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-   -   [WIP] The Modern Subs Project (https://www.subsim.com/radioroom/showthread.php?t=161396)

Marka Ragnos 11-21-10 09:42 AM

Quote:

Originally Posted by iowa101 (Post 1539257)
I take it the AI Subs are findable in campaign, it's jst that we've all waited so long to fight a submarine with a sub marine.

Can we encounter them, and will that attack us as they should if enemy or would we have to make a mission of our own to do so.

also i see that they have missiles that actually fire correctly, although some experience problems is that correct.
it's just im looking into adding missiles to my USS Theodore Roosevelt mod which will be Career playable.
my best candidate as of yet is the Ohio's missiles that run just above the surface of the water.

The ohio missiles have no guidance system they run in a straight line, so they can't attack a moving target.

I have edited them to make them more powerfull but to make it a guided missile i have failed

jhapprich 11-21-10 11:09 AM

marka, check the torpedo library of the oscar mod(german ones) , the p700granit is listed as TIV. check in the .sim if its set to acoustic homing and if, reduce the speed to 100 knots. the problem with having working missiles is they´re either fast and non homing( e.g. my ballistic missiles) or quite slow and homing(e.g. the P-7 cm)fast and homing wont work.please remember they are still torpedos,i just attached the launching and flying sequence as an animation.however the most primitive way is to put the torpedo model some meters above the water and call that thing missile.bad look, bad feeling, bad solution. iowa , you are mixing things: yes, the ai subs have missiles, but no, this is not the final version, i havent finished the ai sub yet, what you can see are just first studies.
Everyone please notice the current version you all can download is NOT AT ALL FINISHED.im am very thankful for every feedback, but i cannot solve everything at once.please be patient.my intention to make the stuff available was to give others the opportunity to add their own work,so i would not have to do nearly all of it myself.so if anyone wants to use parts of the mod etc. feel free to do so, you do NOT NEED MY PERMISSION, so there is no need to ask, but it would be nice if you would make the stuff you`ve done available to the others.

iowa101 11-21-10 11:14 AM

have you made any head way on the astute model yet mate, she's a beautiful submarine and would be my great pleasure to command her

Marka Ragnos 11-21-10 11:42 AM

Quote:

Originally Posted by jhapprich (Post 1539307)
marka, check the torpedo library of the oscar mod(german ones) , the p700granit is listed as TIV. check in the .sim if its set to acoustic homing and if, reduce the speed to 100 knots. the problem with having working missiles is they´re either fast and non homing( e.g. my ballistic missiles) or quite slow and homing(e.g. the P-7 cm)fast and homing wont work.please remember they are still torpedos,i just attached the launching and flying sequence as an animation.however the most primitive way is to put the torpedo model som meters above the water and call that thing missile.bad look, bad feeling, bad solution. iowa , you are mixing things: yes, the ai subs have missiles, but no, this is not the final version, i havent finished the ai sub yet, what you can see are just first studies.
Everyone please notice the current version you all can download is NOT AT ALL FINISHED.im am very thankful for every feedback, but i cannot solve everything at once.please be patient.my intention to make the stuff available was to give others the opportunity to add their own work,so i would not have to do nearly all of it myself.so if anyone wants to use prts of the mod etc. feel free to do so, you do NOT NEED MY PERMISSION, so there is no need to ask, but it would be nice if you would make the stuff you`ve done available to the others.

Reduced the speed to 100 knots and it works perfectly :) Again thanks alot!

I'm having loads of fun :D

Yamato_NF 11-22-10 06:09 PM

Missing Compartments
 
i noticed that the Command Center compartment for the Yankee SSBN is missing. :damn:
PLEASE fix this.

thanks a bunch
Yamato_NF

Herr_Pete 11-22-10 11:30 PM

Patience. There are 1 or 2 subs which have missing compartments etc...It will all be corrected. No need to worry.

jhapprich 11-23-10 02:07 AM

missing compartments
 
which subs would that be?

Yankee fix: http://www.filefront.com/17548746/Da...rtment_Fix.rar

Yamato_NF 11-23-10 10:37 AM

Thank you
 
Thanks Jhapprich.
i owe you a bunch!

Hotmanandre 11-23-10 11:08 AM

Quote:

Originally Posted by jhapprich (Post 1540095)
which subs would that be?
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What project following to send? 670 has received?

jhapprich 11-23-10 12:58 PM

any other blueprint you have to offer:D

iowa101 11-23-10 01:13 PM

i see your back, was wondering about any possible astute update as well as a possible seawolf class

Marka Ragnos 11-23-10 05:17 PM

Quote:

Originally Posted by iowa101 (Post 1540418)
i see your back, was wondering about any possible astute update as well as a possible seawolf class

Don't push people so hard, it takes alot of time creating mods and we all have to work or school, private stuff, etc...

I know how you feel iowa :) but still be patient ;)

iowa101 11-23-10 05:23 PM

i know i know i'm just so frustrated lol, i'm having difficulty with locating keltos's tutorial on how to clone a ship, i need to help with my ships nodes. then i gotta try to find tutorials on UV Coordinates.
:cry:

i'm just trying to take my mind of the trouble i'm having by nagging. :oops:

I'm sorry :cry: :wah:

Herr_Pete 11-25-10 01:54 PM

Will the Typhoon be making an appearance in the mod?

U - 747 11-25-10 09:39 PM

Missing crew
 
Quote:

Originally Posted by jhapprich (Post 1540414)
any other blueprint you have to offer:D

Hallo jhapprich, did you get my mail with the screenshots? I still have no crew on the Typhoon:damn: Where are the crew files hiding and how do i change them?


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