View Full Version : Now playable: Fletcher Late War version by Senf
Senf-Man82
02-29-16, 02:30 PM
Ahoy Mates,
I proudly present my first own made playable ship! Fletcher II for SH4 UBM 1.5 stock)
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2009011.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2009271.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2011071.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2011431.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2013591.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2010201.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2010471.jpg
Featrures:
US Campaign based
deck + light AA-guns (rear funnel), still no real torpedo armement :(
displayed DC racks and K-Guns
and lots of small but nice details ;)
such as: correct placed battle flag or fenders at the rear for shaft protection...
fully functional instrumets on conning deck including new rudder position indicator (made out of scratch!)
see:
http://i297.photobucket.com/albums/mm225/Takeda-One/20160229_2010001.jpg
would appreciate your feedback...:ping:
nrnstraswa
02-29-16, 03:14 PM
Awesome work! :yeah: Looks really good!
FastnBulbous
03-01-16, 07:53 PM
Wow, that looks amazing! Great job.
Senf-Man82
03-02-16, 02:05 PM
I've added more stuff, details
some nice little cosmectics:smug:
http://i297.photobucket.com/albums/mm225/Takeda-One/20160302_1957541.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160302_1959001.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160302_1959101.jpg
:rock:
One questions remains though: how do I get a torpedo turret to work...
Miner37
03-06-16, 06:42 PM
I WANTIT:D
will it ever be available for us bottom feeders at 1.4,,, Its a nice looking ship,,,one thing I've been pestering you guys about is a pilot house,,,and a new gun sight at least with a bearing compass,, there have been mods for the bc but it never worked for me.
I'd go look in the SH-3s destroyers,,, I can't tell you whether or not they were animated to fire torps or if they were even capable to fire but I know the S-Boote did you could see the torp come right out of the tube,,, I finally got the SH-4 Pt-109 to fire torps but they fire like a sub would,,, this would work on the 4 stacker and might be reasonable since the launchers are on the sides,,or some how you can rig your torpedo rooms which are systems to fire torps,,to where they are 90 degrees offset of the ship and I don't know if that can be done,, food for thought.
I was looking at the old fletcher remake,, I see it's base is Gato,,nothing wrong with that ,, compartments are Gato and Torpedo Rooms Gato.. Right up to the point of makeing torpedoes to work,,,it wouldn't be close to being realistic with 6 torps in one place and 4 in another,,,,I did manage to get torps to work in the PT-109 I have a thread above about it,, you'll just have to compare all files to a working sub,,, because I don't know what sub files you are useing might I suggest you use a Sargo or a Salmon class this way both torpedo rooms, lets not think of them as rooms but as systems that have 4 torps each this way we can get our heads wrapped around this,,,I thought I saw a modded sub that shot torps out the side Titan maybe,, or was I off my meds that day,,any how you need to find out if you can turn torp room 90 degrees one way or another to make it realistic.
Senf-Man82
05-28-16, 12:33 PM
Here some news on this mod:
Since it seems impossible to create torpedo-turrets, I gave her some tube the standard way
http://s297.photobucket.com/user/Takeda-One/media/Mobile%20Uploads/20160528_185117_1.jpg.html]http://i297.photobucket.com/albums/mm225/Takeda-One/Mobile%20Uploads/20160528_185117_1.jpg[/URL
I am not happy with this solution, but I couldn't find any help or advice :/
Senf-Man82
05-28-16, 12:49 PM
The last feature I want to implement before publishing is a MK37 Director that is not just randomly rotating, but to follow the Guns in order the make it somehow behave more realistic (pointing towards guns targets).
I've tested the 'FollowParent' animation feature, but it does not offer the option only to copy the Y-rotation and no other postion change.
Who ever is interested in this mod and is more skilled in using the editor, has the power to bring it to public use...
Senf-Man82
06-06-16, 09:45 AM
Here are some new pics, showing the latest progress:
Guns and MK37* have now a matching texture to the hull and the jap DCs have been replaced by us ones
http://i297.photobucket.com/albums/mm225/Takeda-One/20160606_162425.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160606_162443.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20160606_162506.jpg
*unfortunatly there is no progress on the MK37 animation issue, it remains being a dull dummy, that only randomly rotates instead of pointing in the same direction of the guns (target "lock on") :nope:
- in case someone is wondering, I am forced to use cellphone pics, because screenshots on my system ending up being black (print) or white (Ctrl+F11) :/\\!!
Any help in both issues would be most welcome...
ETR3(SS)
06-07-16, 04:22 AM
For the Mk 37, try making it a gun mount. For the screenshots I think the issue is your desktop resolution and in game resolution are different. Set those the same and try again.
Senf-Man82
06-07-16, 08:42 AM
Well, the resolution matches with my screen, must be something different and it happens on my laptop as well as on my desktop pc (both win7+nvidia).:hmmm:
I've tested the gun mount option as one of the first possibilities, but it didn't move at all. However, I am not sure, if I implemented it correctly.
The only way how to learn to work with skwas is a combination of try and error; reverse enginieering and hours of forum scrolling, since most of my posts here seem to occur as "read only"...
The tutorials I've found about scripting, are only covering certain singular aspects, but I couldn't find anything really detailed such as:
How do I implement a new/additional item (sensor, gun, ammo, equip etc.), that it occures correctly in game, which would include a detailed despcription about what to add in which file (.dat; .eqp; .upc etc.) :06:
I think I can manage the needed work for .dat and .sim. It gets tricky to my, when it comes down the menu related files (upc, eqp etc.)...
ETR3(SS)
06-08-16, 05:22 AM
Check out this tutorial I wrote on the subject. http://www.subsim.com/radioroom/showthread.php?t=162021
Senf-Man82
06-08-16, 09:54 AM
Ah ok, this may help for an additional gun.
How would this work for a radar including correct appearence in menu slots?
ETR3(SS)
06-09-16, 04:41 AM
I would suggest making it a gun (the radar) in the dat file, that is assigning it a MXX number as I talk about in the guide. But leave the rest of the files alone.
ETR3(SS)
06-09-16, 04:51 AM
A little more detail about that as I look at the stock version. Open NDD_Fletcher.dat, .sns, and .eqp. Rename R01_NDD_Fletcher in the dat file to M06. Take the entry that is in the .sns file for the Mk 37 and cut and paste it into the .eqp file. Rename the R01 there to M06.
Senf-Man82
06-11-16, 03:47 PM
There is no R01 in the .eqp file...
I think I now what you mean, but in doing so, I would remove the real radar:ping:
I've tried many ways to simulate a somehow real behaving MK37, but for now I better focus on implementing it as an equipable radar with it's own properties not to display sub equipment.
So I could use input on how to do that.:06:
Senf-Man82
06-12-16, 03:59 AM
Here is latest result of overhauling the bridge equipment...
Added more details and a more authentic base for the gyro:
http://i297.photobucket.com/albums/mm225/Takeda-One/20160612_104755.jpg
Added "bearing diopters" to the bridge wings:
http://i297.photobucket.com/albums/mm225/Takeda-One/20160612_104812.jpg
slowy it's getting there...:know:
Senf-Man82
06-18-16, 03:42 PM
BTW,
I could really need some support in order to make this mods TMO compatible. So would I have to do?? I mean, I am sure it'll be in everyones intrest...
Fearless
07-02-16, 11:57 PM
This looks great.. Where can it be downloaded? Also is there a way the color of the ship can be made darker? It seems very bright.
Senf-Man82
07-08-16, 03:01 PM
Well the brigthness come from the crappy pics (cellphone shots), still having the issue of being unable to make screen shots ingame. It also looks much darker in FotRS.
The mod is still not ready yet, I am having some other issues to find a solution for such as:
Implementing her radars (e.g. MK 37) as real items to be able to equip in menu (on base) with their own realistic physics,
Add additional crewmen slots to the gun compartment (all definitions in .upc file have been, but no still only 2 slots are shown ingame),
Finding a model for a roof to cover the open bridge (e.g. Gearing-class → cannot seperate it from gearing.dat),
And with filefront being shot down, nothing left for upload without registrating somewhere new and having to accept crappy terms of agreement...
Senf-Man82
11-14-16, 04:23 PM
Ahoy mates,
here are some more and partielly new impressions from my Fletcher-Mod in progress. It's slowly getting there
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_230821.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_231116.jpg
Reworked the equipment:
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_230840.jpg
reworked the manning compartments:
http://i297.photobucket.com/albums/mm225/Takeda-One/20161114_211407.jpg
all serves to gain a more realistic impression of actually commanding a somewhat "real" Fleet Destroyer and not so much a converted sub...
some more nice views:
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_231342.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_231435.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_230650.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161113_230709.jpg
Sorry for the bad quality. I am still not able to make proper screenshots from my game :(
More new features:
Installed working radars, sonar and hydrophone
Installed additional equipment (Boilers, powering system, LORAN etc.)
correct screw rpm
Does anyone have an idea how to enable shooting depth charges or K-Guns by chance (lets say instead of decoys)?
Senf-Man82
11-15-16, 01:24 PM
Implemented a us version of K-Guns with correct manning simular to her DC-Racks:
http://i297.photobucket.com/albums/mm225/Takeda-One/20161115_180651.jpg
Senf-Man82
11-17-16, 12:08 PM
Hey folks,
got fed up with an open bridge (not that I fear the open elements), but I want to get closer to my preference. So I used this:
http://i297.photobucket.com/albums/mm225/Takeda-One/Cabin_new.jpg
+ some autodidactic WINGS3D illness made this:
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174425.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174451.jpg
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174717.jpg
:D:subsim:
CapnHeck
11-26-16, 01:21 PM
This is really amazing work. I've been watching this as you've slowly brought it more and more to life, making more improvements.
You're really creating something great!!!!:salute::salute::salute:
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