View Full Version : [REL] Kingfisher class coastal escort
the_frog
10-26-14, 06:01 AM
Hello,
here's the model of a small class of 9 escort vessels built in the late 1930s, neither particular important nor particular successful, but kind of pretty:
https://www.mediafire.com/convkey/dcb4/jj0ii1wscuqxf976g.jpg
https://www.mediafire.com/convkey/c61a/cghgp9u42p6krc86g.jpg
DL: http://www.mediafire.com/download/5fespcbk4e5027q/NPC_Kingfisher.zip
Please note: when installing one of my ship models, make sure the newest one is installed last; that is is especially important for the Royal Navy ships because of the evolution of the respective library files.
Please also note: the model comes plain, with no campaign files; that means the ships will only show up in game as result of generic class type entries (= seldom). Frequent sighting can be achieved by editing the campaign files, however, all big mods use different campaign files ...
Happy hunting :sunny:
the Frog
iambecomelife
10-26-14, 06:07 AM
Meticulously detailed, as usual! Love your work. The lookouts stationed on the bridge with binoculars are a nice touch.
Ahnenerbe
10-26-14, 07:25 AM
the Frog, as usual awesome work. Thanks for the replenishment fleet with new models and forward the following works.
Good luck
++Ahnenerbe++
Sailor Steve
10-26-14, 07:58 AM
Beauty! :/\\k:
fsaconi
10-26-14, 10:59 AM
Nice ship, great in the details.
Greetings,
fsaconi
Aktungbby
10-26-14, 11:31 AM
Great stuff! http://www.sherv.net/cm/emoticons/hello/waving-hat-smiley-emoticon.gif
Jeff-Groves
10-26-14, 03:49 PM
Nice Bridge there Mate.
Where have I seen one like that before? Oh ya!
http://i108.photobucket.com/albums/n12/privateer_2006/Bathurst_2010.jpg~original
:03:
the_frog
10-26-14, 05:39 PM
@Jeff:
right, the British and Dominion naval architects often recycled successful designs but never without modifications :D. That makes modelling British and Domnion ships so interesting but also a bit painful :yeah:
@everyone else:
thanks for the kind words :salute:
Jimbuna
10-27-14, 06:59 AM
Yep I like that :cool:
JapLance
10-29-14, 04:07 AM
Nice ship that I didn't know of until now, and a beautiful rendition, as usual :up::up:.
Missing Name
10-29-14, 12:47 PM
You still haven't answered whether I can marry you or not, from all the previous threads you posted new ships.
Marry me.
Jeff-Groves
10-29-14, 02:24 PM
Nice ship that I didn't know of until now, and a beautiful rendition, as usual :up::up:.
If you mean the Bathurst image I posted?
I sent all my stuff to the_frog.
I asked him to complete it.
:yeah:
Leitender
10-29-14, 06:15 PM
Hi The_Frog,
wonderful model, as always. In the meantime I´ve read several sources stating that type 290/291 arials were revolving although I´ve never seen an antenna beeing NOT directed straight ahead.
Do you see a possibility to get that antenna spinning?
Best wishes
the_frog
10-30-14, 04:03 PM
@jeff:
I assume, Jimbuna was refering to the Kingfishers, which were a rare breed.
@leitender:
What I read, the 290/291 aerial was pivotable, which could mean it was not permantently rotating but directed towards an object when detected. That may explain why there are no pictures of ships with rotated aerials.
Of course, it is possible to do rotating aerials or aerials pointing at detected targets. I did that with different devices (e.g., ZH1's FuMO, directors). It's just that I do not want to have the 290/291 aerials rotating :03:
Of course, it is possible to do rotating aerials or aerials pointing at detected targets.
Hi the_frog,
can you please give me a hint where you have implemented rotating elements and where elements pointing at detected targets?
BTW, would it be possible to have blinking lights on ships?
Regards, LGN1
sailor_X
10-31-14, 03:47 PM
Hi frog, thanks for the new model :up: I made a testing mission to see how this model act in action. Perhaps it might just be at my end, but all the time when I'm at pericope depth Kingfisher does not make an attack run.
When I'm at dead stop and at periscope depth it keeps pinging and circle around, only when I dive deeper Kingfisher makes an attack run straight above me. I wonder what it is :hmmm:
the_frog
10-31-14, 05:27 PM
Hello, the vessel has ASW sensors and devices in line with other SH3 escorts. So, I have no idea what that could be. Perhaps a mod soup issue?
iambecomelife
10-31-14, 06:12 PM
Hi the_frog,
can you please give me a hint where you have implemented rotating elements and where elements pointing at detected targets?
BTW, would it be possible to have blinking lights on ships?
Regards, LGN1
You can implement rotating objects using the "watchman" function in S3ditor. It's basically the same thing that causes your watch crew to scan predetermined arcs. You can adjust rotation speed and arc of movement very easily.
sailor_X
11-01-14, 02:04 AM
Hello, the vessel has ASW sensors and devices in line with other SH3 escorts. So, I have no idea what that could be. Perhaps a mod soup issue?
Well I made another test mission with Kingfisher and Tribal class DD. Tribal attacked me in persicope depth without question. So I asume there is something with Kingfishers alone ?
P.S. I also noticed that Kingfisher sinks together with visible crew on their duty places.
the_frog
11-01-14, 05:13 AM
@Sailor_X:
The Tribals have about the same ASW sensor layout as the Kingfishers ... the difference is the Tribals are class 4 (destoyer) and the Kingfishers are class 1 (corvette).
I guess the bridge crew is on post while sinking? That likely means the lookouts.sim is not installed. Did you install older ships, e.g., the Tribals, after the Kingfishers?
@iambecomelife:
Right, the "watchman" controller is one option; I prefer KeyFrameAnimation for rotating objects and Gun controllers for gunnery directors :yep:
Whatever pathway used, all require having the device in question as separate 3D object. I guess that's the major obstacle for Leitender.
Hi the_frog,
thanks, I have studied the KeyFrameAnimation for the FuMo of the ZH1 ship. Very nice. I always learn something new :yep:
Concerning the gun controller: can you please give me a hint where you have implemented this so I can study it? That would be great!
Cheers, LGN1
PS: I'm wondering whether a blinking light could be realized by rotating an object with an opening around a light source? Has anyone tried something like that before?
the_frog
11-01-14, 09:15 AM
Hello LGN1,
the Gun controllers are usually in the *.sim file. Directors can be simulated by defining them as Guns (including the barrel) and giving that gun shells without tracer and effect. Some bigs mods have such shells. Alternatively, a shell ID poinitng to no item at all can be used. However, a certain number of shells should be defined since the type of shell defines the type of targets the directors picks up. Note: Gun-type items (definition in the gun controller) do not fire at planes if no AA ammo is defined; AA Guns-type items do fire at planes with whatever ammo is there.
As reference for surface target directors, search the ID of ZH1's gunnery director in the respective *.sim. As reference for dual-purpose directors, you may check the RN destroyers with HA/LA director I did.
For blinking lights, use the fireship (you find it in all Big Mods) by Antvart as reference.
sailor_X
11-01-14, 02:49 PM
[QUOTE=the_frog;2257262]@Sailor_X:
The Tribals have about the same ASW sensor layout as the Kingfishers ... the difference is the Tribals are class 4 (destoyer) and the Kingfishers are class 1 (corvette).
I guess the bridge crew is on post while sinking? That likely means the lookouts.sim is not installed. Did you install older ships, e.g., the Tribals, after the Kingfishers?
I merged all your ships into one big mod by making updates of Library files from the latest release. I used to delete lookouts.sim and Shells_SB.zon files because those two used to cause conflicts between other mods. Now I see that only Shells_SB.zon is causing conflict with "Unoficial rocket fix GWX 3.0" mod. So I will ty to use the mod wih lookouts.sim this time and see the results on my next test mission.
So I made another test mission with 3 corvettes: Kingfisher, Flower and Algerine. Flower and Algerine attacked me in periscope depth while Kingfisher was only circling around and pinging. How come this happens I still have no idea ?
the_frog
11-02-14, 02:15 AM
Sailor_X, Kingfischers and Algerines, at least at the time the Algerines show up, have same ASW layout. The major difference, as far as I remember, is the vertical position of the ASW sensors. I check that as soon I am back (I am on travel without modding stuff).
Leitender
11-02-14, 02:12 PM
@Sailor_X:
@iambecomelife:
Right, the "watchman" controller is one option; I prefer KeyFrameAnimation for rotating objects and Gun controllers for gunnery directors :yep:
Whatever pathway used, all require having the device in question as separate 3D object. I guess that's the major obstacle for Leitender.
Caught! :D
Thank you btw. for your explanation about the 290/291 antenna. That explains the difference between the writings and the pictures. Of course it´s not that important. It´s much more important :03:
Btw. I did exactly the same observations than sailor_X in a mission with a Flower Corvet and a Destroyer Escort (SH4 ship converted from trainer1942). While the Flower was attacking immediatly, the Destroyer Escort was not directly heading towards the boat but did only some circles, throwing DC´s rather far away. The Destroyer Escort was of type 3, Flower type 1. Both had the same crew rating. The flower was british, the DE was american. Silent Hunter still surprises the gamer. Sometimes.
the_frog
11-02-14, 03:29 PM
@sailor_X,
Leitender's hint to the erratic nature of effects made me think. You tested the 3 corvettes in one mission, right? What is the behaviour of the Algerine when tested alone?
Also, you may use S3D and place the H01 and N01 nodes of the Kingfisher a bit deeper. Changes in the attacking style would mean the ASW sensors need to be placed well down into the water. The performace of shallow DC sensors may depend on weather -- they might loose easier contact by coming out of the water under rough conditions (I testd the Kignfishers sub hunting capabilities in calm weather).
I have the same Problem of not attacking ships with the fast transport Clemson.
sailor_X
11-03-14, 12:43 AM
@The_Frog
Yes the latest test was to see how other corvettes act in attacking u-boat that is in periscope depth. Tested corvettes included Kingfisher, Flower and Algerine. I have not tested Algerine action alone yet, but I think I will do this tonight after work. Funny thing is that Kingfisher looks like he's about to engage in attack run, and then at about final moment he turns away and goes around and around me, even if I'm at dead stop. Tested weather conditions were fine: clear sky, exelent visibility, wind speed 5 km/h
@The_Frog
I have tested Algerine alone and it is acting OK. That means it came straight above me depth charging while I'm at pericope depth.
sailor_X
11-12-14, 01:57 PM
The_Frog, Hello ?
the_frog
11-18-14, 05:24 PM
Hello sailor_X,
did a few tests but couldn't reproduce your observation on my system. I have no idea what to do.
Jimbuna
11-19-14, 09:18 AM
He's gone and for a long time hopefully.
the_frog
11-19-14, 03:02 PM
Ah, thanks for letting me know; I didn't notice the change in icon & status :yep:
Jimbuna
11-20-14, 06:40 AM
No problem matey.
Awesome as always.
And nice detail on the Lookout. :D
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