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-   -   [WIP] "Omitted American submarines" (https://www.subsim.com/radioroom/showthread.php?t=232392)

The Bandit 07-21-17 05:29 AM

mod updated

goldfish716 07-21-17 02:36 PM

Quote:

Originally Posted by The Bandit (Post 2501749)
Thanks for the offer I'll see what I can do. I never thought about the rudder. I may be incorrect on this (and please correct me if I am) by my main reason for not doing the bow-mounted fins is that they were dispensed with by 1968. For most if not all (few exceptions being the Thresher, the 688 VLS and the hypotheticals) they fit either the 1968 or 1984 timeline.

I have no idea of the year. I just saw they were built with them, and later changed. I did it for the fun of changing it.

As for textures, I think all the Russian textures are interchangeable for the most part. You can use Delta IV for black with red bottom. Can use alpha for grey, or Ocsar for dark grey. Some are better matches than others.

You can monitor each change in the unit reference without reloading the game. Just arrow away, then back to the boat in question.

I don't know of a way to do anything lighter than the black we use with the Barbel though. I can do blue and purple... lol.

The Bandit 07-23-17 06:18 AM

Quote:

Originally Posted by goldfish716 (Post 2501957)
I have no idea of the year. I just saw they were built with them, and later changed. I did it for the fun of changing it.

As for textures, I think all the Russian textures are interchangeable for the most part. You can use Delta IV for black with red bottom. Can use alpha for grey, or Ocsar for dark grey. Some are better matches than others.

You can monitor each change in the unit reference without reloading the game. Just arrow away, then back to the boat in question.

I don't know of a way to do anything lighter than the black we use with the Barbel though. I can do blue and purple... lol.

Not having much luck with getting the textures to work, but yeah the blue might be worth a try if its dark enough.

You're on point with the Permit-style rudder for the Barbel as well, that does more resemble how they looked. I didn't notice but did you also have the dive-planes pushed up to near the front of the sail?

goldfish716 07-23-17 05:00 PM

I had the dive planes on the bow for the early model. I didn't touch them for the 84 model.

I haven't found a use for the blue and purple yet. They are from the environment folder:

"environment/sky/Day_Clear"

and others like that. You can see clouds in some of them. I will let you know if I find anything that might be useful.

Also you can use "terrain/sand" for a sandy color, but haven't seen much use for that yet either.

The Bandit 07-25-17 03:06 PM

Quote:

Originally Posted by goldfish716 (Post 2502308)
I had the dive planes on the bow for the early model. I didn't touch them for the 84 model.

I haven't found a use for the blue and purple yet. They are from the environment folder:

"environment/sky/Day_Clear"

and others like that. You can see clouds in some of them. I will let you know if I find anything that might be useful.

Also you can use "terrain/sand" for a sandy color, but haven't seen much use for that yet either.

Had some better results, you should like the next update
"environment/sky/Night_Overcast" is a good one, hull is a little on the dark blue side but it can work. How do I get into the "texture folder" because I'm thinking the texture for smoke may be worth a try.

The Bandit 07-27-17 07:23 AM

So another new update is in the works. After sitting down and thinking about it, I decided to create the "41 for Freedom" SSBNs, so that means we're looking at the George Washington (sadly using the Skipjack model but in both SSBN and SSN variations) Ethan Allen (already created the SSN and SSGN variations) Lafayette (68 and 84 also includes the James Madison class) and Ben Franklin (68 and 84).

None of these have ballistic missiles because I'm not even sure if that can be done and even if it could be the game-play value would be nearly non-existent. Also I don't plan on putting any of the SSBNs in the campaign files because, frankly they don't make sense in that role (strategic asses are not going to be used to fight the war, unless they get the launch order to flatten Russia) but they could make for some fun single missions / evasion.

Also I'm toying with yet another hypothetical design, the FAS (Future Attack Submarine) SSN. Due to cost-overruns during the 1970s there was a concerted effort to develop a more affordable alternative to the Los Angeles class.

Also adding new weapons
UUM-44B SUBROC- Non nuclear Mk44 carrying stand off weapon. The Mk 44 is about as good as the Mk 37 aim your shots carefully and don't count on them to work miracles.

UUM-84 Tarpon- Hypothetical ASW weapon which was based off the AGM/UGM/RGM-84 and carrying a Mk 46 torpedo

Mk 44 torpedo
Mk 46 Mod 5 torpedo.

The Bandit 07-31-17 01:31 PM

MOD UPDATE
new release on page 1

Electric Boat 08-07-17 02:21 AM

US submarines 3D models
 
For those who could be interested to I have quite the whole list of Cold War Era US Submarines accurately reproduced from blueprints:

Ethan Allen class SSBN
Lafayette class SSBN
Benjamin Franklin class SSBN
James Madison class SSBN
Ohio class SSBN

Barbel class SS

Permit class SSN;
Permit Improved SSN;
Jack SSN-605 (original with contra-rotating propellers and longer tail);
Sturgeon Improved SSN;
Narwhal SSN-671 (Sturgeon-like one-of-a-kind unit with larger diameter hull and intakes in the stern horizontal planes' roots);
Parche SSN-683 (with modified hull for X-OPS and fwd turtleback);
Glenard P. Lipscomb SSN-685 (Sturgeon with longer hull);
Los Angeles "688" class SSN (SSNs 688-718);
Los Angeles VLS class SSN (SSNs 719-725+750, complete with bow VLS tubes and hatches);
Los Angeles Improved SSN (SSNs 751-773, diving planes moved from sail to bow and reshaped, aft "wings" with pods, bow VLS tubes and hatched);


Another "eye candy" I modeled is the "Tapping Pod" used in "Ivy Bell" operations to eavesdrop comms on submarine cables...


Of course I also produced all the weaponry available in US Navy's inventory at the time:

Mk-44
Mk-46
Mk-45 ASTOR;
Mk-48 Mod. 3/4/5 ADCAP;


UUM-44 ASCROC;
UUM-125 A/B Sea Lance;

UGM-84 Harpoon
UGM-109A TLAM-N (nuclear tipped Tomahawk);
UGM-109B TASM (antiship Tomahawk);
UGM-109C TLAM (HE conventional WH Tomahawk);
UGM-109D TLAM (BLU-97 bomblet armed cluster Tomahawk).


All that stuff was originally produced by me for employ in Dangerous Waters but by having the native ".max" and ".3ds" files I can convert them into whatever else format (once established the one used in "Cold Waters").
Possibly many other "polygonal charge" previously limited by inherent limitations of the DW's 3D-Engine can be used to furtherly improve the accuracy of these models).

Julhelm 08-07-17 03:22 AM

Do you have some screenshots of them? The CW subs are built in quite specific way because of how I go about mapping and texturing them.

The Bandit 08-07-17 08:08 PM

Quote:

Originally Posted by Electric Boat (Post 2505200)
For those who could be interested to I have quite the whole list of Cold War Era US Submarines accurately reproduced from blueprints:

Ethan Allen class SSBN
Lafayette class SSBN
Benjamin Franklin class SSBN
James Madison class SSBN
Ohio class SSBN

Barbel class SS

Permit class SSN;
Permit Improved SSN;
Jack SSN-605 (original with contra-rotating propellers and longer tail);
Sturgeon Improved SSN;
Narwhal SSN-671 (Sturgeon-like one-of-a-kind unit with larger diameter hull and intakes in the stern horizontal planes' roots);
Parche SSN-683 (with modified hull for X-OPS and fwd turtleback);
Glenard P. Lipscomb SSN-685 (Sturgeon with longer hull);
Los Angeles "688" class SSN (SSNs 688-718);
Los Angeles VLS class SSN (SSNs 719-725+750, complete with bow VLS tubes and hatches);
Los Angeles Improved SSN (SSNs 751-773, diving planes moved from sail to bow and reshaped, aft "wings" with pods, bow VLS tubes and hatched);


Another "eye candy" I modeled is the "Tapping Pod" used in "Ivy Bell" operations to eavesdrop comms on submarine cables...


Of course I also produced all the weaponry available in US Navy's inventory at the time:

Mk-44
Mk-46
Mk-45 ASTOR;
Mk-48 Mod. 3/4/5 ADCAP;


UUM-44 ASCROC;
UUM-125 A/B Sea Lance;

UGM-84 Harpoon
UGM-109A TLAM-N (nuclear tipped Tomahawk);
UGM-109B TASM (antiship Tomahawk);
UGM-109C TLAM (HE conventional WH Tomahawk);
UGM-109D TLAM (BLU-97 bomblet armed cluster Tomahawk).


All that stuff was originally produced by me for employ in Dangerous Waters but by having the native ".max" and ".3ds" files I can convert them into whatever else format (once established the one used in "Cold Waters").
Possibly many other "polygonal charge" previously limited by inherent limitations of the DW's 3D-Engine can be used to furtherly improve the accuracy of these models).

Hey, if we can ever figure out a way to do that I'd love to feature any of the assets you've made however I think you're on the right track talking to Julhelm. As far as I'm concerned, the more of my mod that KFG makes obsolete, the better:up:

EnjoyableSTIG 08-08-17 02:25 AM

@Julhelm

Can you give a brief explanation of what you mean by the "specific way" in which you create your in game models? I'm not sure I would understand as a no-game-development-experience cretin but perhaps others may find it more interesting.

Aktungbby 08-08-17 12:34 PM

welcome aboard!
 
EnjoyableSTIG!:Kaleun_Salute:

Julhelm 08-08-17 02:21 PM

All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.

The Bandit 08-08-17 06:13 PM

Quote:

Originally Posted by Julhelm (Post 2505418)
All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.

This is also what makes it possible for some of the great work done by PRS creating subs like the Papa and Virginia class by "grafting on" parts from other models and positioning them appropriately.

EnjoyableSTIG 08-08-17 09:30 PM

@Aktungbby - thanks!


Could you make modular submarine hulls? That would be interesting. This game could turn into Kerbal Space Program - Submarine edition...:haha:

The Bandit 08-26-17 05:35 PM

mod updated

-MK 37 torpedo overhaul, lowered noise levels to prevent subs from hearing torpedoes in their baffles. Throughout testing they still hear them from other angles though so all seems good.
-Overhauled and added a few sensors (like BQR-15)
-Added many improved models made by Leopard Driver using available CW assets (Tang, Darter, Greyback, Halibut, Skate, Sailfish, Tullibee, Barbel, Glenard P. Lipscomb, all included SSBNs)
-new hypothetical "Permit-class SSGN"
-new Tunny SSG
-Regulus I and II cruise missiles.

beanermarine 08-27-17 08:56 PM

install help
 
ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks

The Bandit 08-31-17 11:03 AM

Quote:

Originally Posted by beanermarine (Post 2509119)
ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks

http://www.subsim.com/radioroom/down...o=file&id=5260

Follow the installation instructions in the first part of the description and you should do fine. Let me know if you have any difficulties.

The Bandit 09-25-17 04:21 PM

Due to the recent updates, changes made to some of the assets have caused some of the 3d work which was done for OAS to become misaligned. Work is being done to rectify this but for the time being I've decided to hold off on a newer version until we can rectify everything.

In other news, I've completed a conversion of the Echo II class SSGN which will function as a more credible stand-in for the Triton class SSN/SSRN. As well as a few new hypothetical classes (some from the mind of Leopard Driver). Stay tuned for updates as we get things into shape for re-release.

jack33 10-03-17 09:08 AM

Nautilus please
 
Nautilus please:wah::wah::wah::wah::wah:


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