WAC v4.1
NSS_X-craft = 25 NSS_UboatRU = 20 NSS_Uboat23 = 25 NSS_Uboat21 = 10 NSS_Uboat9d2 = 22 NSS_Uboat9c = 22 NSS_Uboat9b4 = 25 NSS_Uboat9b = 22 NSS_Uboat7d = 25 NSS_Uboat7c41 = 25 NSS_Uboat7c = 22 NSS_Uboat7b = 22 NSS_Uboat7a = 12,3125 NSS_Uboat2D = 22 NSS_Uboat2B = 22 NSS_Uboat2A = 22 NSS_Uboat_XXI = 28 NSS_SclassUS_sm = 12,3125 NSS_SclassUS = 12,3125 |
Thanks, guys! This helps a lot! :up:
Best, LGN1 |
@ BL!TZKR!EG
I have just realized that you tried getting in touch with me through PM. Unfortunately my subsim message box is full. I am sorry for that and for kidnapping LGN1's thread. If you want you can get in touch with me through my skype address, which you can find here on the left in the avatar are, or if the topic you want to is relative to some mod in particular, you can make a post in its thread dropping a link to it in this thread (sorry again LHN1 :oops:) gap off :salute: PS: @ LGN1: good mod! If you wan I can try modelling squeed and squid thrower :) |
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@ LGN1
I was inspired by your mod to create a model of the AS "Squid" projectile, in case you find a way to limit the number of charges dropped by the thrower to three.
The 576-vertices 1100-polygons model is based on the drawing posted by Anvar, and it measures ca. 305 cm (12 in) in diameter and ca. 150 cm in legth. Paint colour, markings and other details featured by the model were taken from the drawing mentioned above and from some photographs I found on the web. Nonetheless, most of those pictures portrayed later versions of the squid bomb. It is possible that under some respect the model is not a fully accurate representation of the WWII marks, but it should get close anyway. Let me know if you would like me to send the model your way :) Next, I plan to model the squid thrower. It will take a bit longer though, mostly because I couldn't find any technical drawing of the real thing, and I will be forced to infer some features and general proportions from photographs. |
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You guys are amazing. It's incredible how you keep this ancient game alive and kicking.
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Hi gap, hi all,
thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input. @gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information. I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it... Regards, LGN1 PS: Gap, would it be possible to delete some of your PM so that I can send you one? |
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Can you get in touch through skype? From there I will give you my private e-mail address :salute: |
Found a few more pictures of the AS Mortar Mk IV (this was the official name of our squid launcher) on Flickr:
http://farm6.static.flickr.com/5290/...fb4b068ec1.jpg http://farm6.static.flickr.com/5129/...1f8b30215b.jpg http://farm6.static.flickr.com/5164/...b37d09daea.jpg The new model is coming along nicely by the way :smug: https://i.imgur.com/1qznkdz.png |
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my test file was very simple. I just moved a K-gun node in the *.dat file to the bow and rotated it to point forward. With S3D it took just a few seconds to achieve this. Unfortunately, I don't have a skype account. I have also found a video of the thrower in your pictures: https://www.youtube.com/watch?v=71W3-umdkH0 And a few more shots: http://s661.photobucket.com/user/8Hu...?sort=3&page=1 Regards, LGN1 |
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-adjust wpn_Kgun controller's ranges to about 250 m (you can have as many "ranges" array items as you want, so maybe it will help having more than one of them, each with a different setting, so to allow more flexibility). - if you are using a regular Kgun as template, add two more barrel nodes to it so to have three depth charges thrown at once, one for each barrel. I am not sure if barrels need a 3D mesh attached to them in order to work. If so, for the moment you can attach some dummy model to the new barrels, and set it to invisible. - adjust barrel nodes' pitch (i.e. x axis rotation) to about 45 deg: this was the approximate elevation of squid laucher's barrels. - adjust the yaw (y axis rotation) of each barrel individually, so to create a triangular spread. In theory you should obtain a pattern like the one seen in the picture below (courtesy of navweaps.com): http://www.navweaps.com/Weapons/WAMB...arrosa_pic.jpg - equip a corvette with a couple of modified K-guns fitted on her front deck and pointing right forward, lauch the game and cross your fingers :D I would do the above tweaks myself, but atm I have not SHIII installed, only SHIV and V, but If you upload somewhere the stock K-gun files I can give it a go, or I could use SHIV files as template: the shouldn't be too dissimilar from SHIII ones. :hmm2: Quote:
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All the best, gap off :salute: P.S: launcher's meshes are nearly finished: https://i.imgur.com/06sv9E3.png |
A horrible picture :) Looking forward to see that in the game - I guess...
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