

No.

lurker_hlb3
06-13-10, 02:11 PM
I downloaded this and put it in my mods folder, used JGSME to install it.

Is it a campaign, where does it appear?

Menu doesn't indicate any changes.


After you decompress the mod and move it into the MODS directory ensure that you see the following:


Silent Hunter Wolves of the Pacific\MODS\WDAD\Data\

NOT

Silent Hunter Wolves of the Pacific\MODS\WDAD\WDAD\Data\

lurker_hlb3
06-13-10, 02:15 PM
couldn't get the conning tower to work on the T-class.... hull looked great but there wasn't a conning tower...:cry:

It appears that you did not follow the install instructions in the first post of this tread:

Install instructions:

WDAD should “ONLY” be installed over a clean install of SH4 v1.5 and WDAD is “NOT” compatable with any other MODS.

lurker_hlb3
06-13-10, 02:20 PM
Was there a problem with the mark VIII** torpedoes included in my original T-Class sub mod ?

I had made the mark VIII and the mark VIII** for this very sub.

I think there might be a mark IV attempt in my mod that should get removed as it is not complete.

regards

keltos

Your mod was designed to run with stock SH4, and your original "Ammunition.upc" was incompatible with WDAD, There fore I had to make changes so the US type torpedoes did not show up

rein1705
06-14-10, 02:19 AM
It appears that you did not follow the install instructions in the first post of this tread:



i had uninstalled all mods but yours.
However it works just fine now.:arrgh!:

HMCS
06-14-10, 09:31 AM
Is there a rough ETA for the ETO?

KING111
06-14-10, 11:13 AM
i installed another copy of silent hunter 4
copied the mod in and it runs with no
problems i have 3 sebarte installs of SH4
one with we dive at down
one with TriggerMaru
and one with Operation Monsun
and they all run great
:yeah::yeah:

lurker_hlb3
06-14-10, 11:54 AM
Is there a rough ETA for the ETO?

I'm working on it.

keltos01
06-14-10, 12:03 PM
Your mod was designed to run with stock SH4, and your original "Ammunition.upc" was incompatible with WDAD, There fore I had to make changes so the US type torpedoes did not show up

ok ok

but still I had 2 types of British torps.. why only the mark VIII now ?

they are really different in explosive power range etc..

regards

keltos

Mikemike47
06-14-10, 12:30 PM
I'm working on it.

ETO stands for? Wild guess, ?E? theater of operations!

Nisgeis
06-14-10, 12:35 PM
European.

lurker_hlb3
06-14-10, 04:16 PM
ok ok

but still I had 2 types of British torps.. why only the mark VIII now ?

they are really different in explosive power range etc..

regards

keltos


There are "two" torpedo's, the VIII and VIII**

TwistedFemur
06-14-10, 05:17 PM
It would be too much to ask for British accented voices, for realism. Nice work and thanks for the effort.


I think we could get some Romans or ancient israelites to do the voices....couldnt we?:DL

Bubblehead1980
06-14-10, 10:45 PM
I plan on trying this mod out soon, would be esp cool to have brit voices. Esp one that yells "action stations!" instead of battle stations.

keltos01
06-15-10, 01:12 AM
There are "two" torpedo's, the VIII and VIII**

:D

will try it asap, I just need time off ! ;)

keltos

Bosje
06-15-10, 05:54 AM
I say, Commander, there's a warship at bearing 213-ish and it's bloody well closing! Cup-a-char, tally ho and all that, don't you know

trying this mod out soon :)

Bubblehead1980
06-15-10, 02:39 PM
I say, Commander, there's a warship at bearing 213-ish and it's bloody well closing! Cup-a-char, tally ho and all that, don't you know

trying this mod out soon :)

haha that would be great, such charming accents, even in battle.:salute:

As a joke someone should throw in some cockney along the lines of this(link below) LOL

http://www.youtube.com/watch?v=Pb2leixHIpU:har:

Hitman
06-15-10, 03:22 PM
In case someone is interested in doing a voice pack or parts thereof, here is a post I made in a different forum some time ago:

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

This could be most useful to fill some gaps here and there. Certain sentences sound bad, others are quite good. In general, the more emotion you mut put in the voice, the worser they feel. But for ordinary reports they are great. :rock:

Kaleun
06-15-10, 04:09 PM
You sir, are a devil!

I've been waiting for the RN Subs to be represented (as playable, with a viable campaign) in the SH series for years - i've now shunned SH5 and am in the process of reinstalling SHIV and Add-on and are awaiting to try your fine mod (accolade given, going by previous works!).

BTW "we dive at dawn" is a fine film made in the Era with the co-op of the RN.

Best put the kettle on!

Kaleun
06-16-10, 11:30 AM
A couple of quick Q's -
1) What interior does the T-class use? As i want to update the internals with Vicker's Interior overhaul mod and i'm guessing it's Gato but wanted to double check.

2) Is version 1.73 of the t-class used in this mod as i want to download the dazzle scheme whilst waiting for the Hi-res skin to be finished??


Thanks in advance

Kaleun

keltos01
06-16-10, 02:12 PM
A couple of quick Q's -
1) What interior does the T-class use? As i want to update the internals with Vicker's Interior overhaul mod and i'm guessing it's Gato but wanted to double check.

2) Is version 1.73 of the t-class used in this mod as i want to download the dazzle scheme whilst waiting for the Hi-res skin to be finished??


Thanks in advance

Kaleun

the interior is that of a Salmon, to get an "older" look for the sub

If you enable the dazzle mod last it should not affect WDAD

JU_88 is making me a much better looking sub, even more detailed than the stock's boats :D

regards

keltos

Kaleun
06-16-10, 02:13 PM
Thanks for that

keltos01
06-17-10, 01:52 PM
http://img714.imageshack.us/img714/7322/trinco.jpg (http://img714.imageshack.us/i/trinco.jpg/)



I must admit that I am impressed with your work Lurker ! :yeah:


I love the pictures, the in between screens, etc.. and especially the loading picture : a very nice color photograph ! where'd you find that one ?

I am now starting my first patrol out of trincomalee.. you should've seen my face ! : I expected the home base to be to the right of the map!

looking good !

thanks for the campaign,

keltos

Hitman
06-17-10, 01:58 PM
the interior is that of a Salmon, to get an "older" look for the sub

because of the size, cramped and older look, I would have chosen the S-class interior, as it resembles more closely what WW2 british subs looked like :DL even if there is no usable conning tower (Which in the british subs was)

keltos01
06-17-10, 02:12 PM
First Kill !

http://img823.imageshack.us/img823/3859/trinco2.jpg (http://img823.imageshack.us/i/trinco2.jpg/)



had to fire two torpedoes : first one went under the target ! second one nearly missed as she started to zig-zag.. I fired at 1600 m range, even though from what I read they mostly attacked under 1000 m, the best range was said to be 600 m ! :o

I set the detonator as impact only since the Brits didn't have an influence detonator.

http://img696.imageshack.us/img696/4739/gunz.jpg (http://img696.imageshack.us/i/gunz.jpg/)


[edit] had to surface and finish her off with the DG.. darn waves... couldn't fire half the time !


@ Hitman : the sub interior is just a line in the cfg :

Interior=data/Interior/NSS_Salmon/NSS_Salmon

easy change if we want to ;)

btw : saw the wave crest turning to jellyfish, like it bubbled up towards me.. what environment mod is that ???

keltos

cgjimeneza
06-17-10, 09:20 PM
any one can mod a chrono for us to use?


I dont know if Uncle Neal had a subsidiary in London... or Portsmouth

rein1705
06-18-10, 05:42 AM
Did anyone ever make the British S-boat that was used in the movie We Dive At Dawn?

Hitman
06-18-10, 06:55 AM
any one can mod a chrono for us to use?


I dont know if Uncle Neal had a subsidiary in London... or Portsmouth

Someone did it long ago :D I take no credit for it, I just host the mod as the author made it originally, no changes at all:

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

Screenshot:

http://img6.imageshack.us/img6/5803/omegawd.jpg

keltos01
06-18-10, 02:21 PM
Thank for that Hitman !!!

dl now !

btw I approached singapore from the west to try and sink some stationnary targets... got made and sunk :(

keltos

shamuboy1
06-18-10, 04:35 PM
Downloading now! Can't wait to try it out. Thank you! :)

cgjimeneza
06-19-10, 07:31 AM
Thanks Hitman!!!!

just what the doctor ordered

To the sentry:
".... pass the word for the Yeoman"

Sentry:
"YEOMAN TO THE GREAT CABIN!!!"

Schroeder
06-19-10, 04:25 PM
I've just completed my first patrol.:woot:

While doing so I noticed some things.
Some smaller Japanese merchant ships did not fly any flag at all. (I've made some screenshots of that but somehow they are not in my sh4 main directory..... :hmm2: )

Another thing was that all Japanese aircraft were blind.
After some time I' didn't even bother to dive anymore.:o

The patrol was a success regardless and when I returned to my port on Cylon I found some ships that have surely been involved in the Manhattan project.:o
http://foto.arcor-online.net/palb/alben/54/1012554/3732363132626164.jpg

I also noticed, that the loading times of the game have drastically increased (please don't take this as a complaint, it's just something I've noticed).
Apart from that everything worked fine.

Thanks to everyone involved for making this nice mod.:salute:

GerritJ9
06-20-10, 08:49 AM
Just finished my third patrol, started fourth; apart from my previous remarks a few further notes:
1) concur about aircraft behaviour- only saw one at "medium range", but it did nothing at all. Otherwise not one aircraft spotted during the three patrols- Dutch and RN subs frequently reported on them IRL.
2) only warships spotted in Malacca Straits were two small auxiliary patrol boats- one off Penang- sank it with a torpedo just for fun (was too small to really waste a torpedo on it) and one off Sabang. Not one warship of any size off Singapore, otherwise only a few patrol vessels at the northern end of Sunda Strait, type unknown as I was running submerged and did not bother to look.
3) lots of unescorted merchies running singly (easy pickings indeed!), but so far no small convoys of one or two merchies with escort of one or two subchasers/DEs plus air patrols, as were historically spotted/attacked by RN and Dutch subs operating in Malacca Straits. Ditto when proceeding up the coast to Rangoon, or to the Andamans.
4) main gun ammo load of 500 AP and 500 HE seems rather large- is this historically accurate? Not that I mind having a large load, allows me to sink any junk/sampan I want to:D

A few further notes:
1) RN and Dutch subs occasionally landed agents/supplies for guerrillas in Malaya- might be an idea to add the occasional "cloak and dagger" mission to the campaign if not included already.
2) Sumatra's west coast was also patrolled by RN subs, as there was coastal traffic between Sibolga, Padang, Benkoelen and Batavia. HMS "Tradewind" sank "Junyo Maru" during such a patrol in September 1944. Unfortunately, "Junyo Maru" was transporting Allied POWs and Javanese slave labourers to Sumatra to work on the Pakan Baroe railway and most of them were killed-
see http://members.iinet.net.au/~vanderkp/junyopg1.html

Hope this is useful.

keltos01
06-20-10, 02:15 PM
[QUOTE=GerritJ9;1423608]Just finished my third patrol, started fourth; apart from my previous remarks a few further notes:
1) concur about aircraft behaviour- only saw one at "medium range", but it did nothing at all. Otherwise not one aircraft spotted during the three patrols- Dutch and RN subs frequently reported on them IRL.

same goes : didn't bother diving the boat anymore once 8 noticed they never turned at me !
2) only warships spotted in Malacca Straits were two small auxiliary patrol boats- one off Penang- sank it with a torpedo just for fun (was too small to really waste a torpedo on it) and one off Sabang. Not one warship of any size off Singapore, otherwise only a few patrol vessels at the northern end of Sunda Strait, type unknown as I was running submerged and did not bother to look.
same for the unescorted ships, but got sunk near Singapore in shallow waters by a DD who wouldn't let go...

4) main gun ammo load of 500 AP and 500 HE seems rather large- is this historically accurate? Not that I mind having a large load, allows me to sink any junk/sampan I want to:D
saw a 8+ junk convoy :o

love it so far ! but maybe more Duci's planes are in order ?

keltos

lurker_hlb3
06-20-10, 04:07 PM
I just love it.

First I have people telling me that there are "to many" aircraft in RSRDC and now I get there not enough in WDAD. The funny thing is that both mods are using the "same files" for aircraft generation.

It should be noted that as far ships and convoys are concerned I have used the "historically accurate" data from a number of sites i.e.

http://www.combinedfleet.com/kaigun.htm
http://home.cogeco.ca/~gchalcraft/sm/ (http://home.cogeco.ca/%7Egchalcraft/sm/)

and a number of others.

Convoy generations is based on Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya.

Now if you people have other sources of information then pass it on

Bubblehead1980
06-20-10, 05:10 PM
lurker, cant please everyone, your work is superb, you know that though:salute:

question, if you want to add or delete an airbase, say in TMO, airbases should be opened and saved as land unit layers correct?

lurker_hlb3
06-20-10, 06:49 PM
lurker, cant please everyone, your work is superb, you know that though:salute:

question, if you want to add or delete an airbase, say in TMO, airbases should be opened and saved as land unit layers correct?

No. save it as a "normal mission", SH4 does campaign files differently

raymond6751
06-20-10, 06:58 PM
I have tried to get this to work without luck. I first thought it was JSGME that was choking on the size. It stopped responding. I have two installs on different drives, same. So I tried just copy/paste of the data folder without the installer. The game failed to respond within seconds, wouldn't load. I had to use task manager to shut it down.

This is a vista, 4 gigs ram, has been running the game with other mods and no troubles. I had no other mods in play for the attempted install.

God Save the King!

keltos01
06-21-10, 02:41 AM
[QUOTE=lurker_hlb3;1423970]I just love it.

First I have people telling me that there are "to many" aircraft in RSRDC and now I get there not enough in WDAD.
there are enough aircrafts in WDAD don't worry ! the only thing was that I only got attacked once on my way to Singapore, and I was on the surface nearly the whole time, and I saw a bunch of them flying near me on the map, so I was just wondering, maybe it's that Dazzle scheme of mine ;)

The funny thing is that both mods are using the "same files" for aircraft generation.
ok
It should be noted that as far ships and convoys are concerned I have used the "historically accurate" data from a number of sites i.e.

http://www.combinedfleet.com/kaigun.htm
http://home.cogeco.ca/~gchalcraft/sm/ (http://home.cogeco.ca/%7Egchalcraft/sm/)

and a number of others.
this I don't dispute, I know your work is accurate :yeah:

Convoy generations is based on Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya.

Now if you people have other sources of information then pass it on
I don't get much time to play it but I really love this campaign !

regards

keltos

keltos01
06-21-10, 03:10 AM
http://www.subsim.com/radioroom/images/icons/icon1.gif T class WWII account: M. Smith, torpedoman
http://herne.tripod.com/WWII.html

quite interresting :)

Schroeder
06-21-10, 04:17 AM
Interesting. Thanks for sharing.:salute:

Schroeder
06-22-10, 11:55 AM
There is one more thing that I've just noticed. The dive angles in the command room and the conning tower are interchanged.
http://foto.arcor-online.net/palb/alben/54/1012554/6134373463663333.jpg
This picture was taken while diving. As you can see the stern is down and the bow is up.

peabody
06-22-10, 08:18 PM
WDAD deletes the intro movies permanently, at least on my computer. Windows XP SP2 and JSGME 2.4.0.145. They are not restored after I disable the mod.

The Data/Movies/Into folder for the MOD contains 4 files:

1. Intro.wmv 0KB
2. Logo.wmv 0KB
3. Intro.wmv-remove 0KB
4. Logo.wmv-remove 0KB

If you delete the first two and leave only the two files containing "-remove" then it works correctly and the Intro Movies will be restored. (Not that I want them anyway:03:)

Peabody

lurker_hlb3
06-23-10, 09:03 AM
WDAD deletes the intro movies permanently, at least on my computer. Windows XP SP2 and JSGME 2.4.0.145. They are not restored after I disable the mod.

The Data/Movies/Into folder for the MOD contains 4 files:

1. Intro.wmv 0KB
2. Logo.wmv 0KB
3. Intro.wmv-remove 0KB
4. Logo.wmv-remove 0KB

If you delete the first two and leave only the two files containing "-remove" then it works correctly and the Intro Movies will be restored. (Not that I want them anyway:03:)

Peabody

You need to report this to JSCones

JScones
06-24-10, 03:14 AM
You need to report this to JSCones
No, you need to decide whether you want to replace or remove the files - you can't do both. ;)

Either replace the files with the 0 byte files or remove the files with the -remove feature. Remember, one file, one action.

lurker_hlb3
06-24-10, 06:46 AM
No, you need to decide whether you want to replace or remove the files - you can't do both. ;)

Either replace the files with the 0 byte files or remove the files with the -remove feature. Remember, one file, one action.

I screwed that up, there was supposed to be one set of file with the -remove option.

keltos01
06-24-10, 03:37 PM
spotted planes 4000 yards away :

http://img717.imageshack.us/img717/4225/85962149.jpg (http://img717.imageshack.us/i/85962149.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
they flew right past us, again !

it's ok sometimes but everytime it gets frustrating

going on crash dive strike !

keltos

keltos01
06-24-10, 04:02 PM
http://img535.imageshack.us/img535/5093/40457994.jpg (http://img535.imageshack.us/i/40457994.jpg/)

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

love the sinking mechanics thought ! :D

this is one hit by a mark VIII** on a coastal freighter !

http://img257.imageshack.us/img257/7918/heroism.jpg (http://img257.imageshack.us/i/heroism.jpg/)

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


keltos

vickers03
06-24-10, 04:03 PM
There is one more thing that I've just noticed. The dive angles in the command room and the conning tower are interchanged.the new TMO interiors should work with this mod.
http://www.subsim.com/radioroom/showthread.php?t=158706

Kaleun
06-24-10, 04:34 PM
hi vickers,

you're mod indeed works well with this (default interior Salmon class), but i've changed the interior of the t-class from the Salmon to the S-class and get no dials (although xmas tree, all ok) showing after installing the s-class interior, any ideas??

peabody
06-24-10, 04:34 PM
spotted planes 4000 yards away :

they flew right past us, again !

it's ok sometimes but everytime it gets frustrating

going on crash dive strike !

keltos

I'm glad you are not captain of my sub....:har:

"They didn't attack us sir"
"Darn, well next time try sending up a flare, maybe that will get their attention"
":o Ahhhh.....Yes, Sir????"
"Captain, an Enemy Destroyed bearing 135"
"All hands, man the flare guns. Deck crew jump up and down and wave."

Peabody

lurker_hlb3
06-24-10, 07:57 PM
I'm glad you are not captain of my sub....:har:

"They didn't attack us sir"
"Darn, well next time try sending up a flare, maybe that will get their attention"
":o Ahhhh.....Yes, Sir????"
"Captain, an Enemy Destroyed bearing 135"
"All hands, man the flare guns. Deck crew jump up and down and wave."

Peabody


WIP WDAD_V100_patch2

1. Adjust air coverage to Bay of Biscay levels in 1943

2. Adjust airborne visual sensor to detect subs at a depth of 120 meters

3. increase airborne depth chargers by 500%

peabody
06-24-10, 09:17 PM
WIP WDAD_V100_patch2

1. Adjust air coverage to Bay of Biscay levels in 1943

2. Adjust airborne visual sensor to detect subs at a depth of 120 meters

3. increase airborne depth chargers by 500%

That should keep them happy. :har:

Peabody

keltos01
06-25-10, 01:34 AM
That should keep them happy. :har:

Peabody

:o

G.. No !! yet another Duci's plane on the horizon ! abandon ship !!!

:rotfl2:

keltos

Schroeder
06-26-10, 05:10 AM
the new TMO interiors should work with this mod.
http://www.subsim.com/radioroom/showthread.php?t=158706
Thanks, I'll give it a try.:salute:

sergei
06-26-10, 06:06 AM
"All hands, man the flare guns. Deck crew jump up and down and wave."

. . . :D

Bubblehead1980
06-26-10, 12:47 PM
Any British voice patches forthcoming? :arrgh!:

sidslotm
06-27-10, 12:38 PM
WIP WDAD_V100_patch2

1. Adjust air coverage to Bay of Biscay levels in 1943

2. Adjust airborne visual sensor to detect subs at a depth of 120 meters

3. increase airborne depth chargers by 500% .

Dam this is gonna be hard:timeout: I dan't wait to put to sea. Thanks for effort, 1st:yeah:prize

Affront7
06-28-10, 04:21 PM
Thanks so much for wonderful mod :) Long over due being able to play british sub, thanks again for all time and effort put in to this, cheers

Will you be expanding it to cover med and other areas brit sub operated in?

lurker_hlb3
06-28-10, 05:40 PM
Will you be expanding it to cover med and other areas brit sub operated in?

Yes

sergei
06-29-10, 02:13 AM
Will you be expanding it to cover med and other areas brit sub operated in?

Yes

Very much looking forward to this.
I've been wanting a Brits in the Med sub game for years. Ever since I read 'Unbroken'
Good news. :up:

Schroeder
06-29-10, 03:39 PM
the new TMO interiors should work with this mod.

I'm afraid they don't. :hmm2:
Whenever I try one of the interiors I get corrupted gauges.
http://foto.arcor-online.net/palb/alben/54/1012554/6163313130623061.jpg

keltos01
07-01-10, 01:54 PM
where is the patch 2.0 ? :woot:

keltos

Affront7
07-05-10, 04:07 PM
There is really good book covering an S class sub operating in the med during the war; Crash Dive, In action with HMS Safari.

I'd really recommend it was written by leading telegraphist, Arthur Dickison whom kept a diary of time onboard the submarine from leaving Scotland, patrolling in the med etc. wonderful insight into life onboard and offboard a submarine during WWII

Some info about the submarine can be gained here too:

http://home.cogeco.ca/~gchalcraft/sm/page10.html#Safari

TopcatWA
07-09-10, 03:30 AM
Looking forward to this.
Thanks.:up:

TopcatWA
07-09-10, 03:54 AM
Does anyone know where to find patch 2?:hmmm:

keltos01
07-09-10, 08:00 AM
Campaign to save WWII submarine HMS Alliance

An appeal to fund urgent restoration work on Britain's last WWII submarine on public display has raised £4.6m but still needs a further £1.5m.
HMS Alliance, which is moored in Gosport, Hampshire, is corroding so badly that parts of the memorial are falling into the sea.
The money is needed to return it to how it looked when it launched in 1945.
The vessel was in service for more than 25 years and has been on display at the Royal Navy Submarine Museum since 1982.

http://news.bbc.co.uk/2/hi/england/hampshire/10559918.stm

ivank
07-09-10, 09:34 PM
Any news on when the U-class will be usable?

sidslotm
07-12-10, 02:43 AM
Thanks Lurker and keltos for WDAD and this Class T boat, the work you have been doing is great. I have been doing a bit of reworking and tweaking myself, it's a personal thing as I try to trim my boat.

I'm having to learn this dds format and am nowhere near the master level yet as I discover as I go. Here is my slightly improve paint job with the more detailed vents (more to come)

But how do I find the conning to rework, I thought I did it on the dds file NNS triton TO1.dds, I'm looking for a blue conning tower. sorry if this in in the wrong forum,


http://img94.imageshack.us/img94/7690/sh4img20100711174329718.png

Patchman123
07-15-10, 08:31 PM
http://www.hansonclan.co.uk/images/Royal%20Navy/t_class_image.htm
I also noticed that on the T-class submarine they called it a Search Periscope instead of an observation periscope like we do. Look at this diagram I found.
:)

The diagram on the T boat calls it a Search Periscope instead of an Observation Periscope. Don't know why.
http://middle-watch.com/WWII_Radar.htm
A look at what British radar control rooms looked like.

keltos01
07-16-10, 04:32 AM
http://www.hansonclan.co.uk/images/Royal%20Navy/t_class_image.htm
I also noticed that on the T-class submarine they called it a Search Periscope instead of an observation periscope like we do.

Insular language ? ;)

keltos

Bubblehead1980
07-18-10, 09:54 AM
Total noob on British subs. Did some reading but nothing too in depth yet, any thoughts on why British sub losses were so high in the ETO? Was German/Italian ASW that good or ?

sergei
07-18-10, 10:08 AM
The Italian ASW wasn't up to much initially.
Their DDs had only passive gear to hunt subs with, and were in the habit of dropping depth charges periodically around convoys to 'warn off submarines'
Obviously this had the exact opposite effect. The exploding charges could be heard for miles, and alerted Brit sub commanders to the presence of a convoy.

Once the Germans started to get involved it got a lot more dangerous.
I'm sure they trained the Italian DD crews and gave then sonar technology.
I'm not sure how directly the Kriegsmarine got involved (haven't read a lot about it, just 2 books).

Shallow water operations in much of the Med has to have played a part in the high loss rate.
Often they could not dive deep enough to be totally invisible from the air (the Med has pretty clear water), or get under a sonar beam.

sergei
07-18-10, 12:03 PM
I've only just gotten round to trying this out Lurker.
Very nice work :up:
Really looking forward to the next instalment.

sergei
07-19-10, 07:25 AM
Quick question.
I can see a Type 267 Air Guard radar on my boat.
I'm assuming this is an air search radar.
It doesn't appear to be functioning :06:
I don't get any aircraft radar contacts. The first I know of an aircraft is when my watch crew spot it.

Bubblehead1980
07-19-10, 01:01 PM
Thanks for the answers. The Brit subs were much different than US for sure, smaller etc.T class were fleet boat like though.Plan to load up WDAD after next patrol is over.Although I prefer the PTO for Brit subs I cant wait for the med and North Sea campaign and a British voice patch(if its needed, havent played yet so dont know, Brit voices currently?) Anyway, sure ill enjoy it.

vickers03
07-19-10, 02:10 PM
I'm afraid they don't. :hmm2:
Whenever I try one of the interiors I get corrupted gauges.
do you play at low texture settings?

lurker_hlb3
07-19-10, 05:40 PM
I'm assuming this is an air search radar.
It doesn't appear to be functioning

To correct

go to WDAD\Data\Library\USSubParts\

Open "Sensors_sub_RN.sim" with S3D

find node 11

go to "maxheight"

change 80 to 5000

save file

Bubblehead1980
07-19-10, 08:57 PM
Having read a lot of books about US subs in PTO, wondering if any good ones about British subs? Any of the skippers write memoirs after war?

Bubblehead1980
07-20-10, 03:34 PM
loaded this mod up but had some issues.The observation scope kept going up and down, up and down on its own but couldnt access it, couldnt access the attack scope either.no free cam for conning tower? also the conning tower was missing on the outside. I realize this is first version with only 1 patch, mod has potential though.I try it again.

As someone who will use it, hope you dont mind a suggestion or two to keep in mind.If at all possible, British voices is a much needed immersion factor. Free cam for control room, conning tower and bridge, like TMO's free cam.Many people I have talked to always disliked the fixed positions from stock.Better UI.

I like the idea of British subs and am looking forward to the refined versions, esp in the ETO(PTO is my main area bur British subs in the Med, North Sea etc will be a blast)

Thanks for the work.:salute:

lurker_hlb3
07-20-10, 05:04 PM
loaded this mod up but had some issues.The observation scope kept going up and down, up and down on its own but couldnt access it, couldnt access the attack scope either.no free cam for conning tower? also the conning tower was missing on the outside. I realize this is first version with only 1 patch, mod has potential though.I try it again.

As someone who will use it, hope you dont mind a suggestion or two to keep in mind.If at all possible, British voices is a much needed immersion factor. Free cam for control room, conning tower and bridge, like TMO's free cam.Many people I have talked to always disliked the fixed positions from stock.Better UI.

I like the idea of British subs and am looking forward to the refined versions, esp in the ETO(PTO is my main area bur British subs in the Med, North Sea etc will be a blast)

Thanks for the work.:salute:

First it appears based on your statement that you failed to follow the install instrutions.

Install instructions:

WDAD should “ONLY” be installed over a clean install of SH4 v1.5 and WDAD is “NOT” compatable with any other MODS.
This statement is a dead give away that this is "NOT" a clean install

also the conning tower was missing on the outside
Also if there was something fundamentally wrong with mod I think one of the 309 people besides your self who have downloaded and installed this mod would have said something

peabody
07-20-10, 05:21 PM
loaded this mod up but had some issues.The observation scope kept going up and down, up and down on its own but couldnt access it, couldnt access the attack scope either.no free cam for conning tower? also the conning tower was missing on the outside. I realize this is first version with only 1 patch, mod has potential though.I try it again.

As someone who will use it, hope you dont mind a suggestion or two to keep in mind.If at all possible, British voices is a much needed immersion factor. Free cam for control room, conning tower and bridge, like TMO's free cam.Many people I have talked to always disliked the fixed positions from stock.Better UI.

I like the idea of British subs and am looking forward to the refined versions, esp in the ETO(PTO is my main area bur British subs in the Med, North Sea etc will be a blast)

Thanks for the work.:salute:

These are basically the same problem, caused by not having the conning tower, which is where the scopes are. So as Lurker stated, when all else fails, "Read the directions"

Peabody

keltos01
07-21-10, 12:11 AM
mod has been fully functionnal on my end from day 1 :arrgh!:

I play it over a clean version of SHIV 1.5, then deinstall it, and load up my jap boats when it so suits me, I never mix mods ;)

keltos

Bubblehead1980
07-21-10, 01:54 AM
ooops , missed it in the readme somehow, will try it out tomorrow.

Schroeder
07-21-10, 07:03 AM
do you play at low texture settings?
No, I don't.
http://foto.arcor-online.net/palb/alben/54/1012554/6131393339356330.jpg

vickers03
07-21-10, 08:46 AM
No, I don't.
ok, have you tried to set everything to max?
can you take a screenshot of your jsgme mods?

Schroeder
07-21-10, 10:06 AM
I haven't got a clue why, but all of a sudden the gauges work normally.:o
I didn't change anything since my last test, but now everything works as expected.:woot:

Really strange.:doh:

Affront7
07-22-10, 09:28 AM
Bubblehead, would recomend; Crash Dive - HMS Safari, really good book great insight into life on and of the submirine in med during wWII.

It's written by one of the crew based on diary he kept durning time onboard the sub, Believe the capt of the Safari also had couple of books published but dont know the titles. Hope the helps

markdenny
07-23-10, 05:31 AM
Reading at the moment :-

The Silent Service the inside story of the royal navys submarine heroes by john PARKER superb read covers from the first subs right upto sinking the belgrano.

Others ive read :-

Fatal Ascent the story of HMS SEAL by Melanie WIGGINS again a superb read

Thetis Down the slow death of a submarine by tony BOOTH highly recommended read :D

davelacey
07-23-10, 09:50 AM
Is there a problem with the hosting of this mod and the associated patch, as I'm getting a 404 error with both from Filefront. Many thanks.

sergei
07-23-10, 10:27 AM
To correct . . .
save file

Thanks Lurker, I'll try that.

sidslotm
08-19-10, 07:40 AM
Hi all,

I'm not sure if your going to be interested in this image, it's said to have been discovered by a certain Mr Kilroy. He claims he was there when it was taken on April 1st 1941.

The Admralty in London are still trying to confirm the find by photo enharcement techniques which they claim can identify the sailors on the bridge. They have been in working with experts from Subsim.com
who now claim the boat is one of theirs. :yeah:




http://a.imageshack.us/img405/6586/classtfortressmalta.jpg

Forensicman101
08-19-10, 02:11 PM
Excellent mod. I'm looking forward to the Mediterranean & Baltic theatres of operation & being able to test my mettle in a scary U-class boat.

Forensicman101
08-19-10, 03:05 PM
Gadzooks! I spoke too soon. I've just noticed that the T-class sub is given 10 forward torpedo tubes with 6 reloads and no stern tubes (despite having a full complement of sailors in the aft torpedo compartment). According to my submarine books the T-class had 6 forward tubes with 6 reloads, an aft tube without any reload, two forward firing external tubes & 2 aft firing external tubes. In SH4 terms this translates as 8 forward tubes with 6 reloads & 3 aft tubes with no reloads.
Can anyone tell me how I can edit Lurker's mod to reconfigure the torpedo tube layout?

keltos01
08-20-10, 03:49 AM
[QUOTE=sidslotm;1471646]Hi all,

I'm not sure if your going to be interested in this image, it's said to have been discovered by a certain Mr Kilroy. He claims he was there when it was taken on April 1st 1941.
link to original picture Sid ?

The Admralty in London are still trying to confirm the find by photo enharcement techniques which they claim can identify the sailors on the bridge. yeah right !

They have been in working with experts from Subsim.com
who now claim the boat is one of theirs. :yeah:
photoshopped ? ;)

keltos



http://a.imageshack.us/img405/6586/classtfortressmalta.jpg

keltos01
08-20-10, 04:31 AM
[QUOTE=Forensicman101;1472057]Gadzooks! I spoke too soon. I've just noticed that the T-class sub is given 10 forward torpedo tubes with 6 reloads and no stern tubes (despite having a full complement of sailors in the aft torpedo compartment).
After unmerous tries which resulted in not being able to use the TDC with 11 tubes because of systematic CTD, though strangely that wouldn't happen in periscope view, I have decided to set the T-Class boat with its 10 fore tubes forgoing the stern one. The stern tube was non reloadable in RL.


According to my submarine books
there is an excellent ebook on the class T, find it at ebooks3000 I think,
this will show you that there were many versions of the sub

the T-class had 6 forward tubes with 6 reloads, an aft tube without any reload, two forward firing external tubes & 2 aft firing external tubes. In SH4 terms this translates as 8 forward tubes with 6 reloads & 3 aft tubes with no reloads.
Can anyone tell me how I can edit Lurker's mod to reconfigure the torpedo tube layout?
the layout is based on the available 3d model made by JU_88 and modified quite a lot by me, and thus it fits th model but for that rear tube.

If you find a way to add that 11th tube without causing CTDs I would be more than happy to use it in the T-Class mod at first, then it could be integrated into WDAD.

Lurker was kind enough to design a custom campaign for the British sub after reviewing my mod.

regards,

keltos

Forensicman101
08-20-10, 07:52 AM
Hi Keltos.
You're absolutely right. There were several variants of the T Class. Roughly half had the torpedo layout you show (6 tubes + 4 external in the bow, none in the stern) & half had the layout previously described by me (6 tubes + 2 external in the bow & 3 astern with no reloads). I see your point about the problem in getting 11 torpedo tubes on a sub. I notice that the SH2 "Pacific Aces" people faced the same sort of problem when trying to get USN fleet subs represented with SH2. I guess there are three options:

(1) The layout as you have it, but with the aft torpedo compartment removed (as with the USN S class boats).

(2) 8 tubes in the bow with 6 reloads & 2 tubes astern. As the stern tubes were external there was no opportunity to maintain the torpedoes there, so there would again be no aft torpedo compartment. (The torpedoes were fired remotely from the control room).

(3) 8 tubes in the bow with 6 reloads & 2 tubes astern with one reload (representing the 11th tube). With this option you'd have to include a small (e.g. 3-man) aft torpedo compartment to enable the aft reload to be used.

Do you know if Lurker is working on more campaigns for British submarines?

sidslotm
08-22-10, 02:20 AM
Do you know if Lurker is working on more campaigns for British submarines?

Oh yes please, how great would that be.

Perijones
08-28-10, 05:43 PM
Lurker,

First of all, i would like to say that WDAD is a amazing mod, congratulations. Any idea about when the versions 200 and 300 will be released?

P.S.: Sorry about any mistake in English.

sidslotm
08-29-10, 11:06 AM
Hi all,

sorry about that Keltos, bit of fun really.

I love this T class boat of yours and look forward to your updated version that I hope you will launch soon. This boat has given a new lease of life to SH4 and the idea of a Malta campaign from 11th June 1940 when Italy enters the war would be so cool.

I have tried to construct a single mission which did work, of sorts, but a campaign is beond me, even for a couple of years.

But you gotta admit the T class of the Malta fort is not a bad fake lol.

MGR1
08-29-10, 01:16 PM
Do you know if Lurker is working on more campaigns for British submarines? Oh yes please, how great would that be.

Agreed, but I think we may have to wait a while.

I'm not sure, but I think Lurkers maybe taking some time off - I wouldn't be too surprised if he's burnt out modding. Haven't noticed any activity from him lately, at least.

Mike.

keltos01
08-29-10, 01:51 PM
[QUOTE=sidslotm;1480262]Hi all,

sorry about that Keltos, bit of fun really.
:D
I love this T class boat of yours and look forward to your updated version that I hope you will launch soon.
I'm waiting on JU_88's superb model

This boat has given a new lease of life to SH4 :D:D:D:D

and the idea of a Malta campaign from 11th June 1940 when Italy enters the war would be so cool.then you'd need AI italian subs and why not :
an Italian Campaign Mod ???

I have tried to construct a single mission which did work, of sorts, but a campaign is beond me, even for a couple of years.

But you gotta admit the T class of the Malta fort is not a bad fake lol.
it is a pretty goooood one ! :up: got me though I could see it was cg

keltos

sidslotm
08-30-10, 01:49 AM
and the idea of a Malta campaign from 11th June 1940 when Italy enters the war would be so cool.then you'd need AI italian subs and why not :
an Italian Campaign Mod.


The mission editor like most mission editors Ive used are a bit of a black art to get used to. The manuals I have used outline the jist of it, and thats about it.

I would love to write an Italian campiagn, if I have a breakthrough with my present sticking point that is. Another prolem is Italian war vessles of coarse, there's only the Soldati in truth, the armed trawler, yeah.

all the best

Highbury
09-05-10, 04:23 PM
I was recently playing SH5 and being shadowed by a RN sub.. and I kept thinking, man I really wish we could have an RN sub sim, or any decent RN game.. then I saw someone mention this! I haven't browsed these forums much since mods made SH5 somewhat playable.

Thank you lurker. I had kept my SH4 clean install ready in hopes of the WWI mod, but this has retired my SH5, and probably for quite awhile.

:salute:

keltos01
09-09-10, 04:44 AM
I was recently playing SH5 and being shadowed by a RN sub.. and I kept thinking, man I really wish we could have an RN sub sim, or any decent RN game.. then I saw someone mention this! I haven't browsed these forums much since mods made SH5 somewhat playable.

Thank you lurker. I had kept my SH4 clean install ready in hopes of the WWI mod, but this has retired my SH5, and probably for quite awhile.

:salute:

I am still waiting on JU_88's new T class model that should then both be included in the WDAD and in the T Class mod.

:D

so How"s SH5 btw ?

keltos

keltos01
09-10-10, 07:21 AM
Happy 500 downloads Lurker !

http://img825.imageshack.us/img825/8012/iconmexwave.gif (http://img825.imageshack.us/i/iconmexwave.gif/)

Old Dog
09-14-10, 12:57 PM
Guess I might make it 501. Just downloaded. Many thanks Lurker. I'm a big fan of smart folks who are generous with their knowledge.
Long life,

keltos01
09-22-10, 03:32 PM
http://img836.imageshack.us/img836/6817/tclass.jpg (http://img836.imageshack.us/i/tclass.jpg/)

Neat video !


http://www.youtube.com/watch?v=27yT5D9fcx0&feature=youtube_gdata

CaptJodan
09-23-10, 11:02 AM
Looking forward to the next update of this mod, whatever it brings. This is a mod that really needs more support as there's so much potential in it. :yeah:

Affront7
09-25-10, 09:59 AM
Congrats Lurker on getting over 500 downloads and great vid; British sub, British weather

Hitman
09-26-10, 10:20 AM
Very nice video, but ain't she riding a bit too high on the water? :hmmm:

OneDominatus
10-16-10, 01:23 PM
Any progress? It's awesome to finally have a sub mod from a British point of view :yeah:

keltos01
12-07-10, 04:52 AM
I might just add the Surcouf to this campaign if so allowed :)

keltos

sidslotm
12-17-10, 12:51 PM
Hi all,

coming soon

my well used boat is up far grabs, yeah I know it's done a lotta miles and seen better days, but take her for a spin, errr, swim :DL and know the pleasures of this fine well looked after beast. Do not be fooled by ungainly lines, for her dive planes have been realigned and painted, bridge compass relocated and bow verts welded for a cleaner look and a total respray in matching grey coachwork

I wish I knew how to get rid of the strange alpha map dent on the bow, the mesh verts are quite straight so I cannot understand it. any idea's welcomed.



http://img831.imageshack.us/img831/6817/tclass.jpg


http://img841.imageshack.us/img841/9189/tclass1.jpg

Sid "maker of fine slots"

I'm goin' down
12-19-10, 01:30 AM
I fired four torpedoes at a target which turned out to be a US freighter. Luckily only one hit. Then I sank a freighter which I think was Japanese. My questions are (1) any upgrades aside from the patch? (2) and mod made for this? and (3) any skins I can put on the T boat?

I noted the instructions said that it is not compatible with any mods, but I could not resist asking.

keltos01
12-19-10, 03:40 AM
I fired four torpedoes at a target which turned out to be a US freighter. Luckily only one hit. Then I sank a freighter which I think was Japanese. My questions are (1) any upgrades aside from the patch? (2) and mod made for this? and (3) any skins I can put on the T boat?

I noted the instructions said that it is not compatible with any mods, but I could not resist asking.

http://img718.imageshack.us/img718/1499/sh4img201007270934sidsl.jpg (http://img718.imageshack.us/i/sh4img201007270934sidsl.jpg/)

Dazzle 2.2 with Sidslotm's waterstreams :


- As for your T-class download what link is correct?
- Where can I find WDAD campaign and what is it?

Version 1.73 released thanks to Peabody's hard work :yep:

d/l :

http://www.mediafire.com/file/njdqr1...ant_T_class.7z (http://www.mediafire.com/file/njdqr1ug5mz/v1_7_3_HMS_Truant_T_class.7z)


Dazzle paint schemes :
give you two different black and white historical dazzle paint schemes (see the Dazzle thread)

dazzle 1 :

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

dazzle 2.1 :

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


Dazzle 2.2 with Sidslotm's waterstreams :

d/l :

http://www.mediafire.com/file/q2lhmgzf2mz/Class T v 1.73 Dazzle 2.2.7z


as I said, this latest version of the mod and the torpedoes is included in We Dive At Dawn (http://www.subsim.com/radioroom/showthread.php?t=170639) a British Far East Campaign make by Lurker_hlb3.

To have a nicer looking sub you then only need to add the dazzle 2.1 paint scheme (http://www.subsim.com/radioroom/showthread.php?t=168935) (comes with a new tower and hull AO map) and you're set to go !

they are different looking and based on RL dazzle schemes, Sid should send me his fixed boat (welded vertices) so I could upgrade the 1.7.3 T class mod,

T class thread :

http://www.subsim.com/radioroom/showthread.php?t=137856&page=23&highlight=T+class+dazzle


ps I have read on forum mille sabords from a french tester that the WDAD campaign was a mostly empty shell with random groups appearing here and there. anyone know how to fiw that ? or make a North Sea Campaign ????

keltos

keltos01
12-19-10, 03:51 AM
@ keltos I have betterlooking and more accurate T-class model int he works since 2007 lol.
I can send it to you when its complete, I just dont know when that will be...

http://i286.photobucket.com/albums/ll118/v11cu96/tclass-1.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/tclass3.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/tclass2.jpg

JU_88 : is the boat ready yet ???

keltos

sidslotm
12-19-10, 06:37 AM
Hi Keltos

sorry I can't get the hang of the subsim postal service so I uploaded the file here

http://www.filefront.com/17669542/WDAD-Triton refit.rar

yard work completed
A few verts on the bow mesh were welded to get rid of that groove,
Bow planes re-aligned, although not perfect, better than they were.
Bow planes get paint at last as does the casing and coning.
A new paintjob, The main effort has gone into a unified texture so that the boat appears less patchy ( I can't quite get the hang of the dds file system)
Bridge Compass moved on top of the helmsmans wheel, looks better, I think.
A bit of extra work on the water steams, you may get wet.

Sid "maker of fine slots"

Merry Christmas and a prosperous new year to al.l

I'm goin' down
12-19-10, 07:33 AM
Dazzle 2.2 with Sidslotm's waterstreams :

Version 1.73 released thanks to Peabody's hard work :yep:
d/l :http://www.mediafire.com/file/njdqr1
...ant_T_class.7z (http://www.mediafire.com/file/njdqr1ug5mz/v1_7_3_HMS_Truant_T_class.7z)
Dazzle paint schemes :
give you two different black and white historical dazzle paint schemes (see the Dazzle thread)
dazzle 1 :
http://www.mediafire.com/file/njyey3ix43m/Class T v 1.73 Dazzle 1.7z
dazzle 2.1 :
http://www.mediafire.com/file/btjmtmznmmm/Class T v 1.73 Dazzle 2.1.7z
Dazzle 2.2 with Sidslotm's waterstreams :
d/l :
http://www.mediafire.com/file/q2lhmgzf2mz/Class T v 1.73 Dazzle 2.2.7z
as I said, this latest version of the mod and the torpedoes is included in We Dive At Dawn (http://www.subsim.com/radioroom/showthread.php?t=170639) a British Far East Campaign make by Lurker_hlb3.

To have a nicer looking sub you then only need to add the dazzle 2.1 paint scheme (http://www.subsim.com/radioroom/showthread.php?t=168935) (comes with a new tower and hull AO map) and you're set to go !

they are different looking and based on RL dazzle schemes, Sid should send me his fixed boat (welded vertices) so I could upgrade the 1.7.3 T class mod,

T class thread :
http://www.subsim.com/radioroom/showthread.php?t=137856&page=23&highlight=T+class+dazzle


ps I have read on forum mille sabords from a french tester that the WDAD campaign was a mostly empty shell with random groups appearing here and there. anyone know how to fiw that ? or make a North Sea Campaign ????

keltos


Truant class mod http://www.mediafire.com/file/njdqr1...ant_T_class.7z (http://www.mediafire.com/file/njdqr1ug5mz/v1_7_3_HMS_Truant_T_class.7z) crashed the game twice. The game refused to load. I think it is designed for SH4 1.5 Pacific theater because the mission screen has the American campaign and not a British Campaign. I deactived this mod.

Dazzle 2.2: Dazzle 2.2 with Sidslotm's waterstreams :d/l :http://www.mediafire.com/file/q2lhmgzf2mz/Class T v 1.73 Dazzle 2.2.7z caused the compass tool to disappear, and a problem getting manual targeting to work. I deactivated this mod.

I will try dazzle 1. Hopefully, that will work. This is the lurker mod using trench boats, e.g. "We Dive at Dawn." Following your suggestions, I renamed it, "We Crash at 0451 hrs." (But even with Dazzle 2.2 screwing up manual targeting I sank another merchant with two well placed torps. I am on a hot streak, so I get 'em while the fish are biting.


Earlier today, I sunk at carrier transporting aircraft at the battle of midway. I fired 6 torpeodoes. 4 ran underneath the carrier even though I set them to run at around 15 feet. One torpedo just missed aft, and one took out its rudder, disabling it (heh!).) Then I fired three aft torpedoes at a following fleet carrier, and all of them missed. I submerged to 300 feet until the task force passed, and resurfaced 2,000 yds from the disabled craft at a 0 to 10 degree bearing, did a 180 degree turn, reloaded my aft tubes, and sunk it with two aft torpedoes. The first was a dud, the second hit it amidships, and just as the third one was about to hit it, it rolled over, so I chalked it up as a miss.

keltos01
12-19-10, 08:30 AM
torpedoes only have a 15° turn angle !!!

RL ones had two settings : either 0 or 90 °, so the skipper had to aim the boat.

I set the 15° to mimick that without having to train the boat all the way.

keltos

Hitman
12-19-10, 09:05 AM
The model by Ju88 would be very much wellcomed, as it is much better than the current one (Also by Ju88 IIRC), but we also would need some more stuff:

1- A new interior, for which probably kitbashing parts of existing ones and creating a more cramped one with the S-class as base would suffice
2- Correct periscope view (reticle)
3- New graphics for the TDC, so that it looks like the british fruit machine (It operates right now almost spot on, as the Position Keeper does the same job except the Fruit Machine did not update Gyro Angles, but instead simply buzzed when the target passed the spot for a 0º or 90º shot)
4- Voice pack, british accented and with correct phraseology (This would be much lower on the priority list)


2 & 3 should be easy to do for anyone with a Paint program and some time. :D

keltos01
12-19-10, 11:40 AM
The model by Ju88 would be very much wellcomed, as it is much better than the current one (Also by Ju88 IIRC), but we also would need some more stuff:

1- A new interior, for which probably kitbashing parts of existing ones and creating a more cramped one with the S-class as base would suffice
2- Correct periscope view (reticle)
3- New graphics for the TDC, so that it looks like the british fruit machine (It operates right now almost spot on, as the Position Keeper does the same job except the Fruit Machine did not update Gyro Angles, but instead simply buzzed when the target passed the spot for a 0º or 90º shot)
4- Voice pack, british accented and with correct phraseology (This would be much lower on the priority list)


2 & 3 should be easy to do for anyone with a Paint program and some time. :D

number 2 was done :

http://www.subsim.com/radioroom/showthread.php?t=168344

keltos

sidslotm
12-19-10, 01:07 PM
if anyone is interested "refit 1" sorry bout that you know how it is, :D

http://www.filefront.com/17671374/WDAD-HMS-Triton-refit-1.rar/

sid "maker of fine slots"

I'm goin' down
12-19-10, 03:17 PM
I am not going to read through 11 pages of posts to see if these are answered, so here are the issues.

I have activated the mod and a basic dazzle paint scheme. I assume the dazzle paint scheme is not mucking things up.

1. How does the button on the HUD work to compute solution? What must I do in order it to compute a solution? And what solution does it compute? (I assume it must be firing solution?)

2. I set up for manual targeting and input all the required items. The PK is activated. The torpedoes ran straight as an arrow, even though they were supposed to run at an angle to hit the target. My set up was proper. Is this a bug? Last night, the same thing happened, but when the target was close, it corrected itself, so my third and fourth shots were accurate. Is the issue related to inputing the mast height on the stadimeter? Or the dazzle paint scheme?

3. I can see the torpedoes run on the Attack Map, but there is no tracking line or way to determine if the torpedoes track is accurate, although the sonar line seems to work okay. Nor is their a bearing tool on the Attack Map?

Otherwise, the game mod seems fine, although my attempts to sink a freighter with a deck gun failed after a ton of hits. It simply would not go down, but I consider this either bad luck or a problem not worth fixing.

keltos01
12-19-10, 04:03 PM
torpedoes have a turn angle of 15° only

sidslotm
12-20-10, 11:17 AM
Hi Keltos,

I'm wondering if this picture explains the strange shade effect of shadow in the dds image files when SH4 is running. There seem to be two complete skins within obj file when exported into max, the file used here is direct from the WDAD mod.

I have pulled the skin way out to high light the issue, of coarse this may be correct and that 2 skins are needed.


http://img145.imageshack.us/img145/1879/max3d.jpg



http://img831.imageshack.us/img831/6817/tclass.jpg

The strange shadows are seen here.

sid

keltos01
12-20-10, 11:59 AM
maybe a left over from when I didn't know you could set the skin to be 2 sided ?

it's been so long I don't remember why, is it the whole hull that's cloned ?

regards

keltos

TheBeast
12-20-10, 12:05 PM
Hi Keltos,

I'm wondering if this picture explains the strange shade effect of shadow in the dds image files when SH4 is running. There seem to be two complete skins within obj file when exported into max, the file used here is direct from the WDAD mod.

I have pulled the skin way out to high light the issue, of coarse this may be correct and that 2 skins are needed.
http://img831.imageshack.us/img831/6817/tclass.jpg

The strange shadows are seen here.

sid

Are these shadows from the NSS_<blah>_O01.DDS?

sidslotm
12-20-10, 01:31 PM
Are these shadows from the NSS_<blah>_O01.DDS?


yes thats right,

NSS_Triton_O01 NSS_Triton_O01_Ir original pair

NSS_Triton_T01 NSS_Triton_T01_Ir 4 new ones
NSS_Triton_T02 NSS_Triton_T02_Ir

I have tried variations and combinations of the dds together, mainly the compressed types. I was wondering if it had anything to with the two skins used for the model, in max. an obj import glitch.


http://img227.imageshack.us/img227/1879/max3d.jpg

sid

keltos01
12-20-10, 02:13 PM
if it's on the O01 file (ambiant occlusion map) then a simple paint job of that file using photoshop should suffice.

the AO map was done with 3d studio and is never perfect, and I'm no professionnal either..

keltos

I'm goin' down
12-20-10, 05:39 PM
keltos' post led me to download various skins, which crashed my game, and I could not uninstall the mods, so I started over. Are any skins guaranteed to work with this mod? Lurker says the mod is not compatible with other mods.

How does the compute solution button on the HUD work?

keltos01
12-21-10, 05:38 AM
if it's on the O01 file (ambiant occlusion map) then a simple paint job of that file using photoshop should suffice.

the AO map was done with 3d studio and is never perfect, and I'm no professionnal either..

keltos

here's a reworked AO map :

http://www.mediafire.com/file/3sc8na3stasx429/triton_O01.7z

slip into submarine directory of mod

keltos

keltos01
12-21-10, 05:42 AM
Dazzle 1 :
http://img196.imageshack.us/img196/1662/dazzle1tclass.jpg (http://img196.imageshack.us/i/dazzle1tclass.jpg/)

hull only

Dazzle 2.1 :

http://img815.imageshack.us/img815/6787/dazzle2t.jpg (http://img815.imageshack.us/i/dazzle2t.jpg/)


keltos' post led me to download various skins, which crashed my game, and I could not uninstall the mods, so I started over.

the dazzle schemes worked for me ?

they replace :

in dazzzle v 1.0 :

only dds files (textures)

in dazzle 2.1 :

the tower.dat
the hull.dat
all the texture dds and ao dds files for the hull, tower and DG turret.

they do not change the files of WDAD at all

so I don't know why it crashed your game

regards

keltos

keltos01
12-21-10, 08:22 AM
sinking of a submerged Uboot by hms VENTURER:


NARRATIVE

http://www.klambauer.net/assets/images/autogen/clearpixel.gif 0932
Very faint (? Diesel) H.E. heard bearing 340°, it then faded.
1010
H.E. again heard, now bearing 295°, increasing and drawing North
1035
Bearing now 320°, Still nothing to be seen.
1050
O.O.W., (LT. A.T. CHALMERS, R.N.) after prolonged search over bearing sighted ‘a thin mast’. Nothing could be seen shortly after. Altered course to North to intercept H.E.
1115
Sighted periscope and prepared to attack. Target was well to northward of accepted route and was apparently proceeding on diesels (By the noise) or running some noisy machine like an air compressor – there was definitely no ‘SCHNORKEL’ in use.

1117
Target crossed to Starboard. In view of set to northward and position of target well to north of route his course might have been anything between 120° and 170 ° and in view of doubts about his speed and range as well it was thought advisable not to fire hastily but to take station on him and catch up to fire when better estimations of course and speed were possible.
1122
Periscope again sighted, one showing about eight feet and another showing about three feet. It was apparent that we were very broad on the bow and that target would have to alter course more to starboard to make good the course to FEJESEN.
1151
Periscope sighted range about 2,000 yards. We were now beginning to establish his course as about 135°, speed 3 ½ knots. and were gaining bearing on his starboard quarter. Enemy appeared to be zig-zagging about a mean course of 120°
1210
Target altering course to starboard leg of zig. Altered with full helm to 140° track to fire by asdic, D.A. 20° +1°
1212
Fired four torpedoes by asdic, in view of long firing interval and position enemy´s quarter (rendering an avoiding turn away at the sound of torpedo H.E. almost certain) fired the first torpedo at the estimated position of the stem and spread in half lengths to one half length astern.
1214 ½
Loud sharp explosion followed by breaking up noises.



http://img33.imageshack.us/img33/456/u864trackg.jpg (http://img33.imageshack.us/i/u864trackg.jpg/)

sketch of attack

http://www.klambauer.net/html/u864-8_3_1.html

keltos

sidslotm
12-23-10, 04:49 AM
Hi Keltos,

bow planes removed and refitted, and reset to correct specs.

http://www.filefront.com/managefiles.php

paint shadows still causing trouble, suppliers are letting me down, but I will work on it.

happy Christmas all, sid

Hitman
12-23-10, 09:35 AM
I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats :hmmm:

Now the correct, reworked dials are showing:

http://img401.imageshack.us/img401/4213/shotl.jpg

keltos01
12-23-10, 11:57 AM
I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats :hmmm:

Now the correct, reworked dials are showing:

http://img401.imageshack.us/img401/4213/shotl.jpg

a true beauty !!! :yeah:

Hitman
12-23-10, 02:32 PM
We'll need zero Gyro Angle torpedoes (Locked instead of limited to 15º) to go along with this mod :)

I have figured out how to get both the periscope lead angle and alternatively the moment of shooting. For the first one, you need to enter all target data into the TDC and NOT start the position keeper. Once the data are fed, the difference in degrees between the arrow in the lower dial (Gyro Angle arrow) and the line of sight (upper part of the dial) is the necessary lead angle, so you just need to turn your scope that many degrees in direction to your target and shoot when it crosses the periscope line. For the second, you would simply follow the target until the arrow matches the bow of the ship silhouette on it, at that moment the necessary Gyro Angle is zero and your torpedo will find the target.

Gotta love how frigging challenging it was to hit anything at all with those WW1 methods :yeah:

Forensicman101
12-23-10, 02:46 PM
As long as you are attacking the target so that your torpedoes are striking at 90 degrees off the target's bow the calcuations are quite straightforward with a bit of basic trigonometry (I've included a table for this in my "Double Whammy" document). e.g. a 45.5 kt torpedo being fired at a 12 kt target would have to be fired when the target was approximately 15 (actually 14.8) degrees off the submarine's bow in such circumstances. As always, the trick is to remember that you're not firing at a target, but at where the target will be when your torpedo arrives at the same location. I guess the real difficulties arise when the point of intercept is greater or less than 90 degrees. I suppose that's where the fruit machine comes into play.

keltos01
12-23-10, 02:55 PM
[QUOTE=Hitman;1559430]We'll need zero Gyro Angle torpedoes (Locked instead of limited to 15º) to go along with this mod :)
not a problem !!!

I have figured out how to get both the periscope lead angle and alternatively the moment of shooting. For the first one, you need to enter all target data into the TDC and NOT start the position keeper. Once the data are fed, the difference in degrees between the arrow in the lower dial (Gyro Angle arrow) and the line of sight (upper part of the dial) is the necessary lead angle, so you just need to turn your scope that many degrees in direction to your target and shoot when it crosses the periscope line. For the second, you would simply follow the target until the arrow matches the bow of the ship silhouette on it, at that moment the necessary Gyro Angle is zero and your torpedo will find the target.

Gotta love how frigging challenging it was to hit anything at all with those WW1 methods :yeah:

I'll quote "submarine commander" by rear admiral Ben Bryant on that tomorrow..

sheer luck and a seaman's eye was what he said !

keltos

Hitman
12-23-10, 02:56 PM
I guess the real difficulties arise when the point of intercept is greater or less than 90 degrees. I suppose that's where the fruit machine comes into play.

Exactly. And to be more specific, the british captains, like the US ones, favoured a track angle of 110 degrees (Better ask Rockin Robins why, I don't remember right now) and usually asked the TDC operator to provide an attack course for that track angle. :up:

keltos01
12-23-10, 03:11 PM
the British torpedoes could be set at either 0 or 90° angle, nothing between.

unfortunately I don't think SH4 can support two set giro angles, so we'll have to go with 0° only...

keltos

Hitman
12-24-10, 03:26 AM
It could support both GA, but I have never seen a record of a 90º shot, they did the vast majority as 0º degrees shots. There are several reasons why you would do that, but the main one is that the lack of parallax (convergence) means that distance to target is largely irrelevant, something that eliminates a variable from the problem and makes shooting easier.:up:

keltos01
12-24-10, 05:31 AM
It could support both GA, but I have never seen a record of a 90º shot, they did the vast majority as 0º degrees shots. There are several reasons why you would do that, but the main one is that the lack of parallax (convergence) means that distance to target is largely irrelevant, something that eliminates a variable from the problem and makes shooting easier.:up:

I read in my book that they sometimes tried the 90° shot too...


keltos

Forensicman101
12-24-10, 06:04 AM
If you set yourself up at 90 degrees to the target's course & fire you torpedoes at zero gyro when the target is at the appropriate angle from your bow you can achieve some quite high hit rates. As noted by Hitman, range becomes irrelevant, so the only factors to consider are the speed of the target and the speed of your torpedo. All of that can be put into a simple table which can be consulted in a couple of seconds to give you the angle from your bow that the torpedo needs to be fired at (basic trig'). If you fire your first torpedo at low speed and the second at high speed you can achieve a Double Whammy.

Given that early TDCs could sometimes malfunction due to incorrect data input or mechanical / electrical problems, you can see some sense in the simple approach.

joegrundman
12-24-10, 07:49 AM
Exactly. And to be more specific, the british captains, like the US ones, favoured a track angle of 110 degrees (Better ask Rockin Robins why, I don't remember right now) and usually asked the TDC operator to provide an attack course for that track angle. :up:

At 110 degrees (or thereabout, actually it is a function of target and torp speed), the rate of change of target AOB is slowest.

joegrundman
12-24-10, 07:53 AM
I read in my book that they sometimes tried the 90° shot too...


keltos

Didn't the later war MkVIII have full variable gyro?

keltos01
12-24-10, 07:57 AM
http://img691.imageshack.us/img691/2173/markviiitorpedo.jpg (http://img691.imageshack.us/i/markviiitorpedo.jpg/)
http://www.flickr.com/photos/anguskirk/4878474817/

http://img710.imageshack.us/img710/3530/2mk8torpedo.jpg (http://img710.imageshack.us/i/2mk8torpedo.jpg/)

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

http://www.militaryimages.net/photopost/showphoto.php/photo/1607

Didn't the later war MkVIII have full variable gyro?


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

http://en.wikipedia.org/wiki/British_21_inch_torpedo#21_inch_Mark_VIII


keltos

keltos01
12-24-10, 09:23 AM
http://img442.imageshack.us/img442/9599/0022tload.jpg (http://img442.imageshack.us/i/0022tload.jpg/)

loading torp on a T

http://img820.imageshack.us/img820/4784/h0023t.jpg (http://img820.imageshack.us/i/h0023t.jpg/)


http://img88.imageshack.us/img88/6929/h0025.jpg (http://img88.imageshack.us/i/h0025.jpg/)

http://img17.imageshack.us/img17/8923/0038li.jpg (http://img17.imageshack.us/i/0038li.jpg/)

a rare view !

HMS/M Safari photo of destroyer hunting the sub by Capt Bryant

http://img510.imageshack.us/img510/2360/0039l.jpg (http://img510.imageshack.us/i/0039l.jpg/)

torpedoed tanker


http://adjunct.diodon349.com/photopoint/0025/0022.jpg

joegrundman
12-24-10, 10:02 AM
http://www.navweaps.com/Weapons/WTBR_WWII.htm

http://en.wikipedia.org/wiki/British_21_inch_torpedo#21_inch_Mark_VIII


keltos

sorry, i didn't see that those links referred to gyro angles at all:hmmm:

keltos01
12-24-10, 11:18 AM
that data on gyros is hard to find I read it in a book I'm currently re reading.

Merry Xmas

keltos

keltos01
12-27-10, 03:38 AM
Ben Bryant retired from active submarine duty in 43, so his book though very good, only goes so far.

p120 he uses the ninety bender to get a ship that is on a parallel course

"the column were 3 cables or 600 yards apart...the sights came on and we fired at the leading ship of the port column, angled 90° left."


he actually got this ship though at the time he thought hed' missed, but was already busy being depth charged.

nothing about the gyro going all the way like the american one. they were too close to one column to fire at 0° angle so they chose another target and set the torps at 90°.


they also used a slide rule to calculate the range, thus more prone to mistakes :

p 140 : " we steadied on the firing course and I passed the number of divisions on the periscope gradicule from which the attack team could calculate the range on a slide rule. The slide rule did not compete direct with such a small target as a U-Boat and you had to multiply or divide according to the technique employed. The slide-rule operator made a mistake, which was easy to do, and multiplied by two instead of dividing, and announced the range as about 3200 yards. I spotted the mistake but did not remark upon it as the sights were just coming on, I just mentally noted that hte range was 800 yards."

the trim officer then let the boat go under periscope depth as he thought he had time to trim the boat better, and they missed the firing opportunity on the U-Boat...

keltos

joegrundman
12-27-10, 05:05 AM
90 degree shots are not actually that difficult so long as you are competent at estimating target length and range -and with one of those you can calculate it all easily enough with a slide rule.

Torpedo parallax is much less of an issue at 90 degrees than at other large gyro solutions.

You already know, with a fixed 90 degree shot what the gyro is and that it is running perfectly perpendicular to your course, so all you need to know is the total forward distance the torpedo will travel from the position of the periscope before it settles on the 90 degree track.

Let's say the scope is exactly at the midpoint of the submarine, then the forward motion of the torpedo is half the length of the submarine, plus the straight run it makes to clear the submarine, and then the turning radius to get onto a 90 degree track.

So with a 100m sub, and a 10 m reach (the straight run) and a turning radius of 10 m, the total diference from the submarine point of view and the torp is 50+20=70m

So with the scope pointed at 90 degrees, the torp will hit a parallel point 70 m further forward.

So to setup your shot and add the 70 m at the target. For a 140m target, for example, to hit dead center you aim for a point at the bow/stern depending.

anyway it's how i used to do it when messing around with no tdc targetting

keltos01
12-28-10, 04:19 AM
I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats :hmmm:

Now the correct, reworked dials are showing:

http://img401.imageshack.us/img401/4213/shotl.jpg

Hitman,

I know you hit a rock with the mod but even the one showing here above adds to the immersion factor that we are in a British sub ! :salute:

I want it for the T Class mod and I think we should add it to WDAD too.

can you send me what you have ?

regards, (gosh I always write that ;) )

keltos

Hitman
12-28-10, 04:31 AM
Don't worry I have not abandoned it. I just want to make teh graphics the better possible, the picture above is unfinished yet.

I will do the replacemente graphics, as they don't need menu editing. It's a full rework of the slide out TDC -with menu editing- what I can't do, so that will have to be shelved or wait until someone else can do it.

Hitman
12-28-10, 11:33 AM
I must sadly announce that I found a further problem with the british TDC mod, that complicates it even more :damn:

Apparently, the Gyro Angle needle on the TDC's own ship dial (Lower one) will only move as much as the torpedo can actually turn. Keltos, in your modified torpedoes (Maximum 15º Gyro Angle) the needle will lock at 15º either side of the bow, and I'm afraid that if the Gyro Angle is locked at zero, then again the needle will not move at all. This means that the needle is useless for indicating the necessary lead angle as it should do, and we are unable to replicate the way the british TDC worked. Either the torpedoes have more than zero GA, and then all will work as with the US TDC, or they have zero GA and then we are clueless about when to shoot them.

keltos01
12-28-10, 12:09 PM
I must sadly announce that I found a further problem with the british TDC mod, that complicates it even more :damn:

Apparently, the Gyro Angle needle on the TDC's own ship dial (Lower one) will only move as much as the torpedo can actually turn. Keltos, in your modified torpedoes (Maximum 15º Gyro Angle) the needle will lock at 15º either side of the bow, and I'm afraid that if the Gyro Angle is locked at zero, then again the needle will not move at all. This means that the needle is useless for indicating the necessary lead angle as it should do, and we are unable to replicate the way the british TDC worked. Either the torpedoes have more than zero GA, and then all will work as with the US TDC, or they have zero GA and then we are clueless about when to shoot them.

then set them in the .sim to 90° angle. it'll just be that skippers will only use either 0° or 90°, not trying to cheat by using other angles ?

would that do ?

keltos

Hitman
12-28-10, 12:48 PM
then set them in the .sim to 90° angle. it'll just be that skippers will only use either 0° or 90°, not trying to cheat by using other angles ?

would that do ?
The problem is that skippers either used 0 or 90, not intermediate angles. The british TDC could not update Gyro Angles "on the fly", instead they were set manually into the torpedo, and by default it was 0º. This is the reason why the captain asked for an attack course and the officer operating the TDC answered with the correct one. The Torpedo was not changed to aim at the target, instead it was the whole submarine what moved to aim at the enemy AFTER the captain had chosen the Gyro Angle he wanted to shoot with (Which was either 0 or 90º for simplicity purposes)!

In the sim right now the Torpedo's Gyro Angle is updated constantly, allowing you to shoot in any moment instead of waiting at the correct course for the precise angle, which is what british submariners did. And if they missed the exact moment to shoot their whole setup was ruined, something that won't happen right now because the Torpedo Gyro Angle will be updated by the TDC...

The problem is that we still need the TDC to calculate the lead angle for us, and it will not do it with a fixed angle torpedo, because in that case the Gyro Angle pointer becomes locked. We could use a printed table for easy 90º track angle shots, but that would mean that only being perpendicular to the target is valide for getting a correct solution, which is even more limited than what british submarines could do! And the utility of the TDc would be limited to somehow check the accurancy of your estimations. I'm afraid we are screwed :dead:

sidslotm
01-06-11, 03:30 AM
Hi all, happy new year to you all.

I've been tinkering with the T Class again, just can't put this boat down.

I have centralized the conning tower on the boat also raised it a tad to show the radio wires. The coning decking has also been raised and refitted with deck plating.
paint job is never ending, manky grey it said on the tin, heh

http://www.filefront.com/managefiles.php

sid


http://img24.imageshack.us/img24/3295/nighte.jpg

keltos01
01-06-11, 06:40 AM
Hi Sid !

can you place a direct link to the file please ?

when I click I get to my ff files ...

keltos

sidslotm
01-06-11, 12:30 PM
Hi Keltos,

sorry bout that, hope this one works, filing systems are not a strong point with me.

sid

http://www.filefront.com/17756778/WDAD-HMS-Triton-refit-1.0.rar/

http://img24.imageshack.us/img24/3295/nighte.jpg

elanaiba
01-12-11, 10:26 AM
that data on gyros is hard to find I read it in a book I'm currently re reading.

Merry Xmas

keltos

The British report on HMS Graph (U-570) - January 1943 - mentions it:

http://www.uboatarchive.net/U-570BritishReport.htm


Gyro Angling :
"Graph":
Any gyro angle between 0° and 90° R or L can be set automatically.

British Practice:
traight running or 90° angles only are used. The external angling gear on each tube must be set separately by hand.


Back to the problem at hand, which Keltos brought to my attention... I don't have more solutions than you guys. I should have thought about this one at some point and have the programmers ad some extra stuff to account for British practice, which was not completely unknown to me :(

I wonder if the firing button could be blocked when the gyro angle was different from a set of values?

keltos01
01-12-11, 10:34 AM
from hitman :


http://www.subsim.com/radioroom/newreply.php?do=newreply&p=1556698

It's actually very easy with the US TDC, even if you set the torpedoes to the correct zero degree Gyro Angle. Here's how to do it:

1.- Determine target course, approximately, either by eyeballing AOB (To start) or plotting (Visual or radar). Get on a course that is perpendicular or, at least, something between 45º and 90º of the enemy track (So that the torpedo has enough angel of impact and does not make a dud)

2.- Feed the TDC with all the data, and start the position keeper. Make regular corrections as you see fit, by entering new data (New estimates of speed, distance, AOB, etc, as usual)

3.- Your reference for knowing when to shoot is the Gyro Angle needle on the "own ship" dial (The lower dial in the TDC). When that needle points exactly to the bow of the ship silhouette in the dial, you must shoot the torpedo. Why? Because at that moment the necessary Gyro Angle to hit the target is zero, which is exactly the only thing your torpedo is capable of :DL

That's more or less how the british TDC worked, only that when the GA was zero you also got an audible warning in the form of a bellring or buzz :up:

Here's a graphical example:

http://img542.imageshack.us/img542/7454/tdc.jpg

The red arrow represents the direction your bow is pointing at. A torpedo that follows the same course as you, straight from your bow, is obviously a zero Gyro Angle torpedo, and it will follow the red arrow in its course -same as your ship's course.

Then the moving needle in the dial, highlighted in green represents what Gyro Angle must your torpedo do in order to hit the target that is shown in the upper dial.

Hence, when the needle matches the red arrow, that means that the torpedo must not turn at all to hit the target, i.e. it will be a Zero GA shot, and the moment of shooting has arrived.

Is it all understandable? :DL

Hitman
01-12-11, 03:46 PM
Back to the problem at hand, which Keltos brought to my attention... I don't have more solutions than you guys. I should have thought about this one at some point and have the programmers ad some extra stuff to account for British practice, which was not completely unknown to me :(

I wonder if the firing button could be blocked when the gyro angle was different from a set of values?

Many thanks for taking some time to consider the problem Dan :up:

Locking the fire button could be a solution, even if not a perfect one. If we can make it display the grayed-out graphic normally and highlight in red when the torpedo has a zero GA that would be somehow similar to the original buzzer and burning light in the Fruit Machine. :hmmm:

But I have no idea how to do that :damn:

Any suggestions on how to link the button graphic to the GA? :06:

If the own ship dial was stationary, we could maybe solve it by converting the GA pointer into a circular dial with a hole that shows the button and makes it available only when the dial comes to zero. But since the own ship dial also rotates, the pointer shows the zero GA in any part of it, so we would need to have the fire button rotate all around with it, which would be confusing :doh: and probably also impossible to do.

Hmmmmm another alternative, since the own ship must somehow point close to the target line of sight (Top of own ship dial) could be to have the ownship dial be larger and hide the fire button until the own ship dial aims close to the line of sight ... say some 45º either side :hmmm:

But again we would stumble against the same problem, i.e. we would be free to shoot any moment with an instant-GA update on the fly insde those -/+ 45º :damn:

Not to mention that I absolutely lack the skills for modifying the menu.ini to do the trick with the dials :shifty:

keltos01
01-13-11, 03:47 AM
side note :

isn't there a british sub in SH5 ? is it the U class ? maybe we could get its model and add it to WDAD ?

keltos

elanaiba
01-13-11, 03:58 AM
There is an U-class in SH5 but its exported as gr2 which sh4 can't read.

SH5 can read dat files but the reverse isn't true.

keltos01
01-13-11, 04:06 AM
There is an U-class in SH5 but its exported as gr2 which sh4 can't read.

SH5 can read dat files but the reverse isn't true.

too bad :(

well how's the Fruit machine going ? I will send you more data later today on how it works : got it from "one of our boats" by Edward Young.

regards

keltos

Gustav
01-13-11, 07:24 AM
Hi all,

It is so great to see this MOD 'out on the water', and so much interest in it! The submarine campaign of the Royal Navy is one of the most fascinating of the entire war, and sadly, one that is all too often overlooked neglected.

I hope to see this MOD grow from strength to strength and can't wait for the Mediterranean Campaign!

In the meantime, for those of you who would like to know more, may I suggest the following great books, some of which have already been mentioned:

"One of our Submarines" - Edward Young
"One Man Band" AKA "Submarine Commander" - Ben Bryant
"The Stick and the Stars" - William King
"The Hunting Submarine" - Ian Trenowden
"The Fighting Tenth" - John Wingate
"Surface" - Alexander Fullerton (fiction)
"The Waiting Game" - Alexander Fullerton (fiction)
"Submariner" - Alexander Fullerton (fiction)

and many many more for those who would look...

The books by Alexander Fullerton are truly excellent as he served in HM Submarines during the war and really captures the atmosphere, the boredom, excitement and terror of being a RN submariner during the war.

Enjoy the books and the MOD!

Cheers.

elanaiba
01-13-11, 09:29 AM
Good list! Writing down.

Already read "one of our submarines" some years ago, and today i finished "Unbroken: The story of a submarine".

I also have "Hero of the Upholder" waiting on the shelf... :)

sidslotm
01-13-11, 11:20 AM
side note :

isn't there a british sub in SH5 ? is it the U class ? maybe we could get its model and add it to WDAD ?

keltos


There is a U Class in WDAD that I found, conning and boat that are assigned to a NSS -s18 I believe, it looks like an unfinished project, by Lurker maybe. I have the obj file imported into 3dmax it looks really good.

I would really like to get a Med campaign up an running from Valetta with the UClass and Tclass from around June 1940 when Italy entered the war. There is so much online date about the RN submarine war in the Med that I can can't believe Ubi missed it as an Med missions add on. The only real issue as I see it is the lack of Italian war ships in the game, given that Italy had battleships, cruisers and over 100 submarines.

if anyone has idea's lets hear them please, I have made 2 small single missions but would like to take this a step further.

sid

keltos01
01-13-11, 11:32 AM
There is a U Class in WDAD that I found, conning and boat that are assigned to a NSS -s18 I believe, it looks like an unfinished project, by Lurker maybe. I have the obj file imported into 3dmax it looks really good.

I would really like to get a Med campaign up an running from Valetta with the UClass and Tclass from around June 1940 when Italy entered the war. There is so much online date about the RN submarine war in the Med that I can can't believe Ubi missed it as an Med missions add on. The only real issue as I see it is the lack of Italian war ships in the game, given that Italy had battleships, cruisers and over 100 submarines.

if anyone has idea's lets hear them please, I have made 2 small single missions but would like to take this a step further.

sid

i thought he was going to add it as a playable unit.. guess he didn't have time to then.

If you want I can do it, just send the files over ;)

then we can work our magic !

I still havent heard from JU_88's new high poly T class :(

but with help and a lot of faith we might get something akin to a fruit machine ! in that case it's really worthwhile to pursue a RN operations mod, either far east or against schooners in the med ;)

plus the fruit machine sounds a lot like a jap tdc....

keltos

Hitman
01-13-11, 01:01 PM
Already read "one of our submarines" some years ago, and today i finished "Unbroken: The story of a submarine".

Exactly those two I already readed, now trying to get for a reasonable price the one from Ben Bryant :wah:

The only real issue as I see it is the lack of Italian war ships in the game, given that Italy had battleships, cruisers and over 100 submarines.

There are literally dozens of italian warships done for SH3-GWX, seek the permissions to convert them and you are ready to go :up:

with help and a lot of faith we might get something akin to a fruit machine ! in that case it's really worthwhile to pursue a RN operations mod, either far east or against schooners in the med ;)

That's the main issue for me, once you understand how the fruit machine worked you can understand how much different was the birtish approach to a target and the tactics to sink them. The need to shoot with zero or rarely 90º GA determined most of what could and could not be done, etc.

I can't stop scratching my head to find a solution for this, would be a shame to let it in this state with just a graphic workover ...

Chuck Belov
01-13-11, 01:15 PM
I think the SOM Group have made a U-Class, it's available on the downloads section of their site http://www.six-oceans.ru

Hitman
01-13-11, 01:18 PM
I think the SOM Group have made a U-Class, it's avaiable on the downloads section of their site http://www.six-oceans.ru (http://www.six-oceans.ru/)

It's already in WDAD, and it looks superb :up:

Chuck Belov
01-13-11, 01:22 PM
good to know, thanks for continuing with this mod it's really great to have the British subs. :up: I've watched We Dive at Dawn too many times...

keltos01
01-13-11, 02:08 PM
It's already in WDAD, and it looks superb :up:

:oops::oops:

I only played the T...

opened the mod and saw all the boats :o

wow !

keltos

keltos01
01-13-11, 05:35 PM
:nope: where is the U Class boat ? I can only play the T (which I love btw)

keltos

sidslotm
01-14-11, 12:18 PM
Thought you'd be interested in these pictures of the U Class.


http://img233.imageshack.us/img233/4002/hmsurge.jpg

http://img155.imageshack.us/img155/6612/hmsurgebow.jpg

I have been working on a mission based out of Valetta when I surfaced with this beaut on way to the Taranto Bay for spying duties. I very pleased that this worked but my mission plan sunk and has to be re-written.

"Should get ya juices flowin"

sid

keltos01
01-14-11, 12:18 PM
Here is the U Class sub(model : SOM Group - Russia) playable in We Dive At Dawn

http://img375.imageshack.us/img375/5145/uclasssubloadout1.jpg (http://img375.imageshack.us/i/uclasssubloadout1.jpg/)


http://img263.imageshack.us/img263/7587/uclasssub.jpg (http://img263.imageshack.us/i/uclasssub.jpg/)
tower :

http://img402.imageshack.us/img402/7030/uclasssubtower.jpg (http://img402.imageshack.us/i/uclasssubtower.jpg/)

tub :

http://img339.imageshack.us/img339/1199/uclasssubbridge.jpg (http://img339.imageshack.us/i/uclasssubbridge.jpg/)

http://img689.imageshack.us/img689/8482/uclasssubtub.jpg (http://img689.imageshack.us/i/uclasssubtub.jpg/)

torpedo loadout:

http://img412.imageshack.us/img412/4995/uclasssubloadout.jpg (http://img412.imageshack.us/i/uclasssubloadout.jpg/)


Actually the U Class sub files were there, I know Lurker planned to include it in the mod, I guess he forgot to make it campaign playable, I wanted to be able to play as the U !

so now we have what looks like the making of a mega british campaign mod
:D




load the patch last with jsgme as it corrects the campaign.upc and flotilla.upc


download :

http://www.mediafire.com/file/cz92lhgi7scf...00_Patch%20k.7z (http://www.mediafire.com/file/cz92lhgi7scfqcq/WDAD_V100_Patch%20k.7z)


Enjoy !

keltos

sidslotm
01-14-11, 01:42 PM
Yeah, I love that idea and the Uclass is well suited for a Med campaign

keltos01
01-14-11, 02:33 PM
Yeah, I love that idea and the Uclass is well suited for a Med campaign

yep !

but I can't write a campaign....

never could..


keltos

keltos01
01-15-11, 09:16 AM
I've had remarks pn the french forum about the lack of targets in WDAD, and the mod being a fast sloppy work...

I haven't played it enough to judge, any comments ?

regards

keltos

sidslotm
01-15-11, 10:53 AM
I suppose that the the big mega-mods are hard to beat, the quality of mod work here is outstanding to say the least. WDAD may not have generated enough attention to get peoples juices flowing at the possiblities. A Med campaign would have been a better theatre than the far east if only because it was so desperate for the British just to survive in 1940/41.

The Med campaign in some ways was the most important campaign of the war for Britian, the peoples of Malta bore the brunt of two armies when Britian refused to lay down and not walk quietly into the night (extract from Independance day) :D as the armies of Germany and Italy tried to bomb and blast the peoples of Valetta into oblivion and failed.

It would be cool to get that new T Class up and running.

sid

Hitman
01-15-11, 01:54 PM
Lurker started with the Pacific both because it became an importan theatre for the british but mainly because a big part of the work (Japanese units, some traffic, etc) was already done.

WDAD is a WIP and wasn't finished because Lurker apparently quit. The quality of his work with Operation Monsoon and Run Silent, Run Deep shows clearly how good his "finished" work is. :up:

sidslotm
01-15-11, 04:42 PM
WDAD is a WIP and wasn't finished because Lurker apparently quit. The quality of his work with Operation Monsoon and Run Silent, Run Deep shows clearly how good his "finished" work is


I agree with you completely.

Your never really know how skilled and difficult game making (modding) is until you have ago at the modding yourself.

sid

keltos01
01-15-11, 05:14 PM
I know how hard it is... first hand experience...

could someone take a look at the campaign layers please ?

ocean's a big empty place for the first two missions I did.. :(

I know there are only 2 missions per base ?

keltos

sidslotm
01-16-11, 04:26 AM
Hi all

Taranto Bay destruction.


http://img200.imageshack.us/img200/7979/thesinking.png

sid

keltos01
01-16-11, 06:30 AM
lloks like the med, smells like the med.. must be ;)

nice sid !

sidslotm
01-17-11, 07:27 AM
could someone take a look at the campaign layers please ?


I have been looking into this and made a start making random layers in and around Italy for warship patrols in 1940. Lurker really had the hang of this :) so I have decided to imitate his fine example and see how far I will get. I already set the zones within the midmed area which will base the campaign on Malta for the start. I have'nt yet sussed how to save a this type of layer so the puter will be left on for the duration, heh.

Did you get a chance to try that beta mission I sent you Keltos, any coments?

sid

keltos01
01-17-11, 02:01 PM
I have been looking into this and made a start making random layers in and around Italy for warship patrols in 1940. Lurker really had the hang of this :) so I have decided to imitate his fine example and see how far I will get. I already set the zones within the midmed area which will base the campaign on Malta for the start. I have'nt yet sussed how to save a this type of layer so the puter will be left on for the duration, heh.

Did you get a chance to try that beta mission I sent you Keltos, any coments?

sid

will do tomorrow night, I'll have some time then

regards

keltos

keltos01
01-18-11, 01:51 PM
sid knows where ;)

http://img203.imageshack.us/img203/986/79424927.jpg (http://img203.imageshack.us/i/79424927.jpg/)
a sub chaser dropped dcs.. so I attacked !

http://img502.imageshack.us/img502/8878/1000y.jpg (http://img502.imageshack.us/i/1000y.jpg/)

http://img521.imageshack.us/img521/7393/14586829.jpg (http://img521.imageshack.us/i/14586829.jpg/)

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


as in RL most shots I took here were between 500 and 1500 yards !

:)

gun action :

http://img812.imageshack.us/img812/9020/gunaction.jpg (http://img812.imageshack.us/i/gunaction.jpg/)

http://img7.imageshack.us/img7/6932/88072219.jpg (http://img7.imageshack.us/i/88072219.jpg/)


beautiful refit by SId !

btw I read that British boats sent to the Far East were painted green

ok so we have T class, U Class, can anyone make the S class (Young's boat) ?

keltos

ps just read in "one of our submarines" that Young took a 5000 y (full salvo of 6 fish, two hits) shot and sank a 3500t ship !

sidslotm
01-19-11, 10:27 AM
Hi
anyone if this kind of boats grouping can be achieved in SH4
seems to me the waypoint limitation of distance from an object
gets in the way or is there a work-around


http://img27.imageshack.us/img27/4892/boatsinmalta.jpg

sid

keltos01
01-19-11, 01:41 PM
http://img267.imageshack.us/img267/9152/1copertina11.jpg (http://img267.imageshack.us/i/1copertina11.jpg/)



there should be two sides to this campaign too :

IJN from Penang/UK from Trincomalee

Italian from ?/ uk from malta

I want to have this sub :

http://www.maricosom.net/almanacco/sommergibili_della_regia_marina/r._smg._marcello_1942.html

keltos

The IJN had at least one Italian Submarine on its roster :yep:

keltos

http://img402.imageshack.us/img402/8027/sommergibiliitaliani.gif (http://img402.imageshack.us/i/sommergibiliitaliani.gif/)

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

keltos01
01-19-11, 03:33 PM
http://img96.imageshack.us/img96/9097/sclasssub.jpg (http://img96.imageshack.us/i/sclasssub.jpg/)

Armament:
6 × 21 in (533 mm) torpedo tubes (http://en.wikipedia.org/wiki/Torpedo_tube) - 4 bow internal, 2 bow external (first group only)-
8 - 10 torpedoes (http://en.wikipedia.org/wiki/Torpedo)
1 × 3 in (76 mm) gun (http://en.wikipedia.org/wiki/QF_3_inch_20_cwt)

U Class (now ingame)

http://www.secondworldwar.org.uk/britsubs2.html

http://img443.imageshack.us/img443/1264/sboats3018.jpg (http://img443.imageshack.us/i/sboats3018.jpg/)

http://img152.imageshack.us/img152/9420/800pxhmsstorm.jpg (http://img152.imageshack.us/i/800pxhmsstorm.jpg/)



Storm

Armament: six forward 21-inch (533 mm) torpedo tubes
twelve torpedoes
one three-inch (76 mm) gun (http://en.wikipedia.org/wiki/QF_3_inch_20_cwt)
one .303-calibre machine gun

S Class

http://www.otwdesigns.com/S_Class/S_Class.htm



has anyone the S type (British) 3d model ?

they were in the Far East along with the T Class


http://en.wikipedia.org/wiki/British_S_class_submarine_%281931%29

keltos

keltos01
01-19-11, 05:30 PM
SH5 U Class model in SH3 and soon in SH4 !


Hi folks,

using “privateer’s” wonderful “Exporter Tool”, it is possible to extract the OBJ from the GR2 files. Thanks again, “privateer”

The next steps are AI subs from SH5. First one, ready to use within SH3, is the British “U-Class” submarine (Undine/Umpire):


http://www.mediafire.com/imgbnc.php/3a1bbd61ff8b38d93e021958c8b99c0d6g.jpg


http://www.subsim.com/radioroom/showthread.php?p=1516968

keltos01
01-20-11, 10:37 AM
http://img508.imageshack.us/img508/6899/sclass.jpg (http://img508.imageshack.us/i/sclass.jpg/)

S Class submarine

keltos01
01-20-11, 10:45 AM
http://img714.imageshack.us/img714/7907/uclass.jpg (http://img714.imageshack.us/i/uclass.jpg/)


http://www.flickr.com/photos/daviddb/3109493815/

http://img543.imageshack.us/img543/7907/uclass.jpg (http://img543.imageshack.us/i/uclass.jpg/)

above : WDAD U Class submarine

below : SH5 U Class submarine

why ? because there were two types !

The first three boats, HMS Undine (http://en.wikipedia.org/wiki/HMS_Undine_%28N48%29), HMS Unity (http://en.wikipedia.org/wiki/HMS_Unity_%28N66%29), and HMS Ursula (http://en.wikipedia.org/wiki/HMS_Ursula_%28N59%29) were ordered in 1936, and during construction were modified to accommodate four internal and two external bow torpedo tubes (http://en.wikipedia.org/wiki/Torpedo_tube).

They proved to be useful warships in the confined waters of the North Sea (http://en.wikipedia.org/wiki/North_Sea) and particularly in the Mediterranean (http://en.wikipedia.org/wiki/Mediterranean). A further 34 vessels, forming the third group, were ordered in 1940 and 1941. They were similar to the second group, but were lengthened by 5 feet to provide a more streamlined shape. All but two of the 49 boats built were constructed by Vickers-Armstrong; the exceptions were HMS Umpire (http://en.wikipedia.org/wiki/HMS_Umpire_%28N82%29) and HMS Una (http://en.wikipedia.org/wiki/HMS_Una_%28N87%29), both built at Chatham Dockyard. The submarines were powered by Paxman (http://en.wikipedia.org/wiki/Paxman_%28engines%29) diesels generating 615 bhp (460 kW) and electric motors (http://en.wikipedia.org/wiki/Electric_motors) that could put out 825 shp (615 kW) giving a surface speed of 11.25 knots (21 km/h) and a submerged speed of 10 knots (19 km/h) .http://en.wikipedia.org/wiki/British_U_class_submarine

here is upholder :

http://img33.imageshack.us/img33/2850/hmsupholder.jpg (http://img33.imageshack.us/i/hmsupholder.jpg/)

HMS Upholder

Armament: 4 bow internal 21 inch torpedo tubes, 2 external
10 torpedoes
1 - 3 inch gun

One of the most famous U-class submarines was HMS Upholder (http://en.wikipedia.org/wiki/HMS_Upholder_%28P37%29), commanded for its entire career by Lieutenant-Commander (http://en.wikipedia.org/wiki/Lieutenant-Commander) Malcolm Wanklyn (http://en.wikipedia.org/wiki/Malcolm_David_Wanklyn). Wanklyn received a Victoria Cross (http://en.wikipedia.org/wiki/Victoria_Cross) for attacking a well-defended convoy (http://en.wikipedia.org/wiki/Convoy) on 25 May 1941 and sinking an Italian liner (http://en.wikipedia.org/wiki/Ocean_liner), Conte Rosso. In her 16 month operational career in the Mediterranean, before she was sunk in April 1942, Upholder carried out 24 patrols and sank around 119,000 tons of Axis ships – 3 U-boats, one destroyer, 15 transport ships and possibly a cruiser and a destroyer. Losses in this group were high, however. Only three out of the twelve survived the war.http://en.wikipedia.org/wiki/British_U_class_submarine



so should we make two types in WDAD ?

the model from SH5 is the first type with 6 bow tubes including 2 external

the model from WDAD is the later type with 4 bow tubes.


keltos

more pictures :

http://commons.wikimedia.org/wiki/Category:British_U_class_submarine

EzioAuditore
01-20-11, 10:57 AM
http://img714.imageshack.us/img714/7907/uclass.jpg (http://img714.imageshack.us/i/uclass.jpg/)


http://www.flickr.com/photos/daviddb/3109493815/

http://img543.imageshack.us/img543/7907/uclass.jpg (http://img543.imageshack.us/i/uclass.jpg/)

above : WDAD U Class submarine

below : SH5 U Class submarine

why ? because there were two types !


http://en.wikipedia.org/wiki/British_U_class_submarine

here is upholder :

http://img33.imageshack.us/img33/2850/hmsupholder.jpg (http://img33.imageshack.us/i/hmsupholder.jpg/)

HMS Upholder

Armament: 4 bow internal 21 inch torpedo tubes, 2 external
10 torpedoes
1 - 3 inch gun

so should we make two types in WDAD ?

the model from SH5 is the first type with 6 bow tubes including 2 external

the model from WDAD is the later type with 4 bow tubes.

Well its nice and i love it to play 2 types.Around 1940-42 i would play SH5 U-class and later years(43-45) WDAD class
Its matter if any modder have time to put it in

keltos01
01-20-11, 11:02 AM
I have started a patch for WDAD to originally change the type with SH5 model but now that I know there were two types ...

I will make a clone of the U Class and give it its SH5 name Undine.

So we'll have the T, two U, missing the S ;)

keltos

EzioAuditore
01-20-11, 11:09 AM
Keltos01,
In your SH5 U-class picture it has AA gun will it have any .50 cal or Vickers machine gun?

keltos01
01-20-11, 11:46 AM
There should be a .303 machine gun, but here we'll settle for the .50

k

keltos01
01-20-11, 12:14 PM
Undine ingame ;)

still some work to be done though... as always :88)

http://img441.imageshack.us/img441/2676/undineclass.jpg (http://img441.imageshack.us/i/undineclass.jpg/)

http://img228.imageshack.us/img228/8383/76029577k.jpg (http://img228.imageshack.us/i/76029577k.jpg/)

http://img521.imageshack.us/img521/3345/23115386.jpg (http://img521.imageshack.us/i/23115386.jpg/)
love that hatch !


keltos

Hitman
01-20-11, 12:47 PM
Nice camouflage Keltos ;)

TorpX
01-20-11, 07:59 PM
The problem is that skippers either used 0 or 90, not intermediate angles. The british TDC could not update Gyro Angles "on the fly", instead they were set manually into the torpedo, and by default it was 0º. This is the reason why the captain asked for an attack course and the officer operating the TDC answered with the correct one. The Torpedo was not changed to aim at the target, instead it was the whole submarine what moved to aim at the enemy AFTER the captain had chosen the Gyro Angle he wanted to shoot with (Which was either 0 or 90º for simplicity purposes)!

In the sim right now the Torpedo's Gyro Angle is updated constantly, allowing you to shoot in any moment instead of waiting at the correct course for the precise angle, which is what british submariners did. And if they missed the exact moment to shoot their whole setup was ruined, something that won't happen right now because the Torpedo Gyro Angle will be updated by the TDC...

The problem is that we still need the TDC to calculate the lead angle for us, and it will not do it with a fixed angle torpedo, because in that case the Gyro Angle pointer becomes locked. We could use a printed table for easy 90º track angle shots, but that would mean that only being perpendicular to the target is valide for getting a correct solution, which is even more limited than what british submarines could do! And the utility of the TDc would be limited to somehow check the accurancy of your estimations. I'm afraid we are screwed :dead:


Hello Hitman and all,
I haven't played WDAD, but have been reading the thread because I had read a little about the "fruit machine" some time ago and thought it was very interesting.


I'm not sure how you want to model the fruit machine, but if knowing the lead angle for for firing is the only thing holding you up, I can help you out. I worked out the necessary equations for a zero gyro-angle firing solution since I like to play the S-boats this way (and a 90 deg. track is not required). Any calculator with trig functions will suffice.

keltos01
01-21-11, 04:16 AM
http://img833.imageshack.us/img833/9348/rsmgadua.jpg (http://img833.imageshack.us/i/rsmgadua.jpg/)



http://img513.imageshack.us/img513/9387/250pxsommergibileadua.jpg (http://img513.imageshack.us/i/250pxsommergibileadua.jpg/)
http://it.wikipedia.org/wiki/Classe_Serie_600_-_Adua_%28sommergibile%29


rowi58 sent me the files, so maybe we could have two sides to this campaign ?

http://img88.imageshack.us/img88/5250/adua.jpg (http://img88.imageshack.us/i/adua.jpg/)
JU_88 and Ref 3d model

Adua Submarine (59 subs built)

Profondità operativa 80 m (http://it.wikipedia.org/wiki/Metro)


Propulsione motore diesel da 1.400 CV (http://it.wikipedia.org/wiki/Cavallo_vapore)

elettrico da 800 CV Velocità in superficie: 14 nodi (http://it.wikipedia.org/wiki/Nodo_%28unit%C3%A0_di_misura%29) (26 km/h)

in immersione: 7,5 nodi (http://it.wikipedia.org/wiki/Nodo_%28unit%C3%A0_di_misura%29) (13,9 km/h (http://it.wikipedia.org/wiki/Chilometro_orario))

Autonomia 3.180 mn (http://it.wikipedia.org/wiki/Miglio_%28unit%C3%A0_di_misura%29)

Armamento siluri (http://it.wikipedia.org/wiki/Siluro):


4 tubi lanciasiluri da 533 mm a prora
2 tubi lanciasiluri da 533 mm a poppa
1 cannone da 100/47 (152 colpi)
2 mitragliere singole da 13,2 mm (3.000 colpi)
6 siluri
Alcune unità furono modificate con l'aggiunta di 4 siluri a lenta corsa (http://it.wikipedia.org/wiki/Siluro_a_lenta_corsa) maiali


torpedoes :

Si otteneva una corsa di 4.000 metri a 50 nodi, o una corsa doppia riducendo la velocità a 40 nodi. Direzione (angolazione) e profondità erano regolabili prima del lancio. Un giroscopio garantiva che venissero mantenute durante la corsa. Il siluro aveva un diametro standard di 533 millimetri (450 per le versioni precedenti, più piccole) e una lunghezza tra 6,50 e 7,20 metri. La carica esplosiva era di 250-270 chili, attivata da acciarini universali a pendolo, ovvero azionati dall’urto contro il bersaglio.
http://www.trentoincina.it/mostrapost.php?id=199

http://it.wikipedia.org/wiki/Silurificio_Whitehead_di_Fiume_S.A.

keltos

keltos01
01-21-11, 05:15 AM
Waiting from Elanaiba to see if we can actually use the U Class from SH5 without infringing on copyrights.

in the meantime I made doors for that particular boat :

http://img441.imageshack.us/img441/674/uclassdoors.jpg (http://img441.imageshack.us/i/uclassdoors.jpg/)

http://img545.imageshack.us/img545/6322/uclassdoors2.jpg (http://img545.imageshack.us/i/uclassdoors2.jpg/)

I also removed the scopes and split the back plane from the hull as well as the bowplanes.

keltos

Gustav
01-21-11, 06:24 AM
This is truly spectacular work guys. Well done! This mod seems to be building momentum daily.

The addition of more British submarine types, and indeed some Italian boats will add immensely to the depth of the Mediterranean campaign.

Don't forget that it wasn't just the U, S & T classes that took part in the war, but also the H, L, O, P, R & V Classes.

:arrgh!: