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-   -   IJN Jyunsen B : replacing torpedo model with Kaiten model WIP (https://www.subsim.com/radioroom/showthread.php?t=144383)

keltos01 11-13-08 12:46 PM

IJN Jyunsen B : replacing torpedo model with Kaiten model WIP
 
http://img146.imageshack.us/img146/9758/kaitengd1.jpg
http://img146.imageshack.us/img146/k...pg/1/w1024.png

http://img80.imageshack.us/img80/5438/kaiten2or7.jpg


I got it to replace the stock type 95 model for now, need to get it to replace the Kaiten torpedo that I have in my mod but don't know where it gets its 3d model from :damn:

second picture is at a depth of 5 feet, textures still that of type 95

keltos

keltos01 11-13-08 12:47 PM

http://img82.imageshack.us/img82/329/s3dff1.jpg

http://img503.imageshack.us/img503/4...encolorfz4.jpg
http://img503.imageshack.us/img503/k...pg/1/w1024.png


http://img528.imageshack.us/img528/7...tengiroiz1.jpg
http://img528.imageshack.us/img528/k...pg/1/w1024.png


I appended a 3d chunk to the es torpedo on which my kaiten is modelled, but it revolves !

keltos01 11-13-08 01:28 PM

http://img216.imageshack.us/img216/7...omodelstq3.jpg
http://img216.imageshack.us/img216/k...pg/1/w1024.png

obviously there are two kaiten models : one that does and one that doesn't spin on that picture...

gotta fiw that, otherwise it's the right model for the torpedo..

keltos

keltos01 11-13-08 01:51 PM

http://img147.imageshack.us/img147/2...tengirodv5.jpg
http://img147.imageshack.us/img147/k...pg/1/w1024.png

got the texture in, but still have the other model showing up and spinning :damn:

keltos01 11-13-08 02:03 PM

http://img79.imageshack.us/img79/4821/s3dlx9.jpg
http://img79.imageshack.us/img79/s3dlx9.jpg/1/w1024.png

I removed the highlighted node

http://img222.imageshack.us/img222/7...tenrealnl0.jpg
http://img222.imageshack.us/img222/k...pg/1/w1024.png

I removed node 259 after assigning the parent id of the main torpedo node to the node 261, looks like it did the trick and removed the second spinning sub ...

keltos01 11-13-08 02:09 PM

depth 3.5 feet :

from the surface :

http://img207.imageshack.us/img207/851/surfaceqg3.jpg
http://img207.imageshack.us/img207/s...pg/1/w1024.png

submerged view :

http://img377.imageshack.us/img377/3296/depth35hr5.jpg

As the game does only allow for six bow tubes so far and the kaiten were normally launched from a submerged submarine I guess we'll have to contend ourselves with the firing from the subs' tubes, although the model is that of a Kaiten now and not of a torpedo !

I wonder if DD will shoot at the periscope :hmm:

keltos

Kaiten patch version 1.0 for IJN torpedo mod or IJN Jyunsen B ... version 3.0 mod :

http://files.filefront.com/Kaiten+pa.../fileinfo.html




mobius22 11-13-08 04:15 PM

Good God, man! That is awesome!
:rock:

G.K. 11-13-08 04:49 PM

Excellent... simply excellent... Can I ask about the ( possible ) homing system? In RL there was one, or no:D

peabody 11-13-08 05:14 PM

Quote:

Originally Posted by G.K.
Excellent... simply excellent... Can I ask about the ( possible ) homing system? In RL there was one, or no:D

A Kaiten is a torpedo with a man inside that drives it to the target. And yes they were real. I think in game the homing device was to 'simulate' a driver steering it, otherwise it would just act like a normal torpedo.

Peabody

keltos01 11-13-08 06:03 PM

Correct.

I modelled it on the german T V accoustic torpedo, so the problem is the Kaiten doesn't see the ennemy, it hears it...

I wonder if we could set the sensor for it as "eyeball" and place it on top of the periscope...

Kaitens had a short periscope but it was no good in low light conditions, especially at night. The scope could be lowered, in game it can't.

The explosive power was computed from RL : 3400 pounds of type 97 explosive, about 1.2 times that of TNT.

Keltos

peabody 11-13-08 07:29 PM

Quote:

Originally Posted by keltos01
Correct.

I modelled it on the german T V accoustic torpedo, so the problem is the Kaiten doesn't see the ennemy, it hears it...

I wonder if we could set the sensor for it as "eyeball" and place it on top of the periscope...

Kaitens had a short periscope but it was no good in low light conditions, especially at night. The scope could be lowered, in game it can't.

The explosive power was computed from RL : 3400 pounds of type 97 explosive, about 1.2 times that of TNT.

Keltos

Does this need any special 'depth' setting, or is it set to use the default depth? I could easily set a 'test mission' to see if the DDs shoot at it. It probably moves quite fast though doesn't it?

Peabody

keltos01 11-14-08 01:47 AM

have to check but the depth should be in the mod I posted on FF in the torpedo.sim, I changed it to 3.5 feet, and yes it's fast, maybe too much so and too great a range from whatt I read in I-boat captain.

Feel free to try !

btw loved that carrier mission of yours, kaiten sunk the fleet carrier !

keltos

G.K. 11-14-08 08:35 AM

Thanks for explanation, I just wanted to know how to simulate the driver inside...;):up:

keltos01 11-14-08 02:18 PM

if you look in the .sim there are only so many torpedo types hardwired, and we can't create new sensors...

we'd need an AI ship node for the Kaiten...

keltos

keltos01 11-14-08 05:06 PM

edited it with S3D, got a hint about the camera icon from Mikhayl, the 3d model of a new 3d node doesn't appear untill you've clicked on the camera icon...


Respective sizes Kaiten vs normal torpedoes :

http://img356.imageshack.us/img356/9...vesizesiw4.jpg
http://img356.imageshack.us/img356/r...pg/1/w1024.png

I exported the 3d model of the propellers, scaled them up a bit, added a 3d model to the propeller 01 and 02 nodes, re-imported them, moved them with the beautiful tool that S3D is :) and there ! Oh, I also removed the wiskers at the front as kaitens didn't have them.

Did you know that the first designed kaitens had as prerequisite an ejection seat for the driver ???

could anyone mod that ? :rotfl:

Keltos


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