SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] We Dive at Dawn (https://www.subsim.com/radioroom/showthread.php?t=170639)

EzioAuditore 01-20-11 10:57 AM

Quote:

Originally Posted by keltos01 (Post 1578445)
http://img714.imageshack.us/img714/7907/uclass.jpg


http://www.flickr.com/photos/daviddb/3109493815/

http://img543.imageshack.us/img543/7907/uclass.jpg

above : WDAD U Class submarine

below : SH5 U Class submarine

why ? because there were two types !


http://en.wikipedia.org/wiki/British_U_class_submarine

here is upholder :

http://img33.imageshack.us/img33/2850/hmsupholder.jpg

HMS Upholder

Armament: 4 bow internal 21 inch torpedo tubes, 2 external
10 torpedoes
1 - 3 inch gun

so should we make two types in WDAD ?

the model from SH5 is the first type with 6 bow tubes including 2 external

the model from WDAD is the later type with 4 bow tubes.

Well its nice and i love it to play 2 types.Around 1940-42 i would play SH5 U-class and later years(43-45) WDAD class
Its matter if any modder have time to put it in

keltos01 01-20-11 11:02 AM

I have started a patch for WDAD to originally change the type with SH5 model but now that I know there were two types ...

I will make a clone of the U Class and give it its SH5 name Undine.

So we'll have the T, two U, missing the S ;)

keltos

EzioAuditore 01-20-11 11:09 AM

Keltos01,
In your SH5 U-class picture it has AA gun will it have any .50 cal or Vickers machine gun?

keltos01 01-20-11 11:46 AM

There should be a .303 machine gun, but here we'll settle for the .50

k

keltos01 01-20-11 12:14 PM

Undine ingame ;)

still some work to be done though... as always :88)

http://img441.imageshack.us/img441/2676/undineclass.jpg

http://img228.imageshack.us/img228/8383/76029577k.jpg

http://img521.imageshack.us/img521/3345/23115386.jpg
love that hatch !


keltos

Hitman 01-20-11 12:47 PM

Nice camouflage Keltos ;)

TorpX 01-20-11 07:59 PM

Fruit Machine
 
Quote:

Originally Posted by Hitman (Post 1562007)
The problem is that skippers either used 0 or 90, not intermediate angles. The british TDC could not update Gyro Angles "on the fly", instead they were set manually into the torpedo, and by default it was 0º. This is the reason why the captain asked for an attack course and the officer operating the TDC answered with the correct one. The Torpedo was not changed to aim at the target, instead it was the whole submarine what moved to aim at the enemy AFTER the captain had chosen the Gyro Angle he wanted to shoot with (Which was either 0 or 90º for simplicity purposes)!

In the sim right now the Torpedo's Gyro Angle is updated constantly, allowing you to shoot in any moment instead of waiting at the correct course for the precise angle, which is what british submariners did. And if they missed the exact moment to shoot their whole setup was ruined, something that won't happen right now because the Torpedo Gyro Angle will be updated by the TDC...

The problem is that we still need the TDC to calculate the lead angle for us, and it will not do it with a fixed angle torpedo, because in that case the Gyro Angle pointer becomes locked. We could use a printed table for easy 90º track angle shots, but that would mean that only being perpendicular to the target is valide for getting a correct solution, which is even more limited than what british submarines could do! And the utility of the TDc would be limited to somehow check the accurancy of your estimations. I'm afraid we are screwed :dead:


Hello Hitman and all,
I haven't played WDAD, but have been reading the thread because I had read a little about the "fruit machine" some time ago and thought it was very interesting.


I'm not sure how you want to model the fruit machine, but if knowing the lead angle for for firing is the only thing holding you up, I can help you out. I worked out the necessary equations for a zero gyro-angle firing solution since I like to play the S-boats this way (and a 90 deg. track is not required). Any calculator with trig functions will suffice.

keltos01 01-21-11 04:16 AM

http://img833.imageshack.us/img833/9348/rsmgadua.jpg



http://img513.imageshack.us/img513/9...gibileadua.jpg
http://it.wikipedia.org/wiki/Classe_...ommergibile%29


rowi58 sent me the files, so maybe we could have two sides to this campaign ?

http://img88.imageshack.us/img88/5250/adua.jpg
JU_88 and Ref 3d model

Adua Submarine (59 subs built)

Profondità operativa 80 m


Propulsione motore diesel da 1.400 CV

elettrico da 800 CV Velocità in superficie: 14 nodi (26 km/h)

in immersione: 7,5 nodi (13,9 km/h)

Autonomia 3.180 mn

Armamento siluri:
  • 4 tubi lanciasiluri da 533 mm a prora
  • 2 tubi lanciasiluri da 533 mm a poppa
  • 1 cannone da 100/47 (152 colpi)
  • 2 mitragliere singole da 13,2 mm (3.000 colpi)
  • 6 siluri
  • Alcune unità furono modificate con l'aggiunta di 4 siluri a lenta corsa maiali

torpedoes :

Si otteneva una corsa di 4.000 metri a 50 nodi, o una corsa doppia riducendo la velocità a 40 nodi. Direzione (angolazione) e profondità erano regolabili prima del lancio. Un giroscopio garantiva che venissero mantenute durante la corsa. Il siluro aveva un diametro standard di 533 millimetri (450 per le versioni precedenti, più piccole) e una lunghezza tra 6,50 e 7,20 metri. La carica esplosiva era di 250-270 chili, attivata da acciarini universali a pendolo, ovvero azionati dall’urto contro il bersaglio.
http://www.trentoincina.it/mostrapost.php?id=199

http://it.wikipedia.org/wiki/Silurif...d_di_Fiume_S.A.

keltos

keltos01 01-21-11 05:15 AM

Waiting from Elanaiba to see if we can actually use the U Class from SH5 without infringing on copyrights.

in the meantime I made doors for that particular boat :

http://img441.imageshack.us/img441/674/uclassdoors.jpg

http://img545.imageshack.us/img545/6...lassdoors2.jpg

I also removed the scopes and split the back plane from the hull as well as the bowplanes.

keltos

Gustav 01-21-11 06:24 AM

This is truly spectacular work guys. Well done! This mod seems to be building momentum daily.

The addition of more British submarine types, and indeed some Italian boats will add immensely to the depth of the Mediterranean campaign.

Don't forget that it wasn't just the U, S & T classes that took part in the war, but also the H, L, O, P, R & V Classes.

:arrgh!:

keltos01 01-21-11 07:03 AM

Quote:

Originally Posted by Gustav (Post 1579067)

Don't forget that it wasn't just the U, S & T classes that took part in the war, but also the H, L, O, P, R & V Classes.

yeah yeah, but we need 3d models to implement those boats ;)

keltos01 01-21-11 08:31 AM

http://img524.imageshack.us/img524/9774/prowbo.jpg

torpedo doors

Hitman 01-21-11 09:06 AM

Quote:

rowi58 sent me the files, so maybe we could have two sides to this campaign ?
Hum hold on, let first the british side be ready :DL

Quote:

I'm not sure how you want to model the fruit machine, but if knowing the lead angle for for firing is the only thing holding you up, I can help you out. I worked out the necessary equations for a zero gyro-angle firing solution since I like to play the S-boats this way (and a 90 deg. track is not required). Any calculator with trig functions will suffice.
Yes of cours an external program one can use by ALT/TABing the game can work, but the thing is we wanted to coax the US TDC into working like the british one did, it is only really a matter of finding a solution of the GA lock, but it eludes us still :hmmm:

keltos01 01-21-11 09:56 AM

modified the loadout picture to look more like the type I U class ;:

http://img52.imageshack.us/img52/6268/undineloadout.jpg

http://img843.imageshack.us/img843/1628/undineii.jpg

http://img21.imageshack.us/img21/1628/undineii.jpg

Uploaded with ImageShack.us

I set the caustics off..

still need to move dg and tower, but the rest is ready !
k

Nisgeis 01-21-11 12:01 PM

Quote:

Originally Posted by Hitman (Post 1579165)
Yes of cours an external program one can use by ALT/TABing the game can work, but the thing is we wanted to coax the US TDC into working like the british one did, it is only really a matter of finding a solution of the GA lock, but it eludes us still :hmmm:

Keltos said he was going to test with 0 degree torpedoes, but never posted his results (specifically what happens to the GA indicator). What are you trying to do to the torpedoes exactly?


All times are GMT -5. The time now is 01:08 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.