Senf-Man82
01-12-17, 02:54 PM
I am Senf-Man82 from (yes, literally living in Wilhelmshaven - not working on U-Boats but surface ships, believe it or not) Germany
and I proudly present my:
FletcherII-Mod (1.5 stock; jsgme ready) - based on AOTD MadMax-Destroyer Pack and contains work of Playable Fletcher by Tom Mares.
>> Thanks to you guys!
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174425.jpg
Simular to the work of AOTD-MadMax, S3D and Wings3D have been used here to gain more awesomeness!
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174451.jpg
First of all: in addition to previous Fletcher mods, its torpedo equipment is fully functional corresponding to the subs!
The overall concept of this mods is to provide a much more authentic destroyer/surface ship experience, which is the reason for adding its
additional features.
+ bridge/conning set up and working instruments including a rudder indicator (made out of scratch)
+ working sonar/hydrophone equipment with interior and externalvisualisation)
+ same for radar/rwr
+ redesign of the crew/equipment department structur
+ more realistic euqipment such as: boilers and turbines
+ more accurate weapon confiuration
+ added design elements: conning canope; bearing diopters; .50cal guns; shaft ram protection; correct placement of battle flag (reat funnel)
+ ASW weaponry (DCs and KGuns - correctly manned)
A few flaws keep reaming though:
- not all equipment has a proper corresponding damage zone, bearable though...
- Torpedos are still fired like on Subs and not out of their (turning-) turrets, sad :/
- the MK37 director is just randomly turning instead of pointing on targets, couldn't figure out how to get this done, very sad :(
- Air search radar texture failure, because I am a noob when it comes down to exporting/editing models.obj's and it keeps messing up with
alpha-channels and that ambient occlusion cr...- <euphamism/>, truely annoying, I know X(
(!) Keep in mind, this is a standalone mod and does not work with TMO etc.
Enjoy...
http://www.subsim.com/radioroom/downloads.php?do=file&id=5117
Senf-Man
:subsim:
and I proudly present my:
FletcherII-Mod (1.5 stock; jsgme ready) - based on AOTD MadMax-Destroyer Pack and contains work of Playable Fletcher by Tom Mares.
>> Thanks to you guys!
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174425.jpg
Simular to the work of AOTD-MadMax, S3D and Wings3D have been used here to gain more awesomeness!
http://i297.photobucket.com/albums/mm225/Takeda-One/20161117_174451.jpg
First of all: in addition to previous Fletcher mods, its torpedo equipment is fully functional corresponding to the subs!
The overall concept of this mods is to provide a much more authentic destroyer/surface ship experience, which is the reason for adding its
additional features.
+ bridge/conning set up and working instruments including a rudder indicator (made out of scratch)
+ working sonar/hydrophone equipment with interior and externalvisualisation)
+ same for radar/rwr
+ redesign of the crew/equipment department structur
+ more realistic euqipment such as: boilers and turbines
+ more accurate weapon confiuration
+ added design elements: conning canope; bearing diopters; .50cal guns; shaft ram protection; correct placement of battle flag (reat funnel)
+ ASW weaponry (DCs and KGuns - correctly manned)
A few flaws keep reaming though:
- not all equipment has a proper corresponding damage zone, bearable though...
- Torpedos are still fired like on Subs and not out of their (turning-) turrets, sad :/
- the MK37 director is just randomly turning instead of pointing on targets, couldn't figure out how to get this done, very sad :(
- Air search radar texture failure, because I am a noob when it comes down to exporting/editing models.obj's and it keeps messing up with
alpha-channels and that ambient occlusion cr...- <euphamism/>, truely annoying, I know X(
(!) Keep in mind, this is a standalone mod and does not work with TMO etc.
Enjoy...
http://www.subsim.com/radioroom/downloads.php?do=file&id=5117
Senf-Man
:subsim: