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-   -   [REL]HMS subamrine Truant playable mod (https://www.subsim.com/radioroom/showthread.php?t=137856)

Schroeder 06-27-08 10:01 AM

TBT = Target Bearing Transmittor, yes, that's the American version of the UZO.
UZO = U-Boot Zieloptik (Submarine targeting-optics or something like that IIRC).:D

peabody 06-27-08 10:42 AM

Quote:

Originally Posted by Schroeder
TBT = Target Bearing Transmittor, yes, that's the American version of the UZO.
UZO = U-Boot Zieloptik (Submarine targeting-optics or something like that IIRC).:D

Thanks Schroedeer! For a while I didn't know they were the same thing and I read things on here about the UZO and couldn't find it and I was using it. :rotfl:.

@Keltos, The panel is just a dds I think the problem is in the 11 tubes. If you look at Xantros PBB in the ship/sub.upc he uses tube #6 three times in the Torpedo room and in the FunctionalSubsystems. But it's different in the .sim file. Probably some trial and error. You can have 10 for sure, so you may get 8 forward lights and two back lights but the eleventh may have to be used with the keyboard "select next tube" (or whatever it's called) on stock is the W key. So you can have 11 but one won't show I think is what Xantro is saying.

I don't know if you have actually looked at the panel dds but it is a blank panel with lights above it and the game just adds lights to the empty panel according to what your files tell it to.

Peabody

keltos01 06-27-08 01:08 PM

TBT
 
TBT version 1.6 : works, has two stern tubes, eight fore.

http://img180.imageshack.us/img180/2503/uzover1xi6.jpg



tried the 1.7 version, got a CTD when I pressed "U":damn:

what a p... in the a...:stare:

It works fine using the scope, and not the TBT ???

will check xantro's stuff , maybe I missed something...

keltos01 06-27-08 02:42 PM

fixing stuff
 
ok I'm trying to fix the position of some stuff on the ship, what are those ? which node ?
I fixed the main gun position which was too far aft, and the aa gun which was too far forward.

http://img93.imageshack.us/img93/871...ngstuffve5.jpg
http://img93.imageshack.us/img93/871...c3e78871cf.jpg

keltos01 06-27-08 03:04 PM

fixed
 
http://img397.imageshack.us/img397/2...erstuffqo9.jpg
http://img397.imageshack.us/img397/2...79c57f29d9.jpg

fixed R02 the radar aft of the first periscope
fixed R03 the round antenna left of the tub
fixed I06 the spotlight in the middle of the tub

fixed Deck gun position
fixed A01 AA gun position

keltos

keltos01 06-27-08 03:51 PM

fixed
 
found all the little buggers ;)

http://img205.imageshack.us/img205/5...ngstuffih7.jpg
http://img205.imageshack.us/img205/5...2aa7090a24.jpg


now I need to change the camera view for the Bridge : it's currently on deck in front of the tower :nope:

so ok I know that the TBT causes CTD :damn:

I'll upload the new mod, version 1.9, because I feel that with its 11 working tubes, it's overall a good model, I'll try to fix the TBT thing and NO, I don't want to remove a tube that shows correctly on the periscope firing pannel. I'll take the time and find a way around it, or someone will.

keltos

Schroeder 06-27-08 04:23 PM

Keep up the good work. This will be one hell of a sub when it's finished.:D

keltos01 06-27-08 04:30 PM

Version 1.9 uploaded on filefront
 
http://files.filefront.com/v19+Hr+MS.../fileinfo.html

Do not use TBT (UZO) because of CTD, otherwise it works fine :D

Thanks Schroeder !:up:

Schroeder 06-27-08 05:26 PM

O.K. I've tested it briefly again.

I noticed that one flak is out of place:
http://foto.arcor-online.net/palb/al...6663396336.jpg

I guess it was supposed to be on that pod.

The other problems remained the same. CTD when using the stadimeter, it can still go down to 450 feet and the propellers are still stuck inside the hull (I'm not sure though whether you have already tried to fix those problems).

But it definitely looks better now.

keltos01 06-27-08 05:58 PM

I didn't remove the second flak from the original Balao, don't know if I should put it on deck or remove it altogether..

I didn't work on the propellers yet,

I just fixed the periscopes : they now go all the way down in their respective wells, the periscope depth is now set at 20 m although in RL it was 30 feet, they had only a 34 feet periscope, increased it to 37 later on, after the war... but if I set 30 feet, the conning sticks out of the water !

http://img179.imageshack.us/img179/6...rifixedfu2.jpg
http://img179.imageshack.us/img179/6...d1d24a3c81.jpg

About the stadimeter CTD and Uzo CTD, I don't have a clue yet, that's why tonight I decided to fix little things ;)
keltos

keltos01 06-27-08 06:25 PM

propellers
 
changed them with the real ones, not the Balao's :

http://img241.imageshack.us/img241/9660/propsas1.jpg
http://img241.imageshack.us/img241/9...1e86278ea1.jpg

uploaded a revised version of 1.9 mod with the periscope fix (periscope depth at 20 m depth and height of the scopes) and new propeller fix.

link :

http://files.filefront.com/v19+Hr+MS.../fileinfo.html

cgjimeneza 06-30-08 01:30 PM

no conning tower
 
Hi

I installed your mod after TMO 152 and RSRD fully patched.

I sailed on a career from dec 7 PH, and when I finally arrived in the Luzon Strait, and saw a ship... I had no Periscope... no binocs, no bridge, no TBT.... only a deck gun...

In anger I shoot it out with the Jap and sank it.... but I wonder were the sail and all related stuff is...

keltos01 06-30-08 02:16 PM

I'm at a loss... I tried playing it from the harbor a few times but didn't get to play a whole mission yet, the TBT doesn't work with 11 tubes it causes a crash to desktop when used, that's mentionned in the explanations with the download, as for the rest I have to check..
sorry about that, did the sub have everything when you left port ?

check if you have any other subs installed, if so go to the upcdata folder\UPCUnitsData, find UnitParts8Triton, rename the 3 to a number after that of the last sub you have for instance 9 if 8 is lets say Unitspart8gato for example, then it should be fine.

peabody 06-30-08 02:31 PM

Quote:

Originally Posted by cgjimeneza
Hi

I installed your mod after TMO 152 and RSRD fully patched.

I sailed on a career from dec 7 PH, and when I finally arrived in the Luzon Strait, and saw a ship... I had no Periscope... no binocs, no bridge, no TBT.... only a deck gun...

In anger I shoot it out with the Jap and sank it.... but I wonder were the sail and all related stuff is...

When you say no bridge, is it that you couldn't go to the bridge or the conning tower was missing?

Peabody

cgjimeneza 06-30-08 03:19 PM

no bridge
 
ok.
A-no conning tower structure, the gun was suspended in mid air
b-no function on the following stations:
periscopes (attack and observation)
bridge
bridge (binocs)
TBT/UZO
radar (scope)


so I couldnt "lock" anything, I measured the distance to my target via the ruler in the nav map...

I didnt found out they were missing as I sailed and kept the map view until contact was made.

peabody 06-30-08 03:45 PM

Quote:

Originally Posted by cgjimeneza
ok.
A-no conning tower structure, the gun was suspended in mid air
b-no function on the following stations:
periscopes (attack and observation)
bridge
bridge (binocs)
TBT/UZO
radar (scope)


so I couldnt "lock" anything, I measured the distance to my target via the ruler in the nav map...

I didnt found out they were missing as I sailed and kept the map view until contact was made.

I don't know the mods you are using, I have stock but I will bet they add ships to the game and as Keltos pointed out it is the Numbering of the UnitParts#Subname. If they have the same number it conflicts and the tower (which is what the UnitParts contains) disappears. It's an issue he is aware of.

Maybe help Keltos out and let him know the last number in the folder. If you have RSRD and TMO maybe he could try to number his higher then what is added since a lot of people play those mods. Of course it will have to be tested to see if it works with numbers missing for the ones without the mod.

Peabody

keltos01 06-30-08 03:51 PM

did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)

cgjimeneza 06-30-08 04:07 PM

Quote:

Originally Posted by keltos01
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)

Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME

peabody 06-30-08 04:21 PM

Quote:

Originally Posted by cgjimeneza
Quote:

Originally Posted by keltos01
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)

Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME

It doesn't have to be a playable sub. If a mod added another ship or sub and needed to use the "UnitParts" then there will be a #8 in there already. Not saying there is but that has been the problem with everyone else that has this same issue.

Peabody

cgjimeneza 06-30-08 09:11 PM

Quote:

Originally Posted by Hitman
Fantastic progress :up:

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style :o because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0º Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties :D

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

:ping:

See "Submarine Commander" by Ben Bryant, RAdm RN, who was skipper of HMS-Safari and HMS Sealion (british), the brit torps were straight runners.

and didnt HMS Conqueror use 3 mk-8`s to sink the argentines Belgrano in the Falkland`s war???


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