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-   -   [REL] Jyunsen B, Kaichu and kaidai IJN mod (https://www.subsim.com/radioroom/showthread.php?t=137761)

keltos01 08-01-10 05:51 AM

Quote:

Originally Posted by peabody (Post 1457142)
Keltos empty your PM box.

done !

tater 08-01-10 10:23 AM

keltos01,

do you guys have any japanese troops to populate special mission rafts, etc?

Might be useful as a loadout for the landing craft.

The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops.

Heck, might be cool to make a troop ship with a LOT of men on deck...

tater

keltos01 08-02-10 03:42 AM

[QUOTE=tater;1457583]keltos01,

do you guys have any japanese troops to populate special mission rafts, etc?
not that I know of : I know of only the jap sailors (bad polys) that populate the various boats, including american DDs !

Might be useful as a loadout for the landing craft.
we could always make a new cargo item with troops 3d model ?

The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops.

Heck, might be cool to make a troop ship with a LOT of men on deck...
same on the allied/us side !!!

btw did you get what files you needed for the 13.2 mm AA gun ?


keltos
tater

tater 08-02-10 08:02 AM

Got the link. Need to mess with it. I got preoccupied with other merchanty stuff :)

keltos01 08-02-10 01:24 PM

tried the experimental turbine torpedo in 1945... wow she sure goes at speed !!

tater 08-03-10 01:15 AM

I got the gun in, but the crew animation isn't showing.

http://i121.photobucket.com/albums/o...w/SH4/13mm.jpg

peabody 08-03-10 01:59 AM

Quote:

Originally Posted by tater (Post 1458670)
I got the gun in, but the crew animation isn't showing.

Change the CharacterInstantiation. The character name=WM1, so it is placed on the gun when you go to battle stations, but if you are putting it on an AI ship you need to change this since the info comes from the subs.upc crewmembers file.
Try changing the name to a crewman from a similar gun from guns_Radars.dat. I don't know what ships you are putting the guns on, but one example is charactername= #JP_SOL_MRN_01, this comes from the Japanese 25mm flak gun.

Peabody

tater 08-03-10 08:11 AM

Yeah, I put that one on, but he stands to one side (the way the sight is on the 25mm gun). I didn't know if you had a new animation with the guy shouldering the weapon. I can shift the node for the std jap AA gunner so he's centered, at least.

peabody 08-03-10 11:25 AM

Quote:

Originally Posted by tater (Post 1458851)
Yeah, I put that one on, but he stands to one side (the way the sight is on the 25mm gun). I didn't know if you had a new animation with the guy shouldering the weapon. I can shift the node for the std jap AA gunner so he's centered, at least.

No we didn't. Keltos made the 3D model and I set the files up to get it into the game, but at the time I knew nothing about animations. I still don't know a lot, but a little more than I did. So the animation was never worked on.

Peabody

tater 08-03-10 11:28 AM

No one should pay that close attention to it. Seems like it would be hard since he'd need a stance with the stock shouldered, and a foregrip.

keltos01 08-04-10 01:30 AM

Quote:

Originally Posted by tater (Post 1458670)
I got the gun in, but the crew animation isn't showing.

http://i121.photobucket.com/albums/o...w/SH4/13mm.jpg

Very nice ! what mod is it you intend to use them with ?

I'm interrested even though I don't play the allies that much ;)

also : does the gun still fire its custom ammo ? lots of noise for less bang ;)

keltos

tater 08-04-10 08:42 AM

For testing I set it to point at RFB's 12.7mm ammo (.50 cal).

There are a couple mods, actually.

Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto).

Second might be a small update to the Real IJN ship work I've done (buried in RSRDC). Many ships started the war with 13mm guns that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships.

keltos01 08-05-10 02:14 AM

Quote:

Originally Posted by tater (Post 1459664)
http://i121.photobucket.com/albums/o...4/armed_LC.jpg

There is the armed version (you can see the gunner at the bow).


http://i121.photobucket.com/albums/o...sw/SH4/LCs.jpg

I need sergei to help me with getting the skin mapped better I think... then I I can make them look better. Also, I think the splinter shield need more, but smaller windows, and needs perhaps to be smaller period. Close enough, though! (thanks to miner for the great model!)

This is collaboration ! and I'm so happy to see my 13.2 mm gun on a new IJN vessel ! :D

keltos

keltos01 08-05-10 02:23 AM

[QUOTE=tater;1459555]For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
ok, Peabody set it up for us , I don't remember what he used :oops:
There are a couple mods, actually.

Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto).
nice ! you work with Sergei on that one right ?

Second might be a small update to the Real IJN ship work I've done (buried in RSRDC).
could we have it for "We Dive At Dawn" too ? and RFB ?

Many ships started the war with 13mm guns
that's why I created the gun in the first place : Peabody and I had just made the single, double and triple 25 mm AA guns, then as always I felt something missing... :oops:

and wanted another gun to start with, so we made the 13.2 mm AA gun (same line of thought that saw the .50 machine gun as AA gun on the Narwhal ...)
that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships.

looking forward to seeing it ingame !

keltos

peabody 08-05-10 03:59 AM

[QUOTE=keltos01;1460221]
Quote:

Originally Posted by tater (Post 1459555)
For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
ok, Peabody set it up for us , I don't remember what he used :oops:

keltos

Well, I must have copied the wrong ID because it has a 2pdr shell on it. Not the right ammo for that gun!!
Peabody

keltos01 08-05-10 08:03 AM

[QUOTE=peabody;1460243]
Quote:

Originally Posted by keltos01 (Post 1460221)

Well, I must have copied the wrong ID because it has a 2pdr shell on it. Not the right ammo for that gun!!
Peabody

:har:

that's why it didn't make much of a difference from the 25 mm single AA !!!

keltos

keltos01 08-14-10 02:20 AM

testing C2 in mission
 
in 1944, had kaitens and nice torps on board, spotted a battle group with 2 CA Kent in it :) though I only saw one at first

http://a.imageshack.us/img830/7186/camap.jpg

Uploaded with ImageShack.us
http://a.imageshack.us/img580/5004/kentca.jpg



fired both Kaiten from 9000 yards ... don't know it any hit since I then fired Type 95 torpedoes...

hit one near the bow, the other one near the stern and clipped a DD unwillingly (remember : 8 bow tubes !!!)

http://a.imageshack.us/img64/4493/77528774.jpg



Uploaded with ImageShack.us

http://a.imageshack.us/img714/2629/c2peri.jpg

they could've done much more damage to the USN fleet in RL had they had better tactics....

keltos01 08-15-10 03:24 PM

Sen Taka
 
1944 out of Penang

http://a.imageshack.us/img34/2108/sentaka.jpg

http://a.imageshack.us/img180/5708/sentakascopeview.jpg

http://a.imageshack.us/img197/8932/53972431.jpg

the Sen Taka ... 19 knots submerged :) like driving a racecar :)

keltos

tater 08-15-10 03:30 PM

I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
:yeah:

peabody 08-15-10 08:40 PM

Quote:

Originally Posted by tater (Post 1468704)
I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
:yeah:

Thanks Tater, I wish I knew more so I could work faster. It's taking forever, but I guess you have been there, testing new ideas, some work some don't.

I tried to get a sailor on land a long time ago, I was not successful. I know it can be done somehow because of the men on the docks and even the bands, although I have not seen a band.

Survivors in lifeboats, great idea. So tell me how far off I am. I would either try to make the lifeboat link to a survivor OR I would make the sailor in the boat a Unit_Survivor. I think maybe make the sailor a unit_survivor?
So am I even close? :shucks:

There will be supply missions with a slight twist (nothing spectacular) but not like it was historically. In fact I suppose not a lot of it will be very historical, let's face it, the Japanese subs did not make a big impact on the war. They did sink some ships but not like you will be doing in this campaign.

I ran into a problem today that kind of caught me by surprise. The Sen Toku sub used the 25mm triple barrel flak gun and the gun is not in the sub folder, it is in the ShipParts. I had cloned it a while ago and Keltos made sights and a new texture, and a little redesign. (ship guns have solid circles not sights on the guns) I had left the IJN sailors on the gun. Today I discovered that when you submerge then surface the sailors are gone. I am assuming since they are from ships, when the ship goes down they get destroyed. It was quite a surprise to find out I had nobody to man the guns if I submerged. :o But I did find some from a German gun that are close enough to work on that gun. They had to be sitting. But just another example of something I expected to go quickly turning into a pain.

Peabody

Peabody


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