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sergbuto
10-11-05, 03:56 AM
Look what I found in SH3 when I went to Pacific.

http://usx218.fysik.uu.se/users/Sergei/files/Sclass01.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass02.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass03.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass04.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass05.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass06.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Sclass07.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass08.jpg

It looks like the model by TLAM Strike, textured by 2019, is somehow in there. :D

As I recall, British also had a few of those American- made S-class subs during WW2.

Woof1701
10-11-05, 05:17 AM
This game never ceases to amaze me ;) :-j

The Avon Lady
10-11-05, 05:22 AM
This game never ceases to amaze me ;) :-j
These modmakers never cease to amaze me! :up: :up:

Woof1701
10-11-05, 05:30 AM
This game never ceases to amaze me ;) :-j
These modmakers never cease to amaze me! :up: :up:

Jep. Agreed.
Great work! :up:

Is that a new model or something used for Pacific Aces? It seems the way mods are coming now we can skip SH4 altogether and include a complete WWII world with traffic an military action in the Pacific and Indian Ocean as well as all the missing Soviet, Italian and British submarines in the Atlantic. Just get the wolf packs to work perfectly and include an option to start as British, U.S., Japanese, Italian or Soviet commander and we're all set for "Silent Hunter 3: World Edition"

Ok. I'm getting a little ahead of myself, but I like the vision. I can already picture myself sitting in a Japanese midget sub at the Pearl Harbor entrance on the night to Dec. 7th, 1941 :)

Col7777
10-11-05, 07:29 AM
Another fantastic job Serg. :up:

I sometimes play as a British sub in the Pacific and other places using a uboat, but pretending it isn't a uboat, with additions like this I won't have to pretend any more. :up:

Schultzy
10-11-05, 07:32 AM
I only really love playing as a UBoot kapitän but, for those who will want it, this is amazing work Serg! :sunny:

You mod makers are so talented!! :yep: :up:

Kpt. Lehmann
10-11-05, 08:26 AM
:o

Cool Sergbuto!

sergbuto
10-11-05, 09:16 AM
I only really love playing as a UBoot kapitän but, for those who will want it, this is amazing work Serg!

How about torpedoing the surfaced or even better submerged S-class sub?

Axlwolf
10-11-05, 10:41 AM
I can cry now... :cry:
Thank you.

Now whe only need some interior pic to make that sub playable :yep:
I see great possibility for the SH3 mod community.

Jotte
10-11-05, 12:14 PM
oh oh oh, Pacific Aces two, oh oh oh, Pacific Aces two, oh oh oh :rock: :D

Well, its a good start at least. :yep:

Duke of Earl
10-11-05, 01:01 PM
And it's got relfections too!... go figure... :-?

Would make a nice ornament for a future Harbor Traffic Mod...

How 'bout some underwater shots?

Cordialement, Duke of Earl

TLAM Strike
10-11-05, 01:03 PM
Is that a new model or something used for Pacific Aces? I made the model for 'Virtual Sailor' but Pac Aces seemed like a good place to port it so I asked Sergbuto to convert it and he released it as an add on for PA.

As I recall, British also had a few of those American- made S-class subs during WW2. The Dutch also had one the Brits gave them.

Great work there Sergbuto. Those gun crews make it look even better.

I'm tempted to get a new PC for this one! :lol:

AG124
10-11-05, 01:37 PM
I finally get a chance to post...

Great work - three new ships have now been announced (plus the new ones we already had), and I think we can all say that they are all excellent. The only one I have installed at this time is the German escort, but I can't wait to try the others when they are ready.

Congratulations and thank you to Sergbuto, Commander1980, Cdr Gibbs, Sansal, Iambecomelife, and all the others who are working to make this possible. :up:

BTW - Iambecomelife, are you still working on the Renown class - with Sansal's new tool, you can change the silhouette to make it look even more like the real ship, if you like. And is anybody working on new merchants or more submarines?

CCIP
10-11-05, 02:50 PM
Hot :huh:


I actually just thought about this kind of thing yesterday - as in, wouldn't it be cool to have enemy subs added using the same technique as the Wolfpack mod. These encounters did happen, and subs did get sunk.

I'd like to see a submerged enemy AI sub, too.

Excellent, excellent! Now only to add this to the campaign, perhaps.

The possibilities ARE endless now :)

stljeffbb1
10-11-05, 03:37 PM
Sweet! :up:

With all of the tools we now have, I have the feeling I'll be writing a lot of these one line congratulation responses....maybe it will help me to get rid of the bonnet!

:rotfl:

-Jeff

Payoff
10-12-05, 01:37 AM
Well done. Bravo :up:

sergbuto
10-12-05, 01:54 AM
Hot :huh:


I actually just thought about this kind of thing yesterday - as in, wouldn't it be cool to have enemy subs added using the same technique as the Wolfpack mod. These encounters did happen, and subs did get sunk.

I'd like to see a submerged enemy AI sub, too.

Excellent, excellent! Now only to add this to the campaign, perhaps.

The possibilities ARE endless now :)

It would be nice to figure out a good way to spawn them in the RND layer or from airbases. But it is simply impossible for me to do all the mods and all the testing.

Schultzy
10-12-05, 05:12 AM
How about torpedoing the surfaced or even better submerged S-class sub?

I hadn't thought about that! So, if it was possible that it could be added to the campaign then... oh oh oh I see!
Well, that would be simply amazing. :o

Ok, i'm convinced!! :rock:

Go Serg! :cool: :arrgh!:

martes86
10-12-05, 07:45 AM
Great job. :up: Here comes the 3D modding era... :D

Type941
10-12-05, 10:17 AM
looks like one ugly boat! :) But you know, in a nice kind of way. How does it look submerged?

Hitman
10-12-05, 10:44 AM
Just get the wolf packs to work perfectly

Preliminary tests suggest that you can have a german airbase spawn U-Boots instead of Airplanes when you radio a contact report. Unfortunately we are by now limited to sergbuto's test wolfpacks with AI subs not behaving correctly as subs (Although firing virtual torpedoes in form of 14 inch invisible shells) when submerged (They do not change depth, and evade like subs do)

If you get for me decent sub AI for SH3, I will give you wolfpacks :know:

Sansal
10-12-05, 11:35 AM
Excelent, like as all your works Sergbuto. :up:

CCIP
10-12-05, 01:37 PM
It would be nice to figure out a good way to spawn them in the RND layer or from airbases. But it is simply impossible for me to do all the mods and all the testing.

I don't think the air bases are neccesary for hostile subs, since YOU are always the subs' target. For wolfpacks though, as Hitman has been looking - yea, the airbase spawning will be neccesary.

Enemy subs though - if they're entered as an AI surface unit (even if they're actually at periscope depth) - it's just a matter of adding a random or even a scripted unit with a highly randomized route (such as I recently did with convoys for the IC mod). Implementing that into campaign wouldn't be any real problem at all.

iambecomelife
10-12-05, 04:15 PM
I finally get a chance to post...

Great work - three new ships have now been announced (plus the new ones we already had), and I think we can all say that they are all excellent. The only one I have installed at this time is the German escort, but I can't wait to try the others when they are ready.

Congratulations and thank you to Sergbuto, Commander1980, Cdr Gibbs, Sansal, Iambecomelife, and all the others who are working to make this possible. :up:

BTW - Iambecomelife, are you still working on the Renown class - with Sansal's new tool, you can change the silhouette to make it look even more like the real ship, if you like. And is anybody working on new merchants or more submarines?

The Renown is on hiatus, since I'm not satisfied with the overall quality of it. The problem is that if you lengthen or shorten the hull it causes the bow wave, cargo boxes, and propellors of the ship to display at the wrong locations; hopefully someone knows a way around this. It has a special place in my heart, though - it was the last unit I cloned manually (2-3 hours) before Sansal saved the day with his great new utility!

I'm focusing on cargo ships right now. After a few false starts I managed to create a good-looking prewar cargo ship based on the C-3 hull. I'll try to get som screens of it. It needs some work, since the funnel and bridge don't display correctly.

Congrats to Sergbuto once again :rock: .

sergbuto
10-12-05, 04:26 PM
Preliminary tests suggest that you can have a german airbase spawn U-Boots instead of Airplanes when you radio a contact report.

What do the subs do after spawning?

AG124
10-12-05, 04:48 PM
I'm focusing on cargo ships right now. After a few false starts I managed to create a good-looking prewar cargo ship based on the C-3 hull. I'll try to get som screens of it. It needs some work, since the funnel and bridge don't display correctly.

Looking forward to it :up:. Don't feel like you're being rushed though; make sure you're satisfied with the ship first.[/quote]

sergbuto
12-01-05, 07:50 PM
Finally, it is ready for download.

http://rapidshare.de/files/8463200/SclassUS_sub.7z.html

This mod includes two S-class US subs: surfaced and submerged. They can follow waypoints and try to avoid torpedoes. The surface sub will attack the enemy with deck and AA guns.

When torpedoing the submerged S-class, the "impact" torpedo will still be able to hit the sub with depth settings down to 15 meters while for the "magnetic" torpedo such settings can be down to 16 meters.

The 3D model is made by TLAM Strike and textured by 2019. I only imported the 3D model into SH3 and used periscopes and propellers from U-boats.

Torpedo attack on the moving surfaced S-class sub
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack01.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack02.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack03.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack04.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack05.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack06.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack07.jpg

Torpedo attack on submerged S-class sub
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack08.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Sclass_attack09.jpg

AG124
12-01-05, 08:32 PM
Great work! :up: I can't wait to get home to try her out. Just another 5 days of university work and an LSAT test... :damn:

snowsub
12-01-05, 09:18 PM
:rock: :rock: :rock:

Dammit, I'm still at work :damn: :down:

Great work sergbuto :up: :up:

AG124
12-01-05, 09:26 PM
Landing Ship Anit Tank - WTH ????

Set Torps to 4m @ 2° spread, Open Tubes 2 and 4 - FIRE !!!

tick tock tick tock tick tock tick....................BOOOM.

LSAT Sunk Sir - Test passed !!

I wish that's what it is. :know: :lol:

iambecomelife
12-01-05, 09:43 PM
:up:

Col7777
12-02-05, 05:36 AM
Serg,

Is there a way to make this human controllable, I did try by editing here and there but I'm not the expert here?

BTW great work again my friend. :up:

sergbuto
12-02-05, 07:50 AM
I do not think it is possible to have an additional player sub. But it should be possible to replace the 3d model of one of U-boats with this sub, although it will still be called as U-boat. Unfortunately, I do not have time to look into that at the moment.

Col7777
12-02-05, 09:13 AM
Hi Serg,

I understand you are busy forgive me pestering in this way, you lost me when you said "I do not think..." :-j
Only joking, what i mean is can you just explain a bit about the 3rd model etc, then I'll try and get on with it, if it means I'll have the U-boat interior and bridge then I can accept that.
As I said earlier I use a U-boat now as a British sub sometimes, thanks in advance mate. :up:

Type941
12-02-05, 09:24 AM
whooa... :rock: Thanks Serg for bringing this to Sh3.

12-02-05, 09:29 AM
Can't wait to get home anf have this sub installed! :ping:

CCIP
12-02-05, 07:36 PM
Serg, I think the British roster config files are not in the right folder - moved them in and they worked :) Fix?

I'm currently implementing a set of scripted random-route patrols in areas where British subs would have operated (mainly med and North Sea/Norway), using rough estimates as to the numbers and locations. I'll upload a merge-able .mis file for those who'd like some Tommy fish to shoot at.

As I understand it, you're supposed to set the Height for the submerged boats to around -12, right?

They've worked fine so far. My only complaint is that the diesel sound is used for both submerged and surfaced subs, but we can all live with it.

Can't wait to see more models! For a first, this one is beautiful.

Some screenies:
http://img206.imageshack.us/img206/6991/s017nc.th.jpg (http://img206.imageshack.us/my.php?image=s017nc.jpg)http://img206.imageshack.us/img206/6429/s024uc.th.jpg (http://img206.imageshack.us/my.php?image=s024uc.jpg)http://img206.imageshack.us/img206/7638/s037oi.th.jpg (http://img206.imageshack.us/my.php?image=s037oi.jpg)
http://img206.imageshack.us/img206/5620/s046ro.th.jpg (http://img206.imageshack.us/my.php?image=s046ro.jpg)http://img206.imageshack.us/img206/9759/s050gb.th.jpg (http://img206.imageshack.us/my.php?image=s050gb.jpg)http://img206.imageshack.us/img206/4849/s064vk.th.jpg (http://img206.imageshack.us/my.php?image=s064vk.jpg)

:up:

[edit] oh - and I noticed that 1 torpedo doesn't kill these things. Are they too strong, perhaps?

sergbuto
12-02-05, 09:00 PM
Only joking, what i mean is can you just explain a bit about the 3rd model etc, then I'll try and get on with it, if it means I'll have the U-boat interior and bridge then I can accept that.
As I said earlier I use a U-boat now as a British sub sometimes, thanks in advance mate. :up:

Say, you want to replace Uboat7b with S-class sub. The easiest way is to rename data\Submarine\NSS_Sclass folder and files in it to the corresponding Uboat7b files. Then clone TurmUS_2_hd files in the Objects folder and rename them into Turm7b_1_hd and Turm7b_2_hd files, respectively. The interior file to be used is specified in CFG file of the sub. The bridge should be from the US sub. The main problem however is the likely need to hexedit some stuff in newly renamed Turm7b_1_hd.dat and Turm7b_2_hd.dat files and probably CAM files to get correct positions for the player and the crew on the bridge. Quite a while ago I was able to adjust the player position on the bridge but I do not remember exactly what I hexedited. There might be some problems with player positions at the guns (not sure though). I think that turms and weapons defined in the EQP file of the sub are not so important because they will be ovewritten by specifications in the Basic.cfg but I can't be 100% sure.

sergbuto
12-02-05, 09:13 PM
Serg, I think the British roster config files are not in the right folder - moved them in and they worked :) Fix?

yes, they should in the Submarine subfolder. Overlooked.

I'm currently implementing a set of scripted random-route patrols in areas where British subs would have operated (mainly med and North Sea/Norway), using rough estimates as to the numbers and locations. I'll upload a merge-able .mis file for those who'd like some Tommy fish to shoot at.

Are you doing it for the campaign file?

As I understand it, you're supposed to set the Height for the submerged boats to around -12, right?

Wrong. The Height should be always set to zero. Otherwise the boats will not move. It works exactly the same way as for submerged AI German boats in the Wolfpack mod.

My only complaint is that the diesel sound is used for both submerged and surfaced subs, but we can all live with it.

Good point. I did not think of that. I will take a look at how it can be changed when I have time.

[edit] oh - and I noticed that 1 torpedo doesn't kill these things.

Yes, it does but it strongly depends on where the torpedo hits the boat. The setting for the torpedo depth may be also important. If I remember correctly, the "magnetic" torpedo is more efficient at somewhat shallower depths than 16 m. The "impact" topedo is efficient at about 12m depth or so.

The S-class boats already have reduced hit points and armor level compared to U-boats. Maybe, it is necessary to reduce them even more.

chris911
12-02-05, 10:13 PM
The S-Class is really one of the ugliest uboats ever created. But seeing her in game i realy like her....So thanks for the great mod

Axlwolf
12-03-05, 03:23 AM
Seeing a new type of sub is refreshing :D

But i have trouble sinking it with magnetic.I've tryed with my target submerged and surfaced,with various deep setting,spread and non-spread salvo.No matter what i do,it seems only an impact could sink it.
Another small thing,when i checked my logbook i've noticed no tonnage for the submarine.I have the note about an S class sunked but with zero tonnage.
And when i've send a report to BdU,they reply me with an "Be more aggressive" :(
Anyway...i'm amazed.Really good work!

sergbuto
12-03-05, 08:15 AM
If I remember correctly, above shown pics of torpedo attack on surfaced S-class were made with magnetic torpedo. Try to aim to the stern.

As to tonnage, it is very small but you may try adding the line

Displacement = ...

in sub's CFG file as for merchants and DDs. The main thing is renown which is quite substantial especially for sinking a submerged sub.

Axlwolf
12-03-05, 10:33 AM
I'll do that,thanks :up:

Sulikate
12-03-05, 08:08 PM
"Is that a new model or something used for Pacific Aces?"

I knew I had seen this model earlier...
just found it, 3dsmax format.
Nice work indeed, you guys keep amazing me :arrgh!:

Axlwolf
12-04-05, 04:03 AM
I've fixed the tonnage,but still i can't sink it with magnetic.
I've made a mission were the surfaced enemy sub and mine was pointing right at each other at 333 meter of distance so the torpedo must pass the entire lenght of the enemy sub.Launched a salvo of 4 at zero spread with a depth of 7 meter.

All the torpedo passed just below the keel of the enemy sub without exploding.

Duke of Earl
12-04-05, 06:47 PM
I've fixed the tonnage,but still i can't sink it with magnetic.
I've made a mission were the surfaced enemy sub and mine was pointing right at each other at 333 meter of distance so the torpedo must pass the entire lenght of the enemy sub.Launched a salvo of 4 at zero spread with a depth of 7 meter.

All the torpedo passed just below the keel of the enemy sub without exploding.

Try 5 meters magnetic for the surfaced boat... 12 meters magnetic for the submerged boat... works for me every time...

I lock and aim for the gut on the surfaced boat... and I use the TII or the ZK on the submerged boat... just have to aim real good from sonar bearings... aimpoint is below the Conning Tower...

ZK is a bit of a problem.. it wants to hit the rudder too much, which does not even slow down the S-boat...

Never had a bounce-off yet... 1 shot is all it takes... blows up real good (Hollywood style)...

Good mod Serg... very enjoyable and easy to add to the Harbors for more thrills... :D

I wonder if I can add Hydrophone or Sonar so that the S-Boat will detect an enemy contact?... :ping:

Cordialement, Duke of Earl

sergbuto
12-04-05, 07:14 PM
Actually, the sub has hydrophone at the H01 node. But maybe in this case it does not work and it is necessary to define a specific type for it to function, as done for DDs. Also, I doubt the sub will change direction for attacking the enemy when the latter detected. It is only DD/DE's AI is capable of doing that. But it is still a good idea to put in other sensors such as sonar and radar.

Duke of Earl
12-04-05, 10:28 PM
Actually, the sub has hydrophone at the H01 node. But maybe in this case it does not work and it is necessary to define a specific type for it to function, as done for DDs. Also, I doubt the sub will change direction for attacking the enemy when the latter detected. It is only DD/DE's AI is capable of doing that. But it is still a good idea to put in other sensors such as sonar and radar.

A pinger would be nice too.. I know the the S-Boat will zig-zag (surface and submerged) after an attack happens... it seems to follow the merchant AI pattern.. I was hoping that it would mimic the Elco boats instead...

Cordialement, Duke of Earl

12-05-05, 04:31 AM
IO have got a trouble - surfaced submarine (S class) causes СTD, while attampting to see it in the museum :arrgh!:

sergbuto
12-05-05, 07:13 AM
It seems that others do not have this problem and it works fine for me. Maybe there is a conflict with some of your mods/ships/units. Eventually, numerious 3D-model clonings by various people will lead to such kind of conflicts between units created by different modders.

Sulikate
12-05-05, 09:24 AM
A pinger would be nice too.. I know the the S-Boat will zig-zag (surface and submerged) after an attack happens... it seems to follow the merchant AI pattern.. I was hoping that it would mimic the Elco boats instead...

Cordialement, Duke of Earl

good point, a merchant pattern wouldn't be "natural" in a S-class, I hope this can be tweaked :yep:

Axlwolf
12-05-05, 12:23 PM
At 5 meter on a surfaced sub i get an impact on the hull(But i found the sweet spot,just under the sail...one fish,one kill)
Deeper (6 or 7)i'm likely to get a bounce.
At 12 meter,same thing,even the kill(Aimed right at the periscope)
Both the target were docked.

The S class has roughly the same draft of a type IX(compared during a pirate-style broadside deck gun fight at a roughly 100 meter distance,many death on my side :cry: )

And...about bouncing torpedo:during one of my test,with the enemy Sub surfaced and pointed at the same direction of my boat,one of my Torp,with a MAGNETIC setting,depth 1 meter,passed just on the side of the rudder,bounced OUT of the water,and then again in the water...useless and without propulsion.

It's strange because the AI type VII with virtual torpedoes(It was Sergbuto work??? I don't remember :hmm: )was affected by the magnetic setting,over and under the boat.
During one of my test a magnetic setting ZaunK passed over the engine area and exploded,impact was more likely to bounce on the hull(For the same reason i use to set all my homing torpedo under the keel of the target-ship.So he can do many passes if eventually,for some reason doesn't detonate.I have a really blasted story about this,but this is not the right place to talk about it)

EDIT:strange thing happened...after the killing blow under the sail i get an "Enemy unit destroyed" message but the enemy boat it's still floating,even with a large hole were it should be the command room,at 32x time compression(I want to see the sinking)
Sadly,my "testing" was interrupted by the RAF,but from underwater i can see it's still afloat.Strange :hmm:

Duke of Earl
12-05-05, 05:50 PM
EDIT:strange thing happened...after the killing blow under the sail i get an "Enemy unit destroyed" message but the enemy boat it's still floating,even with a large hole were it should be the command room,at 32x time compression(I want to see the sinking)
Sadly,my "testing" was interrupted by the RAF,but from underwater i can see it's still afloat.Strange :hmm:

Same thing happened to me... surface S-boat... TII mag detonated just aft of the 'sweet spot', but not on the tail... conning tower and deck gun compartments blew up... big hole in the port side... dead in the water... S-boat kept floating... it gradually began sinking and finally went to the bottom about 30 - 40 minutes later...

So, if you slightly miss the 'sweet spot', but the topside compartments blow and all propulsion stops, then it's a sinker for sure and may not worth another eel.... if no escorts around to give chase, it may be worth a few deck gun shells for the coup de grace..

Cordialement, Duke of Earl

sergbuto
12-06-05, 11:38 AM
Yes, it may take quite some time for the destroyed sub to sink.

12-08-05, 03:25 AM
WeLl, I have cloned both subs and now they work fine. Sergbuto, would you mind if I include cloned subs to next release of my mod?

sergbuto
12-08-05, 06:13 PM
Feel free to include them as long as there are appropriate credits.

Raus
12-11-05, 02:02 AM
That looks awesome! Nice job!

Axlwolf
12-11-05, 05:00 AM
Hunter,you mean that the Magnetic detonator works now?

Type941
12-19-05, 12:12 PM
Is there a non-rapishare link to download this boat? I can't find it at u-boat.simulations either...

sergbuto
12-19-05, 12:19 PM
It was a limited time offer. :) Just kidding. I need to eliminate the save/reload bug reported by CCIP before I can put it up for download on my site.

Type941
12-19-05, 02:20 PM
It was a limited time offer. :) Just kidding. I need to eliminate the save/reload bug reported by CCIP before I can put it up for download on my site.

:huh:

:rotfl:

Okey, I'll wait for that than. No problem.

VON_CAPO
12-20-05, 06:03 PM
Hi Sergbuto, I found the following page http://www.titanpictures.com/images/sboat.html with your job, very interesting. Congratulations!!!

http://img371.imageshack.us/img371/5430/sboat8jz.th.jpg (http://img371.imageshack.us/my.php?image=sboat8jz.jpg) http://img371.imageshack.us/img371/9499/sboatsh3c3bw.th.jpg (http://img371.imageshack.us/my.php?image=sboatsh3c3bw.jpg) http://img371.imageshack.us/img371/972/sboatuv28qx.th.jpg (http://img371.imageshack.us/my.php?image=sboatuv28qx.jpg)

Duke of Earl
12-21-05, 12:27 AM
Hi Serg,

Just wondering... why is the surfaced deck gun and surfaced AA gun not used on the submerged model?

I have tried to edit the NSSSclassUS_sm.eqp fle to assign these weapons to the corresponding submerged S-Boat nodes, but no success to get the surface weapons to appear underwater...

Cordialement, Duke of Earl

sergbuto
12-21-05, 04:45 AM
Because those guns will appear with the crew. I guess nobody would like having guys in lifevests smoking by the guns at the periscope depth. :lol:
Therefore, I used/left the guns from the original model.

sergbuto
06-30-06, 05:06 PM
Finally updated my SH3 site so that the download of the S-class sub can be found there as well.

woozel
11-20-15, 11:04 PM
I'm looking for the s-class model to import into blender to mod. All the links I find here are dead. Any format I can import to blender will be fine. dae,3ds,etc. I would also like the textures in a png or psd format to import into photoshop for modding.Thank you

Aktungbby
11-20-15, 11:18 PM
woozel!:Kaleun_Salute:

Plissken_04
11-21-15, 01:03 AM
I'm looking for the s-class model to import into blender to mod. All the links I find here are dead. Any format I can import to blender will be fine. dae,3ds,etc. I would also like the textures in a png or psd format to import into photoshop for modding.Thank you


ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/SERGBUTO/SclassUS_sub.7z


So Long

Maik

woozel
11-21-15, 03:16 AM
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/SERGBUTO/SclassUS_sub.7z


So Long

Maik

I appreciate it very much. I downloaded the file and the models seem to be in dat format. I can't import them into blender. Is there another free 3d modeling program I can use to open them so I can convert them to 3ds, obj, or dae format?

SquareSteelBar
11-21-15, 03:29 AM
http://s3d.skwas.com/features.aspx