maybe nobody looked for it ?
keltos |
Another interesting design for a cruiser submarine, but it is british :D
http://www.seayourhistory.org.uk/gal...serialNumber=1 |
moving turret base :
http://img695.imageshack.us/img695/3581/surcoufi.jpg New french 8 inch gun by Peabody: http://img220.imageshack.us/img220/3...f8inchguns.jpg http://img835.imageshack.us/img835/3...coufturret.jpg still need to move some of the rails to the turret's base... keltos |
That is some insanely good work you're doing. Your work on the Surcouf has made me go out and buy SH4 so I can drive it.
|
http://img210.imageshack.us/img210/3...coufturret.jpg
Quote:
keltos |
How accurate are those guns?
|
Hi keltos:DL
what about the aft torp tubes and the interiror? :hmmm: :salute: |
I will change the position of tubes 9 and ten to be aft tubes. I tried yestarday to reset them but got only ctds, so I reverted to an earlier version of the sub.
http://img222.imageshack.us/img222/3421/surcoufs3d.jpg I am trying to get rid of the dark deck and aft torpedo tubes : they show ok in s3d but not ingame ???? the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director. keltos |
the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director.
keltos[/QUOTE] So how are you going to model that? Will you set the max range at 16,000 meters or 12,000 meters? |
Quote:
max range is currently set at 16000 m, not that we think it is possible to fire over 10 000 m realistically in SH4 : our 5.5 inch IJN DG have a greater range than that but everytime I tested them, firing at a convoy 10 km away, my rounds always fell short, even though the range set in the .sim was greater than 10 km. A game engine limit I guess.. keltos edit : when hit the hull turns purple ????? |
PM sent.
http://i108.photobucket.com/albums/n...06/Surcouf.jpg To fix the 'Rainbow Bright' problem......... Export the Hull 3D model, re-import it but DO NOT import the vertex normals! Turn on Caustics. |
I ran the Main Hull through 'MeshLab' and had it re-compute Normals.
Then re-imported the Hull WITH Normals. Caustics on, hull is much better looking and no 'Rainbow Bright' :yep: http://i108.photobucket.com/albums/n.../Surcouf_1.jpg |
stern : http://img11.imageshack.us/img11/320...6sternport.jpg port : http://img715.imageshack.us/img715/5...ouf156port.jpg from bow : http://img408.imageshack.us/img408/8...uf156front.jpg training turret : http://img530.imageshack.us/img530/5...f156turret.jpg Thanks to Privateer the caustics problem is solved :yeah: |
Looking great mate,
She has a great look to her, can't wait to try her out. would love to open up those guns onto one of these dammed destroyers, they so annoying :har: |
Keltos, to solve problems with smoothing groups, select polys that should be of another smoothing group and detach them as “detach to element”. When you will export your model, uncheck “optimize vertex, normals” in OBJ export options dialog (if you’re using 3ds Max). May be you already know it… but anyway :)
http://img339.imageshack.us/img339/6567/37544367.th.jpg http://img202.imageshack.us/img202/6928/11273740.th.jpg http://img232.imageshack.us/img232/1623/60635687.th.jpg http://img525.imageshack.us/img525/8039/56195478.th.jpg |
All times are GMT -5. The time now is 07:26 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.