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leadtail
03-20-15, 09:58 AM
I will use this thread to keep track of the ships I am making for iambecomelife World War I mod "Wolves of the Kaiser 1914-1918". All ships will be game read for SH4.

Anyone willing to help test and or provide fixes please contact me. I have a single mission with all game ready ships in it, and will update as I add ships.

Playable Units
1. Curie U14 (http://en.wikipedia.org/wiki/SM_U-14_%28Austria-Hungary%29) - in game
A. need to rework torp doors
B. needs wwi era torpedo model (done but needs input into game, need to talk to iambecomelife about which one to replace or if existing one is good enough to use)
C. needs in game torpedo model for external torpedo to show then disappear when fired and not to reload
D. tune texture color of blue
E.needs proper deck gun

2. U5 Class (http://en.wikipedia.org/wiki/U-5-class_submarine_%28Austria-Hungary%29) - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - needs proper deck gun
E. Eqp, Cfg, roster files. - Done!
F. bug - 3 torpedoes showing in storage when only two are in the sim file, any ideas anyone?
3. UBI - not started, iambecomelife do you have this already underway, and do you need help with game files?
4. UBII - not started, iambecomelife do you have this already underway, and do you need help with game files?

Enemy Units

French
Battleships:
1. Courbet Class (http://en.wikipedia.org/wiki/Courbet-class_battleship) - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - Done!
E. Eqp, Cfg, roster files. - Done!
F. Recognition manual pic - Done!

2. Danton Class (http://en.wikipedia.org/wiki/Danton-class_battleship) - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - Done!
E. Eqp, Cfg, roster files. - Done!
F. Recognition manual pic - Done!

3. Suffren (http://en.wikipedia.org/wiki/French_battleship_Suffren) -
A. 3D - Done
B. Texture - UV mapped
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

4. Charlemagne Class (http://en.wikipedia.org/wiki/Charlemagne-class_battleship) -
A. 3D - done
B. Texture - UV mapped
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

5. Liberté class (http://en.wikipedia.org/wiki/Libert%C3%A9-class_battleship) -
A. 3D - started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

6. Bretagne Class (http://en.wikipedia.org/wiki/Bretagne-class_battleship) - A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started


Cruisers
1. Léon Gambetta Class (http://en.wikipedia.org/wiki/L%C3%A9on_Gambetta-class_cruiser) - 3D started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

2. Amiral Charner Class (http://en.wikipedia.org/wiki/Amiral_Charner-class_cruiser) - 3D started
A. 3D - Done
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

3. Dupleix Class (http://en.wikipedia.org/wiki/Dupleix-class_cruiser) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

4. Chateaurenault (http://en.wikipedia.org/wiki/French_protected_cruiser_Ch%C3%A2teaurenault) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

5. Jules Michelet (http://en.wikipedia.org/wiki/French_cruiser_Jules_Michelet) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

6. Ernest Renan (http://en.wikipedia.org/wiki/French_cruiser_Ernest_Renan) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

7. Edgar Quinet (http://en.wikipedia.org/wiki/Edgar_Quinet-class_cruiser) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

8. Jeanne d'Arc (http://en.wikipedia.org/wiki/French_cruiser_Jeanne_d%27Arc_%281899%29) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

9. Jurien de la Gravière (http://en.wikipedia.org/wiki/French_cruiser_Jurien_de_la_Gravi%C3%A8re) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started


Destroyers
1. Bisson Class (http://en.wikipedia.org/wiki/Bisson-class_destroyer) - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - Done!
E. Eqp, Cfg, roster files. - Done
F. Recognition manual pic - Done!

2. Bouclier Class (http://en.wikipedia.org/wiki/Bouclier-class_destroyer) - started
A. 3D - started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

3. Branlebas Class (http://en.wikipedia.org/wiki/Branlebas-class_destroyer) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

4. Chasseur Class (http://en.wikipedia.org/wiki/Chasseur-class_destroyer) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

5. Framée Class (http://en.wikipedia.org/wiki/Fram%C3%A9e-class_destroyer) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

6. Arquebuse Class (http://en.wikipedia.org/wiki/Arquebuse-class_destroyer) - not started
A. 3D - not started
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started


Italian: - needs drawings for most of these
Battleships
1. Regina Margherita Class (http://en.wikipedia.org/wiki/Regina_Margherita-class_battleship) - not started
2. Cavour Class (http://en.wikipedia.org/wiki/Conte_di_Cavour-class_battleship) - not started

Cruisers:
1. Giuseppe Garibaldi Class (http://en.wikipedia.org/wiki/Giuseppe_Garibaldi-class_cruiser) - not started
2. Pisa Class (http://en.wikipedia.org/wiki/Pisa-class_cruiser) - not started
3. Umbria Class (http://en.wikipedia.org/wiki/Italian_cruiser_Umbria) - not started

Destroyers:
1. Nembo Class (http://en.wikipedia.org/wiki/Nembo-class_destroyer) - not started
2. PN class Torpedo Boat - not started
3. Indomito Class (http://en.wikipedia.org/wiki/Indomito-class_destroyer) - not started
4. Sirio Class Torpedo Boat (http://en.wikipedia.org/wiki/Sirio-class_torpedo_boat) - not started
5. Audace class - not started
6. Pegaso Class Torpedo Boat (http://en.wikipedia.org/wiki/Pegaso-class_torpedo_boat) - not started
7. La Masa class - not started
8. Soldati Class (http://en.wikipedia.org/wiki/Soldato-class_destroyer)Soldati class - not started

Misc.
1. Drifter boats -
A. 3D - Done
B. Texture - not started
C. dat, sim, zone, dsd files - not started
D. guns.dat files - not started
E. Eqp, Cfg, roster files. - not started
F. Recognition manual pic - not started

2. Armed Steam Trawler - In Game!
A. 3D - Done
B. Texture - Done
C. dat, sim, zone, dsd files - done
D. guns.dat files - done
E. Eqp, Cfg, roster files. - done
F. Recognition manual pic - done

3. French cargo of 2475 tons - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - N/A
E. Eqp, Cfg, roster files. - Done!
F. Recognition manual pic - Done!

4. Small coastal cargo 391 tons (SS Risedale) - IN GAME!
A. 3D - Done!
B. Texture - Done!
C. dat, sim, zone, dsd files - Done!
D. guns.dat files - N/A
E. Eqp, Cfg, roster files. - Done!
F. Recognition manual pic - Done!

5. Small Costal cargo of 863 tons (SS Edenwood) - IN GAME!
A. 3D - Done
B. Texture - Done
C. dat, sim, zone, dsd files - Done
D. guns.dat files - N/A
E. Eqp, Cfg, roster files. - Done
F. Recognition manual pic - Done

6. 3 & 4 masted Barque - not started

Guns needed
1. 305mm - Courbet turret - IN GAME! - Courbet
2. 138 mm Mle 1910 guns - IN GAME! - Courbet
3. 47 mm Hotchkiss - IN GAME! - Courbet, Danton, Suffren, Charlemagne, Bretagne, Amiral Charner, Dupleix, Chateaurenault, Jules Michelet, Ernest Renan, Jurien de la Gravière, Branlebas, Framée, Arquebuse, Regina Margherita, Giuseppe Garibaldi, Pisa, Sirio, Pegaso
4.. 305mm - Danton turret - 3D done
5. 240mm/50 Modèle 1902 - Danton
6. 75mm/65 Modèle 1908 Schneider - Danton
7. 65 mm (2.6 in) 1902 Model - Done! - Bisson, Bouclier, Branlebas, Chasseur, Framée, Arquebuse
8. 100 mm (3.9 in) 1893 Model - Done! - Bisson, Suffren, Charlemagne, Bouvet, Dupleix, Bouclier
9. 305 mm (12.0 in) Mle 1893/96 - Suffren
10. 164 mm (6.5 in) 1893/96 - Suffren, Léon Gambetta, Chateaurenault
11. 37 mm (1.5 in) Mle 1885 - 3D & texturing done - Suffren, Chateaurenault, Jurien de la Gravière, Regina Margherita, Umbria
12. 305 mm (12 in) Mle 1893 - Charlemagne
13. 138.6 mm (5.46 in) Mle 1893 - Charlemagne, Bretagne, Chateaurenault, Jeanne d'Arc?
14. 305 mm/45 Modèle 1893 - Bouvet
15. 274mm/45 Modèle 1893 - Bouvet
16. 138mm/45 Modèle 1888 - Bouvet
17. 340mm/45 Modèle 1912 - Bretagne
18. 193 mm (7.6 in)/40 M1896 - Léon Gambetta
19. 3-pounder - Léon Gambetta
20. 194mm Mle 1887 - Amiral Charner
21. 138mm Mle 1887 - Amiral Charner
22. 65mm QF Mle 1891 - Amiral Charner
23. 5-barreled 37 mm (1.5 in) revolver Hotchkiss - Amiral Charner
24. 164 mm Modèle 1893-96 - Dupleix,Ernest Renan?
25. 193 mm (7.6 in)/40 M1902 - Jules Michelet
26. 164 mm (6.5 in)/45 M1893-96M - Jules Michelet
27. 194 mm (7.6 in) - Ernest Renan
28. 194 mm (7.6 in - Edgar Quinet
29. 9-pounder - Edgar Quinet
30. 194 mm (7.6 in) - Jeanne d'Arc
31. 164mm 1893 Model - Jurien de la Gravière
32. 305 mm (12 in)/40 - Regina Margherita
33. 203 mm (8 in)/40 - Regina Margherita
34. 152 mm (6 in)/40 - Regina Margherita
35. 76 mm (3 in)/40 - Regina Margherita, Cavour, Giuseppe Garibaldi, Pisa, Indomito, Soldati
36. 305 mm (12 in) - Cavour
37. 120 mm (4.7 in) - Cavour
38. 254 mm (10 in) - Giuseppe Garibaldi
39. 203 mm (8 in) - Giuseppe Garibaldi
40. 152 mm (6 in) - Giuseppe Garibaldi
41. 254 mm (10.0 in)/45 - Pisa
42. 190 mm (7.5 in)/45 - Pisa
43. 15 cm (5.9 in) - Umbria
44. 12 cm (4.7 in) - Umbria
45. 75 mm (3.0 in) - Umbria
46. 57 mm (2.2 in) - Umbria, Nembo, Pegaso
47. 4.7 in (120 mm)/40 - Indomito (use US gun?)
48. 12pdr - IN GAME! - Drifter, Armed Steam Trawler

Friendly Units

Austro-Hungarian
Battleships
1. Tegetthoff Class (http://en.wikipedia.org/wiki/Tegetthoff-class_battleship) - not started
2. Radetzky Class (http://en.wikipedia.org/wiki/Radetzky-class_battleship) - not started
3. Erzherzog Karl Class (http://en.wikipedia.org/wiki/Erzherzog_Karl-class_battleship) - not started
4. Habsburg Class (http://forum.worldofwarships.com/index.php?/topic/7585-january-19-focus-habsburg-class-pre-dreadnoughts-and-us-destroyer-escorts-part-1/) - not started

Costal Defence
1. Monarch Class (http://en.wikipedia.org/wiki/Ersatz_Monarch-class_battleship) - not started

Cruisers
1. Zenta Class (http://en.wikipedia.org/wiki/SMS_Zenta)Zenta class - not started

Destroyers
1. Huszar Class (http://en.wikipedia.org/wiki/Husz%C3%A1r-class_destroyer) - not started
2. Tatra class (http://en.wikipedia.org/wiki/T%C3%A1tra-class_destroyer) - not started

Guns needed
1. 12-inch (305 mm) - Tegetthoff
2. 5.9-inch (150 mm) - Tegetthoff
3. 11 pdr - Tegetthoff
4. 240 mm (9 in) L/40 - Monarch, Radetzky?
5. 150 mm (6 in) L/40 - Monarch
6. 47 mm (1.9 in) L/44 - Monarch
7. 30.5 cm (12.0 in) - Radetzky
8. 10 cm (3.9 in) - Radetzky (use one above)
9. 3.7 cm (1.5 in) - Radetzky (use one above)
10. 24 cm (9.4 in)/40 cal. Škoda - Erzherzog Karl
11. 19 cm (7.5 in)/42 cal. Škoda - Erzherzog Karl
12. 6.6-centimeter (2.6 in)/45 cal. Škoda - Erzherzog Karl
13. 4.7-centimeter (1.9 in)/44 cal Škoda QF -(use one above) - Erzherzog Karl, Habsburg, Zenta, Huszar
14. 37-millimeter (1.5 in) Vickers - (use one above) - Erzherzog Karl
15. 24 cm (9.4 in)/40 cal. Krupp C97 - Habsburg
16. 15 cm (5.9 in)/40 cal. Krupp C96 - Habsburg
17. 6.6-centimeter (2.6 in)/45 cal Skoda - Habsburg
18. 12 cm (4.7 in) Škoda - (use US gun) - Zenta
19. 66 mm/45 - (use 65mm above) - Huszar
20. 100 mm (3.9 in) L/50 - (use above) - Tatra
21. 66 mm (2.6 in) L/45 - (use 65mm above) - Tatra

leadtail
03-20-15, 10:25 AM
Playable Subs

Curie U14
http://img.photobucket.com/albums/v225/leadtail/SHIII/Curie_ingame.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/Curie_ingame.jpg.html)

http://img.photobucket.com/albums/v225/leadtail/SHIII/Curie_ingame01.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/Curie_ingame01.jpg.html)

U-5 Class Holland boaats
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-27_22.47.56_536.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-27_22.47.56_536.png.html)
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-27_22.57.22_080.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-27_22.57.22_080.png.html)

Bisson Class
http://img.photobucket.com/albums/v225/leadtail/SHIII/Bisson03.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/Bisson03.jpg.html)

Dieppe - french cago of 2475 tons
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-03-30_21.29.22_167.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-03-30_21.29.22_167.png.html)

Drifter
http://img.photobucket.com/albums/v225/leadtail/SHIII/drifter.png (http://smg.photobucket.com/user/leadtail/media/SHIII/drifter.png.html)

Armed Steam Trawler
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-06_18.57.49_827.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-06_18.57.49_827.png.html)

SS Edenwood
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-08_19.21.42_368.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-08_19.21.42_368.png.html)

SS Risedale
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-08_19.23.56_325.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-08_19.23.56_325.png.html)

leadtail
03-20-15, 10:53 AM
Leon Gambetta
http://img.photobucket.com/albums/v225/leadtail/SHIII/Leon%20Gambetta.png (http://smg.photobucket.com/user/leadtail/media/SHIII/Leon%20Gambetta.png.html)

Courbet Class Battleship
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-03-24_20.55.13_397.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-03-24_20.55.13_397.png.html)

Danton Class Battleship
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-16_21.25.46_153.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-16_21.25.46_153.png.html)

Sailor Steve
03-20-15, 02:08 PM
Good job...and good-looking ships so far. :rock:

Looking forward to seeing the rest. :sunny:

TorpX
03-20-15, 08:07 PM
I rather like your coasters, SS Risedale, etc. They have a certain charm.

the_frog
03-21-15, 09:22 AM
Hello Leadtail,

the models look great. As TorpX, I like the merchants and small crafts (and I hope someone will convert them to SH3 one day :D).

BTW, is the dark colour of the turrets of the Courbet class by purpose? Looks somehow strange.

leadtail
03-21-15, 10:13 AM
Courbet turrets are a place holders for now until I get the gun file done. They are from the Kongo.

iambecomelife
03-21-15, 07:14 PM
Wow; this is even better than I imagined! It would be nice to have "decals" on the cargo ships so that you can place neutrality markings on them (huge flags & country names) - they look generic enough to serve several countries.

leadtail
03-22-15, 08:53 PM
Need gun help!

I am trying to add a new 65mm gun for the Bisson class destoryer, and this is what I have done so far.

1. I copied the 3inchSingle_base_Jp gun from the guns.dat file and put it into a new guns_Fr file.
2. Renamed it 65mmSingle_base_Fr.
3. Set up the .sim and ,zone file.

It show up on the ship but does not track or fire. What else do I need to do to get it to work?

iambecomelife
03-23-15, 06:09 AM
Did you set up a type of ammunition and ammo load for the gun?

leadtail
03-23-15, 11:23 AM
Did you set up a type of ammunition and ammo load for the gun?

Um nope, what files and where are they located? Unless your talking about the sim file then yes I did. Using the 3inch ammo type.

iambecomelife
03-26-15, 07:29 PM
Hmm... Did you clone the weapon before making a copy for it? Usually failing to clone causes game crashes, but it may also cause guns not to work, I'm guessing. If you didn't clone, then your new weapon is using the same hex ID's as the "parent" gun, which is not good.:hmm2: Just a possibility.

padi
04-11-15, 04:20 PM
I would help you testing, especially the subs, if you still want it.

the_frog
04-12-15, 03:29 AM
Leadtail, did you solve the problem with the 65 mm gun? If not, you may send (PM) me the files, so that I can have a look into.

Cheers -- the Frog

leadtail
04-12-15, 05:41 PM
Leadtail, did you solve the problem with the 65 mm gun? If not, you may send (PM) me the files, so that I can have a look into.

Cheers -- the Frog

Yep all is well on that front!:yeah:

leadtail
04-12-15, 05:43 PM
I would help you testing, especially the subs, if you still want it.

How well do you know zone files? What I would like testing is damage and sinking characteristics of all ships.

padi
04-12-15, 05:48 PM
About .zon-files...
Nothing.
Sorry...

Kapitain Oliver Leinkraunt
04-14-15, 08:40 AM
Leadtail I found these images:
http://upload.wikimedia.org/wikipedia/commons/e/ea/Drawing_of_Conte_di_Cavour-class_battleships.jpg
Conte di Cavour
http://i540.photobucket.com/albums/gg335/lazer_one/Liguria.jpg
Liguria
http://www.arpa.veneto.it/acqua/venetodamare/img/02_fruitori_02_sub_scheda_p47_clip_image004.jpg
PN TB
http://digilander.libero.it/fiammecremisi/eramoderna/navebersagliere02.jpg
Soldati
http://www.warships.ru/MK/MK-4/mas15.jpg
MAS
http://1.bp.blogspot.com/-2PL20Wx3Hb4/UD8skqKhmLI/AAAAAAAANug/0bPck2FH6C8/s1600/Averof1.jpg
Pisa
http://www.modellismopiu.net/m+gallerie/main.php?g2_view=core.DownloadItem&g2_itemId=1027416
Indomito (left) La Masa (right)
http://i40.tinypic.com/1194g7a.jpg
Garibaldi
Sorry but I don't found the other warships:/\\!!

Kapitain Oliver Leinkraunt
04-14-15, 08:46 AM
http://www.naviecapitani.it/gallerie%20navi/navi%20militari%20storiche/foto/A/AUDACE/1913/scheda.jpg
Audace

leadtail
04-16-15, 08:40 AM
thanks again for the drawing's Kapitain Oliver Leinkraunt, they will help.:yeah:

Jimbuna
04-16-15, 09:24 AM
Some great work going on here :sunny:

ReallyDedPoet
04-16-15, 12:12 PM
Great work :yep::up:

leadtail
04-17-15, 07:35 AM
Next Ships in the drydocks. Can you guess them?

#1
http://img.photobucket.com/albums/v225/leadtail/SHIII/preview.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/preview.jpg.html)

#2
http://img.photobucket.com/albums/v225/leadtail/SHIII/Untitled.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/Untitled.jpg.html)

#3 just the hull, if you get this one your good!
http://img.photobucket.com/albums/v225/leadtail/SHIII/Untitled1.jpg (http://smg.photobucket.com/user/leadtail/media/SHIII/Untitled1.jpg.html)

Kapitain Oliver Leinkraunt
04-17-15, 08:29 AM
Leadtail I found for you some images of K.u.K ships
https://www.the-blueprints.com/blueprints-depot/ships/ships-germany/sms-monarch-1898-costal-defence-ship.png
Monarch class
http://i43.tinypic.com/29kwa39.jpg
Erzherzog Karl class
http://www.ffri.hr/~mperic/00_faks/mornarica/img/flota/habsburg-1905-es.jpg
Habsburg clas
http://upload.wikimedia.org/wikipedia/commons/e/ea/Klasa_radetzky.png
Radetzky class
http://i26.tinypic.com/21dkbjt.jpg
Viribus Unitis
http://i58.tinypic.com/35k4u1i.jpg
Admiral Spaun class CL
http://i73.photobucket.com/albums/i211/Rengokuy/rys-novara.gif
Helgoland class CL
http://i61.tinypic.com/1zg9ojl.jpg
Zenta class CL
http://www.the-blueprints.com/blueprints-depot/ships/ships-aus-hun/kuk-tatra-1914-destroyer.gif
Tatra class DD
http://www.kuk-kriegsmarine.at/bilder/psmshuszarkopie2.jpg
Hutzcar class DD
http://romaniaforum.info/index.php?page=Attachment&attachmentID=7047&thumbnail=1&embedded=1
T74 class TB
http://www.kuktb98m.andres-architekten.de/assets/images/Plan-Verkleinerung.jpg
M98 class TB
please can you make the ships that I added? :D

leadtail
04-27-15, 11:04 PM
U-5 Class playable sub Ready!
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-27_22.57.22_080.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-27_22.57.22_080.png.html)
http://img.photobucket.com/albums/v225/leadtail/SHIII/SH4Img2015-04-27_22.47.56_536.png (http://smg.photobucket.com/user/leadtail/media/SHIII/SH4Img2015-04-27_22.47.56_536.png.html)

Only 1 thing to fix. I have 2 torps set in the sim file for the bow storage, but it shows and loads 3 from it. Any ideas?

Kapitain Oliver Leinkraunt
04-28-15, 01:59 PM
Leadtail would you want images and information about K.u.K deck guns?

leadtail
04-28-15, 03:19 PM
Leadtail would you want images and information about K.u.K deck guns?

That would be helpful yes. :up:

CCIP
04-28-15, 03:23 PM
What a cute little sub :DL

Kapitain Oliver Leinkraunt
04-29-15, 07:43 AM
K.u.K deck guns:
U-3 class: (U-4) 66mm(2,6 in) deck gun bow mounting (july 1916) and (U-3) 1x8mm (0.323 cal) machinegun conning tower mounting
http://u-boat-laboratorium.com/uploads/images/austria/u_3_4/002.jpg
U-3
http://u-boat-laboratorium.com/uploads/images/austria/u_3_4/003.jpg
U-4
U-5 class: 37 mm(1.5 in) rapid fire deck gun bow mounting (january 1915)
http://u-boat-laboratorium.com/uploads/images/austria/u_5_6_12/026.jpg
U-10 class (UB-1): 10 mm (0.31 in) machine gun (1915); 37mm (1.5) rapid fire deck gun (1916) 47 mm (1.9 in) rapid fire deck gun (1917).
http://u-boat-laboratorium.com/uploads/images/austria/u_10_11_15_16_17/036.jpg
1915
http://u-boat-laboratorium.com/uploads/images/austria/u_10_11_15_16_17/034.jpg
1916
http://u-boat-laboratorium.com/uploads/images/austria/u_10_11_15_16_17/037.jpg
1917
U-14 class: 1x75 mm (3.0 in) deck gun bow monting (1916)
http://u-boat-laboratorium.com/uploads/images/austria/u_14/021.jpg
U-27 class (UB-2): 1x55 mm deck gun bow monting and 1x8 mm (0.323 cal) machinegun
http://u-boat-laboratorium.com/uploads/images/austria/u_27_32_u_40_41/027.jpg
U-43 class: 1x88mm (3.5 in) deck gun bow mounting 1918
http://u-boat-laboratorium.com/uploads/images/austria/u_107/001.jpg
please can you add in the mod the U-4 ( one of the most successful K.u.K. u-boats) and the U-43 class?
U-3 class (2 units U-3 and U-4) U-3 used as "ressuplying submerine". it was sunk on august 13th 1915.
displacement: 240 t surfaced
300 t submerged
speed: 12 knt surfeced
8.5 knt submerged
range: 2200 km at 12 knt surfaced
74 km at 3 knt submerged
complement: 21 men
armament: 2x45 cm (17.7 in) torpedo tubes (both front) 4 torpedos
http://upload.wikimedia.org/wikipedia/en/e/ef/SM_U-3_%28Austria-Hungary%29.jpg
U-43 class, 2 units (U-43 and U-47) (based of the geman designes of ub-43 and ub-47)
displacement: 263 t surfeced
290 t submerged
speed 9.2 knt surfeced
5.8 knt submerged
range: 13300 km at 7 knt surfeced
83 km at 4 knt submerged
complement: 22 men
armament: 4x50 cm (19.7 in) torpedo tubes (both front) 4 torpedos
http://upload.wikimedia.org/wikipedia/en/0/04/German_submarine_SM_UB-43.jpg

iambecomelife
05-05-15, 03:40 PM
How well do you know zone files? What I would like testing is damage and sinking characteristics of all ships.

Hey guys, here is some information on zon files (Credit: Observer - NOT my own work).

*.ZON - This file is the file for the damage model for the applicable ship, submarine or aircraft. This file has two important parts which are collision spheres and damage boxes. The names describe the actual geometry of the applicable part. As the name implies, the collision spheres control how other objects interact with the zoned object. Collision spheres must be present in order for an object to receive and/or give damage. Generally, collision spheres should follow the object's 3D model as closely as possible, although sometimes this is difficult given the spherical shape of the collision spheres and the geometry of a given object.

The damage boxes are game engines method for converting collision detection (via the spheres) into damage to the 3D object. Zone definitions from the zones.cfg are assigned to the damage boxes in order to define additional characteristics beyond the armor setting. More on this below:

Here are some typical parameters for a zone definition and the meaning/application for each:
Category=Engines Room Special zone category that is used to define a special application. The application referenced here is as an Engine Room
Multiplier=1.000000 Damage multiplier
Flotability=0.000000 Represents a "sinking factor" for the zone due to flooding. As a thumbrule, 1.0 units of floatability = 10 tons of seawater
HitPoints=100 The amount of damage the zone is able to sustain before being destroyed
Destructible=No Will the zone, and associated 3D object, be destroyed - removed - when HP=0?
Armor Level=1.0 Zone armor setting. More on this below.
Critic Flotation=0.300000 The amount of the damage the zone must sustain before the zone starts flooding. In this case it is 30% damage or 30 HP damage.
Critical=Yes Will a hit from an impact torpedo result in a critical hit to the zone? If the zone sustains a critical hit, it will destroy the object.
Critical Chance=0.05 Probability of a critical hit. This value represents 5%. Note that only whole percents are valid entries.
Father=36 Links this zone to another as a child zone. When the parent zone - in this case zone index 36 or TorpedoRoomFront - is destroyed it will destroy this zone
Effect1=#dc_bubbles, 30 Indicates a special effect linked to the zone that plays based upon a certain level of damage to the zone. In this case the #dc_bubbles effect - found in the particles.DAT - will play when the zone is damaged to 30% or 30 HP. As with critical chance only 10% values are valid entries.
FloodingTime=120 Time to fully flood the zone if damaged at 100%, in seconds. This time increases as the damage to the zone is reduced.
CargoType=None A special cargo effect tied to the zone. This may be tied via effects from the particles.DAT.
CrashDepth=10 When the zone is deeper than crash depth, the zone will start to lose HP until destroyed or the zone depth is less than the crash depth

Collisionable object controller - this controller is another important and fundamental part of object damage modeling and includes many important parameters:
ArmorLevel - this is the object (ship/submarine/aircraft) level armor setting
Hit_Points - this is the object level HP setting. When the object HP are reduced to zero, the object will be destroyed.
CrashDepth - When the object goes below this depth, HP will be removed at the CrashSpeed (defined below) until either: (a) the objects depth is less than the crash depth, or (b) all HP have been removed and the object is destroyed.
CrashSpeed - the rate, in HP/sec, that HP are removed from the object when below crash depth.
Rebound - Coefficient used for collisions between objects. A high number means a higher objects rebound (rate objects move away from each other after a collision) and a smaller number is just the opposite.

Armor: This is an extremely important attribute as it helps define how likely weapons will penetrate and cause damage to the zone. While armor levels are expressed in CM of armor plating, the relative value when compared to various types of ammunition is more important than the armor thickness in cm. Also, armor is a very commonly misunderstood and misapplied attribute for damage modeling.

First, some armor basics. Armor can be applied at three levels: individual zone box, zone definition, or object level. Keep in mind the following: each zone box is unique, but a zone definition can be applied to many zone boxes, and an object (e.g. ship, submarine, or aircraft) will contain many zone boxes. As such the armor attribute has a hierarchy, and this hierarchy is very, very important. This is the armor hierarchy (from highest to lowest, top to bottom):

object (highest)
zone defintion (parent=object)
individual zone (lowest - parent=zone defintion)

Armor can have a variety of values. If armor value is >= 0 it has one decimal point of precision. If armor is < 0 only integers are acceptable.

Here are some armor values and their definitions:
10.0 - armor thickness of 10.0 cm. Ordinance with an Armor Penetration (AP) >= 10.0 will cause damage to the zone. If AP < 10.0 no damage will occur.
0.0 - armor thickness of 0.0 cm. In essence, the zone has no armor and all ordinance will cause zone damage.
-1 - the zone inherits the armor setting from its parent. If this setting is applied at the individual zone box level, then it will inherit the armor setting from the zone definition. If the zone definition also uses the -1 setting, then it will inherit the armor setting from the parent object.
-2 - the zone inherits the armor setting from the parent and doubles the armor setting. -3, -4, etc. are also valid values.

Example #1: This is the armor setting for each:
individual zone = -1
zone definition = -1
object = 12.5

The zone armor is 12.5.

Example #2: This is the armor setting for each:
individual zone = -1
zone definition = 5.0
object = 12.5

The zone armor is 5.0.

Example #3: This is the armor setting for each:
individual zone = 0.0
zone definition = 5.0
object = 12.5

The zone armor is 0.0.

The important concept is that even though armor is inherited from a parent, it is applied at the zone level at the lowest possible level. Therefore it is possible to have multiple zones with the same definitions, but different armor settings on the same object. This is a very important concept.

How does the game engine know if the weapons AP is sufficient to penetrate the zone armor? It is based on several formulas below:
Shells: Armor Penetration = (random number between 1-PT and 1+PT)*Shell AP + HP/ALF where
PT = Penetration Threshold. This is defined in the zones.cfg in the [Global Params] section and is 20% for RFB
Shell AP = the shell AP setting in the AmmoDamageInfo controller of the shells.ZON
HP = a random number between the minimum and maximum HP setting in the AmmoDamageInfo controller of the shells.ZON
ALF = Armor Leveling Factor. This is defined in the zones.cfg in the [Global Params] section and is 4 for RFB

Example:
PT = 20%
ALF = 4
Shell AP = 5
MinEF = 1
MaxEF = 3

1. What is the maximum armor this shell will penetrate?
Using the formula above: AP = (1+0.2)*5+3/4 = 6.75
Therefore this shell will penetrate any armor less than 6.7 and cause damage at least part of the time. It won't penetrate this armor every time since the HP and PT are random numbers.

2. What is the minimum armor this shell will always penetrate and cause damage?
Using the formula above: AP = (1-0.2)*5+1/4 = 4.25
Therefore this shell will always cause damage to anything with an armor setting of 4.2 or less every time a shell impacts the zone.

In the example above, if the zone armor is between 4.2 and 6.7 the shell will only cause damage part of the time. Understanding this results in a very handy way to control how much damage is applied to zones, especially for guns with high firing rates.

While I've never explicitly tested it, I believe bombs and torpedoes work in a manner similar to shells. In the case of torpedoes, this is irrelevant because the torpedo AP is very high (100 for RFB). In the case of bombs, and based on changes to the submarine damage model, the bomb AP is also high enough to not be important. Since I only cared about the AI vs. player interaction WRT bombs, I did not spend any time on them because their AP was high enough (~12 or so) to cause catastrophic damage to the submarine with a direct hit.

Depth Charges: DCs are different from penetrating ammunition. In the case of DCs, in order for the DC to penetrate the zone armor, the following equation is used:
AP = DC HP/4

Example:
MinEF = 2
MaxEF = 50

What is the maximum armor this DC will penetrate?
AP = 50/4 = 12.5
Therefore if the DC rolls 50 damage HP, it will damage zones with armor of 12.5 or less, but it will never be able to damage a zone with armor of 12.6.

What is the minimum armor this DC will penetrate?
AP = 2/4 = 0.5
Therefore this DC will always damage zones with an armor of 0.5 or less. If the zone armor is between 0.5 and 12.5, the DC may be able to damage the zone depending on the HP the DC randomly rolls (and the distance of the DC from the zone, but I'm not going to cover that now).

This is quite a bit of information for now (see...I said it would be lengthy! http://forum.kickinbak.com/images/smilies/icon_mrgreen.gif ). I would suggest reading the ship and submarine damage model sections of the RFB manual. They have some different information not covered here that may be useful.

I'll cover special zones and equipment damage tomorrow, and likely propulsion damage and the many-to-one and one-to-many zone relationships the following day.

leadtail
05-06-15, 07:53 AM
Wow that is helpful information. In the limited testing I have done so far on my battleships, and cargo ships for that matter, they seam to sink straight down instead of rolling over. What do I need to change to get them to turn turtle for the big ships or break apart for the smaller ones?

Iambecomelife, to make these as plug and play as possible for your mod what are some of the setting numbers you plan to use on your ships? Also from the smoke I see in your screen shoots of the Lusitania did you create a new particle effect with a different ID # than the stock game one, or did you just modify it? If it is new can you send it to me so I can call it out in the ships .sim files so you don't have to change all of them once you get them?

Again anyone that knows .zone files and whats to spend the time in tweaking them for my ships per iambecomelife directions let me know and I'll send you the ships for testing. I have a lot of ships to still make and time doing this is less time getting new ones in game.

Kapitain Oliver Leinkraunt
05-06-15, 08:18 AM
Leadtail, for you I found a lot of submarines and ships, so would you want some aircraftes of the K.u.K. Marine, italian Regia Marina and french Marine Nationale?
I found that:
Austria-Hungary:
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5118_2857.jpg
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5120_2859.jpg
Maschinen K-150 to K-162 series
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5420_3042.jpg
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5421_3043.jpg
Mascinen S-7 to S-18 series
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5369_3012.jpg
http://www.kuk-kriegsmarine.at/autobilder/vs_img_5359_3006.jpg
Maschinen R-1 to R-24 series
Italy:
http://www.ipmsdeutschland.de/FirstLook/Freightdog_Models/Blue_Max_Macchi_M5/BM_Macchi_M5_color_02.jpg
Macchi M-5 series
http://www.aspeterpan.com/book1/images/Ansaldo%20A1-1.jpg
Ansaldo A-1 series
http://img.wp.scn.ru/camms/ar/112/pics/174_5.jpg
Macchi M-11 series
France:
http://2.bp.blogspot.com/-yCxTvnbp5S4/U7vSmxChUQI/AAAAAAAAcbw/bNBdIa-huUE/s1600/13_Tellier_T3-001.jpg
Tellier T.3 series
http://upload.wikimedia.org/wikipedia/commons/thumb/5/53/Breguet_5.jpg/300px-Breguet_5.jpg
Breguet 5 series
http://www.internetmodeler.com/2005/november/galleria/SPAD-A2-MrFly.jpg
A-2 Spad

iambecomelife
05-07-15, 06:08 PM
Wow that is helpful information. In the limited testing I have done so far on my battleships, and cargo ships for that matter, they seam to sink straight down instead of rolling over. What do I need to change to get them to turn turtle for the big ships or break apart for the smaller ones?

Iambecomelife, to make these as plug and play as possible for your mod what are some of the setting numbers you plan to use on your ships? Also from the smoke I see in your screen shoots of the Lusitania did you create a new particle effect with a different ID # than the stock game one, or did you just modify it? If it is new can you send it to me so I can call it out in the ships .sim files so you don't have to change all of them once you get them?

Again anyone that knows .zone files and whats to spend the time in tweaking them for my ships per iambecomelife directions let me know and I'll send you the ships for testing. I have a lot of ships to still make and time doing this is less time getting new ones in game.

When editing the.zon file you need to place zones far apart from one another so that flooding on one side will not affect the other side of the ship. Then you need to give it a high floatability value (means that more buoyancy is lost when the compartment is damaged). You may also want to armor the compartment slightly in S3ditor, so that the adjacent compartment doesn't flood when a torpedo hits the other side. You can also raise the center of gravity of the ship in the .sim file - don't overdo this or it will roll over with no damage. A value of about 5-6 makes a ship top heavy; 8 or 9 is usually excessive.

To make a ship break up, you need to open the ship's Dat file in S3ditor, then open the Zon file. Locate the keel in the. zon file compartment editor (which runs in the Dat file window) and simply drag it into a larger area of the hull with S3ditor's .zon editing feature (make a bigger hitbox for the keel - the bigger the hitbox for the keel, the greater chance John Q. Skipper hits the keel when he launches his tin fish! S3ditor has got a graphic interface and is easy to use.

Then, you should open zones.cfg and increase the critical chance of a torpedo striking the keel. The higher the critical chance, the more likely she breaks up. It's text based and easy once you get the hang of it.

For instance, look at this zones.cfg entry:


[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=25.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.75
Critical=Yes
Critical Chance=1.0
FloodingTime=500
CargoType=None
Crash Depth=15

Note the area in red. Very low chance of a critical hit here (1%). Values are, I believe 1% to 100 %. If you up it to 100 then you should be guaranteed a breakup if a torpedo hits the keel (as long as adjacent compartments don't absorb too much of the torpedo energy).

DO NOT MAKE THE KEEL DESTRUCTIBLE...that's not how the damage model should work. Leave it "Destructible=No".

And don't worry about the smoke; I will fiddle with it myself.

fithah4
05-12-15, 03:34 PM
Was reading some things on the german military and high commands and their descending orders of command. After three or four links I stumbled on this link listing both WW I and WW II ships and info. Don't know if this is helpful but thought it was interesting with dates comm. and fates as well as commanders of ship. Has some sketches as we'll.

So I posted it for a look see! :hmmm:


http://www.german-navy.de/index.html

Kapitain Oliver Leinkraunt
06-10-15, 11:54 AM
Leadtail I found two good images of the Garibaldi:
http://www.naval-encyclopedia.com/premiere_guerre_mondiale/images/navires1914/ital1914/giuseppe_garibaldi.gif
http://www.histarmar.com.ar/Armada%20Argentina/Buques1900a1970/Cruceros-Acorazados/Garibaldi/Planta-GiuseppeGaribaldix4.jpg

Kapitain Oliver Leinkraunt
08-08-15, 12:58 PM
Are there some progress in the work ?

leadtail
08-10-15, 10:32 PM
Been very busy of late, and damage modeling doesn't give much to post about.