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View Full Version : [WIP] Phalanx Mod


Snarf
05-20-14, 12:16 PM
I've started on a model for a Phalanx CIWS, hopefully I can get the whole thing up and running including the rotating barrel. This will be a fun mod to 'what if' your submarine, or maybe modernize a surface ship. It will fire the obligatory 3000 rounds of 20mm per minute, and have the same traverse and elevation speeds as well.

Progress:

-Model Base - Done
-Model Barrels - Done
-Model upper section including ammo drum - Done
-Add texture files - Very crude, done
-Create .dat .sim .cam files - Done
-Successfully load mod into game - Done

Sniper297
05-20-14, 05:44 PM
Forget that, wanna go really crazy replace the 20mm Oerlikons and 40mm Bofors with a 30mm GAU-8 Avenger. :rock:

http://en.wikipedia.org/wiki/GAU-8_Avenger

At 4000 rounds per minute you probably could sink the Yamato eating through armor like a swarm of high explosive termites.

Snarf
05-21-14, 04:44 PM
I think a Yamato's 16" of armor could absorb a full loadout of 30MM tungsten or DU rounds without significantly affecting the ship's seaworthiness, but it would certainly cut a destroyer right in half.

I am thinking of making a 40MM big brother to the Phalanx, you could probably rip a 10000 ton freighter or even a light cruiser in half with that.:yeah:

I'm halfway done with the base, I need to add the steps and access panels. The middle section and the upper R2D2 part should be a piece of cake. The barrels and the barrel support structure I think will be the tricky part.

After the Phalanx is done, I will start on a rail gun. That would certainly perforate a Yamato like a piece of cardboard.

joefremont
05-21-14, 10:35 PM
I am curious how much damage the rail gun would really do. I was quite disappointed when I heard it fired a 15kg solid kinetic projectile (no explosive charge). It might punch a nice hole in its armor but will do little else.

ETR3(SS)
05-22-14, 08:34 AM
Forget that, wanna go really crazy replace the 20mm Oerlikons and 40mm Bofors with a 30mm GAU-8 Avenger. :rock:

http://en.wikipedia.org/wiki/GAU-8_Avenger

At 4000 rounds per minute you probably could sink the Yamato eating through armor like a swarm of high explosive termites.
THIS!

Snarf
05-22-14, 08:57 AM
I am curious how much damage the rail gun would really do. I was quite disappointed when I heard it fired a 15kg solid kinetic projectile (no explosive charge). It might punch a nice hole in its armor but will do little else.
Well you punch a hole right through into the ammo magazine, and the ship is done for.

Snarf
05-28-14, 12:10 PM
Thanks to iambecomelife, I found out how to insert pictures into Wings 3d, and I started my model over. I have the base done (as accurately yet simple as possible) and I am working on the barrels. The radar housing (R2D2) and the cube that houses the gun should be very easy, then the ammo drum with feeding belt should be a little tricky. This will be a fun little toy when it's done:rock:

Snarf
05-30-14, 05:52 PM
Okay, I've reached the point that it's time to create my files in S3D.... I can do everything except animating the objects, I definitely need a little help here.:timeout:

Is there anyone with any experience with animating the objects who could help? I want to have the base rotate for the train, the middle/top rotate for the elevation, and the barrels to rotate as it fires. I've created separate object files for each of these items.

http://www.subsim.com/radioroom/attachment.php?attachmentid=1030&stc=1&d=1401490656

ETR3(SS)
05-31-14, 07:53 AM
I can't tell you how to do that but I can point you in the right direction. Take a look at the game files and how it handles the player usable guns.

Karle94
06-01-14, 08:33 PM
You do I know I already have a Phalanx in-game? It comes with the Arleigh Burke.

Snarf
06-02-14, 12:15 PM
That's nice to know, do you mind if I dissect your arleigh burke and see how the thing works? I still want to make my phalanx as a stand alone add on. I would like to make the Mk 45 5" gun available as a part of my deck gun mod (enabling fitment of many types of deck guns and turrets to the sub). I was going to model it myself too, but if you don't mind then I would just use yours (and credit you on it too of course).

I can't tell you how to do that but I can point you in the right direction. Take a look at the game files and how it handles the player usable guns.

I was trying to use as much of the 20mm oerlikon file as i could, but the train, elevation and barrel action take place at different parts, not to mention the phalanx barrels spin instead of recoil.

Snarf
06-03-14, 12:15 PM
I downloaded your arleigh burke and gave it a test drive, I like the extra selection of guns, do you mind if I make those available in my master deck gun mod?

I'm still going to make my phalanx model happen. I just need some insight as to how create the animations.

merc4ulfate
06-03-14, 03:15 PM
better remove all the fish to make room for all that ammo

Karle94
06-06-14, 05:22 PM
Disect it all you want. You dont need a rotating animation, if you have seven barrels, place them where each muzzle starts in the .dat file, the muzzle flashes will rotate, giving the impression of a rotating barrel. Silverwolf did make rotating gatling cannons, but they were rotating all the time. If you want animations, then that`s the way it have to be. And feel free to use any gun you want.

Snarf
06-06-14, 09:38 PM
I just got done building the .dat .sim and .cam and .upc files for my mod... I think i've worked out in S3D the whole rotating barrels and animations thing, but my mod doesn't seem to show up on the submarine selection screen in the game (normally a upc file problem). I used the same format for the UPC files as always, maybe I've named some parts wrong in the .dat file.
I built the .dat file from scratch using the 20mm oerlikon file as a template/guidline.

As far as making the barrel rotate when firing only, there should be a way to link the barrel rotation animation to the firing, just like the 40mm bofors barrel recoils when firing only.

As far as ammo storage goes Merc, I would imagine the sub could reasonably hold a full drum plus one full reload, 1350 rounds plus 1350 rounds. that would allow for a total of roughly 40 seconds of firing :O:, surely enough to save the sub from at least a half dozen planes, as long as the radar is tracking like a Phalanx should and not manned by a SH4 AI crewmember.

Karle94
06-07-14, 08:36 AM
If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.

Snarf
06-09-14, 12:14 PM
If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.

Well I added the crewmember and also a CTD at the same time. now it CTD's on the splash screen with the mod enabled. After the fact, I also found that my UPC file tree was missing a folder, but with not being able to get past the splash screen I cant see if that fixed my issue of not showing up in the office sub weapons screen.

As for radar targeting, I was never expecting to make that work, however, I might try making a crewmember special ability to increase gun accuracy as high as possible (similar to the battery recharge fix).

Karle94
06-09-14, 03:47 PM
There already is a special skill/perk that makes the gunner`s performance better.

Snarf
06-10-14, 12:12 PM
Yeah I know there is the tin can crossover, I will adjust the values until it reaches phalanx accuracy and add that to the mod.

Snarf
06-12-14, 08:10 PM
Okay, I fixed the CTD by removing the character animation and character instantiation but keeping the WM1 node.:up: Now I have a new set of problems. I have an uncontrolled animation, it just wants to rotate through the sequence over and over without any ability to control its movement.:down: The gun will not fire and not load ammo.:down: The good news is that it is there, I can go to the station and see it on the sub.:up: I think I need to scale it slightly larger, it looks slightly small next to the guy on watch.:hmmm: And lastly, I need to figure out how to get the texture to show up in game.
http://www.subsim.com/radioroom/attachment.php?attachmentid=1049&stc=1&d=1402622046

Snarf
06-12-14, 08:45 PM
Okay, one problem down, I fixed the mapping of the .sim file, that gave me the ability to load and fire the weapon... I need to re-map the camera node to point with the barrel

Snarf
06-13-14, 02:06 PM
I've fixed all the bugs with the exception of no spinning barrels:yeah: I haven't re-scaled it, but it fits nicely on the sub.

I added extra phalanx specific files to mimic higher penetrating modern rounds.

Everything works nicely, it looks decent (could use some texture and shading help) but it's not a black void anymore.

Time for initial release:rock: