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-   -   Idea's for Mk28 torpedo mod (https://www.subsim.com/radioroom/showthread.php?t=206726)

Bubblehead1980 08-30-13 05:57 PM

Loaded it up for a test, no time for a patrol yet so just thought I would check it out. I was trying to get the torpedo to lock on to me but i guess due to its speed couldnt get close enough to its head to get the acoustics to lock on. I get it's a beta but just wondering if its working fully.The 3 model still looks german but in the loadout screen it shows up looking like a US torpedo.Will try it on a patrol tomorrow when I have time to run one.Good work though, cant wait to use it.

joefremont 08-30-13 06:30 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2107972)
Loaded it up for a test, no time for a patrol yet so just thought I would check it out. I was trying to get the torpedo to lock on to me but i guess due to its speed couldnt get close enough to its head to get the acoustics to lock on. I get it's a beta but just wondering if its working fully.

The mk28 was designed to straight run for 1000 yards before it will start homing on a target, and my mod does that. So getting it to lock on yourself should be difficult.

Quote:

The 3 model still looks german but in the loadout screen it shows up looking like a US torpedo.Will try it on a patrol tomorrow when I have time to run one.Good work though, cant wait to use it.
Actually I did not change the 3D model from the german, figuring since its underwater and rarely close enough to another torpedo to compare nobody would notice. But knew that inside the loadout screen you would see them next to other torpedoes and I did update those images.

Rockin Robbins 08-30-13 07:42 PM

All right. I tested a new career started November 7, 1944 so I could load up some of these new beauties. USS Kraken heads for the Japanese coast! Been a long time since I was on my favorite sub. Thank you Digital Trucker for a boat skin of enduring beauty!
http://i196.photobucket.com/albums/a...ps802f815e.png

http://i196.photobucket.com/albums/a...ps8503b352.png

Off the coast of Japan just off Tokyo Harbor, I caught a radar sighting of a lone freighter headed for the harbor up the coast, close in.
http://i196.photobucket.com/albums/a...psede54e17.png

Plotted an intercept course and cackled to myself, as we were packing some new kind of heat--those Mark 28 torpedoes joefremont was bragging about back in Pearl. With six of those in the forward tubes we were expecting success.

Freighter was headed at course 90º and 5 knots. I set up for a Dick O'Kane attack, shooting at AoB 0º, range 1700 yd. Reasoning behind that is I wanted the torpedoes behind the freighter to pick up the screws nice and plain. Took forever before my sonar man intoned "bearing......zero." Fire one. Wait seven seconds. Fire two. Two torpedoes fired by sonar bearing. Where would they impact?
http://i196.photobucket.com/albums/a...ps3f8e946f.png

Watching on the attack map watched both torpedoes travel straight up their bearings. Then the first torpedo. "Impact!" It hit right where I aimed it, forward crane. No particular turn toward the stern of the target. Seven seconds to second impact.

"Impact!" The stern of the target is slammed by a mighty big explosion. That's where I aimed the shot, so jury is still out. Lets look at the target. She's still under power. Might go down but lets take the insurance shot.

Didn't take the time to update AoB. Just aimed about a degree ahead of the target, jammed the "send bearing and range" button, opened a tube and fired #3. There's no way this one can be called an aimed shot. And to put the icing on the cake, the target begins to slow just as the torpedo leaves the tube. If this is a Mark 18 no way it's going to do anything but wave as it cruises by.

Attack map time. It's clear by the attack map that the aiming track will pass well ahead of the target. The torpedo goes out 1000 yards directly on track. Suddenly it breaks left TOWARD THE TARGET! Hehehehehehehe! I guess I might owe joe a beer or three. The torpedo changed course about 30º and bird-dogged that poor target right into Davey Jones' locker.
http://i196.photobucket.com/albums/a...psaf7709ef.png

Direct hit right on the screws! Monstrous explosions as the cargo goes up this time.

http://i196.photobucket.com/albums/a...ps156a4f54.png

Unqualified success I'd say! Did you see the angle that torpedo turned? You can see the aiming vector way ahead of the target. That's a clean miss without a Mark 28! Congrats, Joe Fremont, we'll let you live and won't even tar and feather you this time! The beers are on us!

Bubblehead1980 08-30-13 09:05 PM

Quote:

Originally Posted by joefremont (Post 2107989)
The mk28 was designed to straight run for 1000 yards before it will start homing on a target, and my mod does that. So getting it to lock on yourself should be difficult.



Actually I did not change the 3D model from the german, figuring since its underwater and rarely close enough to another torpedo to compare nobody would notice. But knew that inside the loadout screen you would see them next to other torpedoes and I did update those images.

got ya.Anyway in future version could get a US 3d model?

joefremont 08-31-13 12:56 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2108021)
got ya.Anyway in future version could get a US 3d model?

I think its possible to update the 3D model, stumbling on it when I was trying to figure out how to update the loadout screen. Hopefully have that for beta 2.

Captain Robins, thanks for the detailed report on your combat test of the new Mk 28. I am sure the lab boys will be pouring over the excellent data you and your crew has included in there report.

Rockin Robbins 08-31-13 07:08 AM

Thanks Joe. You'll notice it didn't deviate from the vector until it was 1300 yards out for a target that was 2035 yards away. That means it heard the target from 700 yards, pretty darned good and justifying the 1000 yard run before turning on the ears. That means that based on this test there's no danger of it turning back toward the sub. Which is kind of a shame, really because I can't use my "Cutie on a Leash" tactic with one of these.

Bubblehead1980 08-31-13 03:08 PM

Quote:

Originally Posted by joefremont (Post 2108051)
I think its possible to update the 3D model, stumbling on it when I was trying to figure out how to update the loadout screen. Hopefully have that for beta 2.

Captain Robins, thanks for the detailed report on your combat test of the new Mk 28. I am sure the lab boys will be pouring over the excellent data you and your crew has included in there report.

Awesome. That would be great, immersion purposes and screenshots as well.

c13Garrison 09-02-13 03:32 PM

Ok, clearly I screwed up somewhere. The Mk28 mod is installed using JSGME, it seemed to install with no hitches whatsoever, yet when I start a Nov11 1944 game to test it, it does not show on the torpedo loadout screen.

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
Fixed Zero Bomb Load RSRDC
LST_TMO_v2
RSRDC_V5xx_Patch1
Improved Stock Environment_v3_TMO&RFB
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Easier AI for TMO 2.5 by Orpheus
Donation_Narwhal _v185_TMO
Torpedoupdate1
Mark28_Torpedo_v0.1

Was ist uppen? :06:

TorpX 09-02-13 09:41 PM

Maybe the Narwhal mod doesn't allow for the new torpedo?

This is just a wild guess.

joefremont 09-03-13 07:55 AM

Quote:

Originally Posted by c13Garrison (Post 2109131)
Ok, clearly I screwed up somewhere. The Mk28 mod is installed using JSGME, it seemed to install with no hitches whatsoever, yet when I start a Nov11 1944 game to test it, it does not show on the torpedo loadout screen.

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
Fixed Zero Bomb Load RSRDC
LST_TMO_v2
RSRDC_V5xx_Patch1
Improved Stock Environment_v3_TMO&RFB
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Easier AI for TMO 2.5 by Orpheus
Donation_Narwhal _v185_TMO
Torpedoupdate1
Mark28_Torpedo_v0.1

Was ist uppen? :06:

I think the most likely thing is that using JSGME you should not have installed the entire Mark28_Torpedo_v0.1 folder,just the Mark28_TMO folder within it. But looking at all the other packages you are installing I expect there will be a conflict in there somewhere. I would expect the Narwhal update and the Mark 28 in its current configuration will conflict.

I need to see if its possible for JSGME to patch the upc file rather than just replace them.

joefremont 09-10-13 12:25 AM

I have the second beta ready. Here is a link to it so you all can do some initial testing of it.

Mark28_Torpedo_v0.2.7z

Changes are that i have updated the 3D model of the torpedo to use the USN standard and also updated the colors to something more official looking in the torpedo management screen.

Couple changes I still want to make before the final release is to figure out how to remove one of the two propellers from the 3D model as the mk28 was a single screw torpedo, also add instructions on how to patch the mod into someones existing setup thats more complicated than the basic standard/GFO/TMO mod packages.

Now, does anyone know how to edit a SH4 3D model.....

Bubblehead1980 09-10-13 12:34 AM

Quote:

Originally Posted by joefremont (Post 2112341)
I have the second beta ready. Here is a link to it so you all can do some initial testing of it.

Mark28_Torpedo_v0.2.7z

Changes are that i have updated the 3D model of the torpedo to use the USN standard and also updated the colors to something more official looking in the torpedo management screen.

Couple changes I still want to make before the final release is to figure out how to remove one of the two propellers from the 3D model as the mk28 was a single screw torpedo, also add instructions on how to patch the mod into someones existing setup thats more complicated than the basic standard/GFO/TMO mod packages.

Now, does anyone know how to edit a SH4 3D model.....

Very nice, look forward to trying it out.:salute: Edit:Tried it out, looks and works great.What is the warhead size in RL same as mark 18? Same hitpoints as mark 18 in game? i haven played actual patrol with it, just used friendly merchants outsid epearl harbor as test targets.


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