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long lance
you still miss the long lance torpedo...
http://en.wikipedia.org/wiki/Type_93_torpedo The Type 93 had a maximum range of 40,000 m (21.5 nm) at 38 knots (70 km/h) with a 1,080 lb (490 kg) warhead. By contrast, the standard U.S. destroyer-launched torpedo of World War II, the Mark XV, had a maximum range of 15,000 yards (13,500 m) at 26.5 knots (49.1 km/h), or 6,000 yards (5,500 m) at 45 knots (83 km/h), with a 825 lb (375 kg) warhead. Too large to fit in the standard 21-inch (533 mm) torpedo tubes on submarines, the Type 93 was usually launched from 24-inch (610 mm) tubes mounted on the decks of surface ships. |
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Damn now this destroyer is unrealistic... Guys what should we do? Thanks for the information May u can correct it:up: |
Pls keep the work on this MOD!
It's really nice, i love it, but there's still some issues that need solving! Prior to The ''supply missions'' crash and the destroyer position on the waves should be a little higher to dimunish the wave washing the deck. :up: |
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that would make it interesting... |
Why don't u take the 3d model of a pocket bb and import it into my dat file with the destroyer?:smug:
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Could you post a pic of what you tried?
I'd be open to experimenting with this as well. I've been dreaming of getting a surface ship mod onto the SH4 engine and this seems to be the furthest anyone has gotten.
Xantrokoles, care to give us wannabe modders a quick run-down on what you did to get this mod working? We can pick it up from there. I have some 3d modelling skills and I would love to get a pocket battleship in the game. |
also the commerce raider should work as well right? another solo ship :)
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IJN torpedoes for IJN surface fleet
Here is a small mod giving you four types of torpedoes for IJN surface ships:
IJN surface fleet torpedoes : The type 93 model 1 Propulsion: O2/steam Speed: 38/40/48 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97 Mod 2 dated from 1936 and differed in many areas. The oxygen vessel was made of a deep pressing with one integral end instead of a hollow forging. This construction was followed in all subsequent versions. The bracing ribs of the rear buoyancy chamber were further strengthened and cooling water to the slide valves was increased together with modifications to the buffer chamber, lubrication of the cross-head and group valve gearing. The type 93 model 2 Propulsion: O2/steam Speed 40/42/50 knots Range: 40,0-32,0-20,0 km explosive charge : 1,080 lbs. (490 kg) Type 97 Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below. The type 93 model 3 Propulsion: O2/steam Speed: 32/48/50 knots Range: 30,0/25,0/15,0 km explosive charge : 1,720 lbs. (780 kg) Type 97 Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below. Earlier versions of these torpedoes may be distinguished by their round-nosed heads. Later versions had a more pointed head, developed as a result of tests upon Italian 50 knot torpedoes (probably the 53.3 cm W 270/533.4 x 7.2 Veloce). This gave an extra two knots in speed. The type F3 experimental Propulsion: Turbine Speed: 60 knots Range: 8,0 km explosive charge : 1,102 lbs. (500 kg) Type 97 Experimental Turbine powered torpedo. Turbine speed was 17,500 rpm geared down to 1,650 rpm at the propellers. It was found to be difficult to keep this torpedo from breaking surface during its runs and development was stopped prior to the start of the Pacific War. You also have a few smaller torpedoes to play with from my german to IJ mod<br> download link :<br> http://hosted.filefront.com/keltos01/ <br> Keltos01, 04 2008</b> |
Good job Keltos!
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Much more realistic than UBoats in the Pacific. Would be very interesting to play. |
Yes, I like the idea of a commerce Raider, then you don't have to worry about depth charges and gun directors or controlling other ships as you would with destroyer and up. A good issue to introduce would be lack of fuel which plaged many raiders, it would be good if the modders could somehow make enemy tankers/colliers act as depot ships which could be raided for fuel once stopped. The main problem would be the lack of an ability to "camouflage" the ship against enemy fleets and occasionally pass unnoticed.
The only other game on convoy raiders I think was "German Raider Atlantis", an ancient DOS game from the very early days, I think from Simulations Canada. |
I wonder if there would be a way to change the game (without changing the code) that determines if you get fired upon based on the flag that you are flying? Even then you could throw in a probability factor that a wise enemy captain would recognize the type of cargo ship as a German model and open fire.
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Hehe...
maybe we can get Sh3 and Battlestations Midway into this... Then u can control Subs, Surfaced Ships and Aircraft -'Yes Sir, new depth 1546 metres' -'Crashdive' -'Man the Deck gun' -'Sound contact' That would be cool, but impossible :D |
If its possible to get a playable destroyer than its possible to get a playable Panzershiffe.
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