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-   -   Kilo Class submarine (https://www.subsim.com/radioroom/showthread.php?t=172087)

Swabbie 07-13-10 01:02 PM

Got to play around with the Kilo for a couple of hours last night. Nicely done, very nicely done.

Hoping to check out SSN 571 tonight. Been wanting to drive that boat since I was a kid.

rein1705 07-13-10 03:38 PM

Thats some grade A work there jhaporich and it's much appreciated.:up:

Sledgehammer427 07-13-10 11:57 PM

Quote:

Originally Posted by jhapprich (Post 1443238)
Jap, did most of it myself. Some of the older mods are still based on the skipjack/ohio/Foxtrot/Triomphant/November MODs so the 3d models are extensive modifications of these performed by myself or i built them completely from scratch.yes , the filework had to be all remade.

man, I feel old sometimes...I remember starting my modding career making the foxtrot and november, as well as the 688i career playable (the models were made by Dagon, so I'm not stealing his work and calling it my own,) the ohio and triomphant were built on top of those and these subs were built on top of that. It's kinda nice, like watching a child grow.

good stuff though jhapprich! that's a lot of work for one guy, I'm kinda jealous!:up:

jhapprich 07-14-10 12:25 PM

New SSN Permit ready for download
 
I´ve just added my Permit SSN mod to the downloads.It`s based upon the Skipjack by Tomagabriel.SSN 575 Seawolf will be coming soon. Have fun!

Link : http://yourfiles.to/?d=A0E9682F38

rein1705 07-14-10 05:33 PM

[QUOTE=jhapprich;1444156]I´ve just added my Permit SSN mod to the downloads.It`s based upon the Skipjack by Tomagabriel.SSN 575 Seawolf will be coming soon. Have fun!



WOOT!!!!!! So many playable subs my head is spinning round hahah There so cool!:woot:

jhapprich 07-16-10 06:45 PM

New Submarine SSN 575 Seawolf
 
Hello! Here`s a beta version of my new SSN 575 Seawolf Mod.
Link: http://yourfiles.to/?d=82FCF6A22

rein1705 07-22-10 04:42 PM

Quote:

Originally Posted by jhapprich (Post 1442258)
Hello! I´ve noticed your troubles with decrypting those german posts of mine on the ubi.com website so here are the direct download links (actually I`m happy my bad English is readable:DL ):

Nautilus SSN 571 http://yourfiles.to/?d=4ED6ABF320

Projekt 636 KILO SSK http://yourfiles.to/?d=CB1FDD0F36

Projekt 658M Hotel SSBN http://yourfiles.to/?d=91463FCD20

Projekt 667BDR DELTA III SSBN http://yourfiles.to/?d=48C7778738

Projekt 705K ALFA SSN http://yourfiles.to/?d=9E7CC0D139

Projekt 651 Juliet SSG http://yourfiles.to/?d=0FEDFFB436

Projekt 670 Charlie I SSGN http://yourfiles.to/?d=709F853A36

ps do you think the Nautilus hull should be stretched a little longer? i used the original specs but it doesn`t seem as elegant as it looks in original pictures




A little longer couldn't hurt. :D
How do i copy a Campaign data file to make the Delta 3 career playable? Ive tried a few times to just replace the sub's name everywhere it shows it inside the file but that makes me CTD afterwards.

Gorshkov 07-22-10 04:54 PM

Go to put modern subs into Dangerous Waters! In SH4 this is pointless and stupid! Can't you find something more beneficial to mod here? :down:

ETR3(SS) 07-22-10 06:20 PM

Well that's rude.:nope: If you don't like it no one is forcing you to use the mod. Each is allowed to play the game in the manner that they enjoy most.

Re: You Dangerous Waters comment, it's my understanding that additional units can not be placed into DW for legal reasons.

Gorshkov 07-22-10 06:54 PM

So enjoy modern subs in the sim which cannot simulate them practically at all. Really clever! Better think about introducing sixteenth century's galleons here - it would be more exciting idea: submarine gun battles with Spanish Great Armada. :rotfl2:

PS. You can discuss these legal reasons here on Subsim in Alpha-Tau and DWX threads. :)

ETR3(SS) 07-22-10 07:45 PM

Quote:

Originally Posted by Gorshkov (Post 1451021)
So enjoy modern subs in the sim which cannot simulate them practically at all. Really clever! Better think about introducing sixteenth century's galleons here - it would be more exciting idea: submarine gun battles with Spanish Great Armada. :rotfl2:

Would this be the same sim that has troubles simulating WWII era submarines as well? And the sixteenth century galleons sound like fun! When can you start modding them into the game?:yeah:

rein1705 07-22-10 10:19 PM

It't take about all your 9 pounder ammo to take down a good sized maru but i bet it'd be FUN! :yeah:

ETR3(SS), Your work on the modern, and pre-modern, Subs... it's most appreciated!!!! :salute:

keltos01 07-23-10 12:49 AM

Quote:

Originally Posted by ETR3(SS) (Post 1451082)
Would this be the same sim that has troubles simulating WWII era submarines as well? And the sixteenth century galleons sound like fun! When can you start modding them into the game?:yeah:

there is one already !!!

the ghost ship ! (Flying Dutchman 17th century)

jhapprich 07-23-10 05:20 AM

Concerning new submarines
 
Dear Gorshkov,
As you believe the implementation of modern submarines in SHIV to be stupid, you may simply stick to threads which do not deal with such things. I personally would not at all write such things about fellow gamers just because they prefer WWII era submarines.You may have noticed we`re talking about a Cold War Mod of the game. It takes a lot of time to create a new submarine and make it work.So if you don`t like it, you should rather keep such comments to yourself. By the way, you might consider changing your nickname as Adm. Sergeij Gorshkov is supposed to be the father of the post-WWII nuclear submarine force of the Soviet Union.
jhapprich

MGR1 07-25-10 12:12 PM

Quote:

Originally Posted by Gorshkov (Post 1451021)
So enjoy modern subs in the sim which cannot simulate them practically at all. Really clever! Better think about introducing sixteenth century's galleons here - it would be more exciting idea: submarine gun battles with Spanish Great Armada. :rotfl2:

Gorshkov, you're getting very near to trolling.

I tend to agree with jhapprich on this. If you don't like it, don't post anywhere near it!

May I point one thing out, though?

You knock people who decide to play about with post WW2 subs, but you've modded the Battle for the Baltic Mod to accept an American Fleet Boat?

'Nuff said.

Mike.

TorpexXIII 08-24-10 08:53 AM

HELP !!!
 
Hi Guys,

Ive just downloaded these puppies and my god they are awesome. Much respect to the creator. However I have one tiny problem. Only one has a conning tower!? Is there a UPC dat file conflict anyone knows about? Please help, Im a mong in such things and really want to play these boats.

Thanks in advance for help,


Chris

jhapprich 08-24-10 11:53 AM

Missing sails
 
Exactly which subs sail is still there? What version are you running them on? I made them for version 1.5. They are meant to be standalones, no other mod should be loaded simultaniously. I will upload a mod package with all the boats to run together in the next weeks.you could try to rename the conning names and files. therefore, go to the objects-folder and rename the files e.g Conning_667A to Conning_667A_01. do so with every file. next , go to Submarine>NSS_667A>NSS_667A.EQP and set the entry Z01> Linkname...to Conning_667A_01. save the file and open the UnitpartsXX667A.UPC in the Folder UPCdata/UPCUinitsData. Set the ExternalLinkName...to /Conning_667A_01. Save the file, than rename it to Unitparts11667A.UPC . Do so with every other conning of the subs. Take a look at the Hotel`s configuration files if you`re not sure how to do it. Otherwise , send me a mail.Hope it helps. By the way, the Hotel and the new Akula seem to be most stable. havent managed to load them without a sail yet. The Kilo has got a special mastlayout and the ECHOII uses a special deck cannon, ther`re not compatible to anything else. remember, only run one Mod! CU

You may also try to set another unitpatartsinterval to the connings.

TorpexXIII 08-24-10 01:41 PM

Con towers
 
Its the 651 thats fine. The one that starts with x2 missiles. Just for info Ive removed all mods and still has the same problem. Im not sure of the version. Ive got latest updates but apart from that Im not too sure...

Ill have a crack at the below and let you know how iy goes. I had the same on the Foxtrot / November duo. Foxtrot worked Nov didnt. That case it was a conflicting Upc Dat name which fixed it.

BTW thanks for amazing models. Great subs.

jhapprich 08-24-10 02:09 PM

just managed to dot the following: I Changed the Unitparts - Numbers of 10 Subs of mine to the following : 11,21,31,41,51,61,71,81,91,101. This way i can load these subs in the right order with jsgme and they`re all playable without the connings missing. So it seems that the SHIV engine uses a binary counting system for numbers higher than 10. this explains, why the connings are often missing while the filework seems alright. The Foxtrot + November Mod has originally the number 8 designatet to the Nov i think 18 to the foxtrot. Therefore the fox was complete while the November`s sail was missing as the system did accept only one No.8 Item and than checked, which file comes first-> 641 counts higher than 627.
However this is just a theory, but it works at my computer.

TorpexXIII 08-24-10 02:13 PM

...
 
Ahh man Im afraid you may have lost me just slightly there...

I think I know what you mean and will attempt it now.

Ill let you know the results...

Im going to try the 636 first which originally has the number 18636..what should I change that to?


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