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-   -   Need mines for IJN subs (https://www.subsim.com/radioroom/showthread.php?t=137725)

keltos01 06-05-08 04:06 PM

Need mines for IJN subs
 
My next project beyond the Sen Toku would be an IJN minelaying sub, like the KRS which had 4 tubes, 12 torpedoes and 42 mines:

http://img525.imageshack.us/img525/1643/krsda7.jpg
http://img525.imageshack.us/img525/1...2852a99ec4.jpg

But I need someone to make mines ! I know they had the shape of a torpedo, that they used german accoustic mines as well (delivered from Germany) but how could we implement them in game ?

In "Shells of fury" subs can lay mines...

Xantrokoles 06-06-08 08:36 AM

Keltos you should make your other subs ready first ;-)

Mines are impossible without SDK.
you have the following controllers:
-torpedo
-shell
-bubble generators
-DCs

none of this are fitting:down:

keltos01 06-07-08 10:03 AM

sdk ??

keltos01 06-07-08 03:21 PM

looks familiar..
 
It sure as heck looks like Nautilus42's first ai jap sub, the one I used to make the first playable jap sub ! so at least now I know who made it ! now I know why the tower was named jap_sub_tower !:D

http://img368.imageshack.us/img368/3825/japsub1asy8.jpg
http://img368.imageshack.us/img368/3...7ce1283126.jpg
btw the download is of the tower only since it uses a typ IX hull.

What really interrests me is the british sub : the japs based some of their designs from those L class boats, the germans captured one in the skattegat too, so why not ?

"experimental Player drivable British Sub V5
replaces the stock type IIA"

http://img368.imageshack.us/img368/6...itsub1aay8.jpg
http://img368.imageshack.us/img368/6...f32f9b1e68.jpg
same goes : typ II hull, new tower.

"experimental Player drivable American Sub V1
replaces the stock type 7B"
http://img258.imageshack.us/img258/2313/usasub1alj8.jpg
http://img258.imageshack.us/img258/2...3fd3785e54.jpg

ANd are those mines ?????:)

http://img371.imageshack.us/img371/2356/sh3minesnd9.jpg
http://img371.imageshack.us/img371/2...2361e2358f.jpg

he says :"COVERSION OF THE TYPE II G7E TORPEDOE TO A STATIONARY MINE V2
ONCE LAUNCHED REMAINS STATIONARY WHERE YOU LEFT IT

this now uses the naval mine model file for the mine
(not realistic coming out of a torp tube but fun) "

I think if we convert them we could then add more torpedoes in the bunker, like 42 more for the KRS plus the 14 torpedoes (56 spaces total) and load 42 mines, that would be fun ! do they sink ships in SH3 ????


very interresting though ! wonder why I didn't find this site in my web search ??

Raptor1 06-07-08 03:27 PM

I actually worked a little on mines, a Torpedo running at 0.00000000000000001 knots, It doesn't really work (Doesn't detonate :S), Maybe I was just doing something wrong (Don't expect it to ever actually float around like a normal drifting mine though)

EDIT: AVATAR FROM HELL!

Raptor1 06-07-08 03:39 PM

Quote:

Originally Posted by Mikhayl
Yep I forgot that part in my post, but IMO mines are pretty useless even if they work, unless you're ready to hang around for weeks to eventually see a ship struck one of your mines ... or not.

Could be useful for putting the plug on some big harbor

EDIT: Danger's over...

keltos01 06-07-08 03:39 PM

shipping
 
would you be credited for the sinking ? I think it would be nice to be able to set mines, it just adds to the game, did Fleet boats use mines ? I know french boats did..

Raptor1 06-07-08 03:44 PM

Quote:

Originally Posted by keltos01
would you be credited for the sinking ? I think it would be nice to be able to set mines, it just adds to the game, did Fleet boats use mines ? I know french boats did..

Other then 1 of the V-Boats which was a Submarine Minelayer (Can't remember which) (EDIT: Argonaut), I doubt it

Would be fun to have some surface ships acting as Auxiliary Minelayers though

keltos01 06-07-08 03:54 PM

CB used the SH_Torpedo_G7e_TII torpedo set for a range of 30000 and a speed of 0,01, so they do drift a bit, the zon file gives it min 130 max 150 ap 100 radius 5

so I could use a torp, import the mine 3d object, use the same settings and we'd get mines ?

ps or ai ships dropping mines around a fleet boat:rotfl:

keltos01 06-07-08 06:10 PM

model
 
couldn't get the model out of the .dat file, it says it's missing a texture or something, and the model exported doesn't show up in 3ds:nope:

keltos01 06-08-08 04:00 AM

thx
 
will try later today, thanks Mikhayl !

tater 06-08-08 09:20 AM

I made mines. They work fine. The problem is that the sub only carries as many as fish, when it should be a multiple.

keltos01 06-08-08 05:26 PM

tater's mines
 
cool ! but you can increase the number of fish in the bunker, can't you ? so if one wouldn't stock it with torps instead when strating a campaign we could mod a working mine laying sub? did you post your mod for download ???

keltos01 06-20-08 06:55 AM

can anyone make mines like this ???

http://www.cyber-heritage.co.uk/cutaway/gine21.jpg

tater 12-16-08 11:31 AM

My old mine thread.
http://www.subsim.com/radioroom/show...ighlight=mines

You can make mines far easier now with S3D. On my to-do list.

No, you won't get credit for sinkings unless they happen when you are within 20km. So what. The point is not to rack up tonnage score, it's to require the player to do the mission. In RL, many mine sinkings were never credited, and those that were were after the war anyway.

Perhaps a new tube could be added with a large stock of mines? Might be invisible, too. The goal is the mission, not so much the eye candy, IMO.

As I recall, I had some ugly (BSOD ugly) problems when I tried to change the size of the mines in the upc stuff so that I could pack more on the sub.

<EDIT> found another thread where I mention the issue:
http://www.subsim.com/radioroom/show...=119338&page=2

tater


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