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-   -   [REL]HMS subamrine Truant playable mod (https://www.subsim.com/radioroom/showthread.php?t=137856)

keltos01 06-15-08 08:23 AM

nearly
 
Thanks for the dates, I gues I'll have to add a british unit to be able to start Dec 9 1941 then ...

Here it goes : I've moved the scopes in place, here you can see them both extended, now they reach higher than the radio mast, Both the AA and deckdun are in place, the crew not so much so... now I need to increase the periscope depth a bit, and lower nack the torpedo doors.

http://img377.imageshack.us/img377/1...sttype3yc8.jpg
http://img377.imageshack.us/img377/1...8f68c76c31.jpg

spike12 06-15-08 08:44 AM

Coming along quite nicely. Can't wait to use it to avenge my fellow canadians by,oh I dont't know, raiding Hong Kong and blowing s*** up!:arrgh!:

keltos01 06-15-08 09:04 AM

Class T hull 3 ver 1.1
 
Here you go, a really playable version of the famous Class T British submarine :

the crew is in place, the deckgun is in place too, the AA gun as well.

The torpedo doors are in place (even if they don't fit too well at the moment), the outside bow tubes are not yet working, you get 4 aft non-reloading tubes instead of the 3 of the Class T, they do not yet fire from the two upper rear-facing tubes.

http://img175.imageshack.us/img175/3...l3ver11gi1.jpg
http://img175.imageshack.us/img175/3...ab484a3f32.jpg


periscope depth :

http://img401.imageshack.us/img401/4226/peribf8.jpg
http://img401.imageshack.us/img401/4...9650b5b6fc.jpg

tower :
http://img293.imageshack.us/img293/6628/towerms9.jpg
http://img293.imageshack.us/img293/6...1bb4ddc703.jpg

the torpedo loadout has been changed : now you only get six front reloads and no reloads for the 4 stern tubes (2 of which will move to the bow in the next version).

http://img175.imageshack.us/img175/8...loadoutxb4.jpg

does anyone have intel on british torpedoes ? or dutch ?

download link :

http://files.filefront.com/Hr+MS+Zwa.../fileinfo.html

Torpex752 06-15-08 09:10 AM

WoW! Fantastic work man! BZ!

Frank

Raptor1 06-15-08 09:47 AM

British Submarine Torpedoes:

Mark VIII

Diameter: 21"
Introduction: 1927
Range: 5,000 Yards
Speed: 40 knots
Explosive Charge: 750lbs/340kg TNT

NOTE: These were rather outdated by WWII, Probably the equivalent of the USN Mark 10s

Mark VIII**

Diameter: 21"
Introduction: 1930
Range: 5,000/7,000 Yards
Speed: 45.5/41 Knots
Explosive Charge: 722lbs/327kg TNT, Later 805lbs/365kg Torpex

NOTE: Most wildly used British Torpedo of the war

Mark X


Diameter: 21"
Introduction: 1940
Range: 3,280/5,470/8,750/13,120
Speed: 47/43/36/29 Knots
Explosive Charge: 661lbs/300kg TNT

NOTE: These used by Ships and Submarines taken over from nations taken over by the Axis, This includes Dutch Submarines (The main difference was the length, Therefore the Dutch T classes probably used the Mark VIII)

peterloo 06-15-08 09:48 AM

Congratz on your great T boat mod first, and your mod is going to bring SH4 lots of fun!

This is the site where you can find British torpedoes used in WWII, hope it helps :D

http://www.navweaps.com/Weapons/WTBR_WWII.htm

GerritJ9 06-15-08 11:17 AM

See www.dutchsubmarines.com for data on the torpedoes used by the RNethN, under "Specials".

Raptor1 06-15-08 11:32 AM

Quote:

Originally Posted by GerritJ9
See www.dutchsubmarines.com for data on the torpedoes used by the RNethN, under "Specials".

That site says the Dutch Ts used the Mark VIII**

peabody 06-15-08 12:04 PM

Deleted

Peabody

punkmaster98 06-15-08 12:23 PM

when creating a new sub are ship. do i need special dimensions? if so where do i obtain them.?

Hitman 06-15-08 12:32 PM

Fantastic progress :up:

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style :o because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0º Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties :D

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

:ping:

STEED 06-15-08 12:37 PM

I am looking forward to the final version of this great sub, congrats on a wonderful mod. :up:

keltos01 06-15-08 01:56 PM

to Peabody my sincerest apologies
 
I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k

Q3ark 06-15-08 02:11 PM

help
 
Just downloaded 1.1 and it dosen't work in my game:

http://img126.imageshack.us/img126/4...4720994ct4.jpg

As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.

peabody 06-15-08 02:16 PM

Quote:

Originally Posted by keltos01
I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k

I also apologize for being oversensitive. It was just a bunch of little things that built up and I have not been feeling well lately and I over reacted. (Not feeling well is not an excuse for my actions just an explaination as to why).

Also don't misread what I said I am NOT looking for 'credit' only a simple 'Thanks for the help'. I do not need to be 'credited' for helping someone.

I deleted the post and put it behind me.

Peabody

peabody 06-15-08 02:27 PM

Quote:

Originally Posted by Q3ark
Just downloaded 1.1 and it dosen't work in my game:

http://img126.imageshack.us/img126/4...4720994ct4.jpg

As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.

I also had that problem, but it was my fault. Check your UPCData/UnitPartsData/UnitParts8Triton.upc and see if you have another sub #8. I did. If you do then disable the mod go to the mod folder and change the 8 to a 9 reload the mod and it works perfectly.

Peabody

spike12 06-15-08 02:28 PM

AS Q3ark mentioned, it appears that the comming tower isn't compatable with TMO.Also while I was testing it in "vanilla" (v 1.5 stock) ,I got the conning tower back but the camera position was on the deck in front of said tower. That and the propellers are half buried in the hull. Guess there's still more work to be done.:damn:Right now I'm gonna give peaboby's suggestion a try...Okay try changing the number to 10 or 11 for the UnitParts( to avoid conflict with the Narwal{UnitParts8} and the Tench{UnitParts9}.THat should probably fix the conning tower.

keltos01 06-15-08 03:23 PM

tmo
 
do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k

Q3ark 06-15-08 04:03 PM

Quote:

Originally Posted by keltos01
do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k

Managed to get it working with TMO. As Peabody suggested, all you need to do is to renunber the UnitParts8Triton.upc file to one that is not in use. Changing it to UnitParts10Triton.upc fixed the problem as 8 and 9 are used by the Narwhall and Tench boats in TMO.

P.S. the torpedo tubes are still messed up don't know if it is related to this though.

keltos01 06-15-08 05:03 PM

torpedo tubes
 
the doors are from the balao, but here to get the tubes to look open front the front you need longer doors, I need to change the doors in 3ds then it'll look ok I hope.


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