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-   -   8 tubes on german side possible ! (https://www.subsim.com/radioroom/showthread.php?t=146621)

keltos01 01-09-09 03:35 PM

8 tubes on german side implemented !
 
http://img50.imageshack.us/img50/111...t8tubestu8.jpg


salvo of six fish :


http://img255.imageshack.us/img255/2...vo6forels1.jpg


http://img126.imageshack.us/img126/9523/salvogb9.jpg


http://img407.imageshack.us/img407/9070/78tubesgq7.jpg


Tubes 7 and 8 (aft tubes) have to be selected from the loadout screen (T) then locked on target but they fire all right ! They don't yet appear on the selection box : I need the smaller dials mod for the german side


This feels like such a breakthrough ! the downside is that for now if the loadout shows 6+2 tubes the periscope and attack station only show 4+2 ?

but the salvo mode works : I just fired a salvo of six fish in Peabody's convoy mission !


not only does it mean that the game is not limited to 6 tubes on the german side, but it also means that other imperial japanese submarine classes can now be implemented !

such as :

-no picture-

Kaidai 1 : 6 fore and 2 aft

http://img166.imageshack.us/img166/155/typekd2jv4.gif


Kaidai 2 : 6 fore and 2 aft

http://img65.imageshack.us/img65/8687/typekd3sc7.gif


Kaidai 3
: 6 fore and 2 aft

http://img156.imageshack.us/img156/9638/typec1hy9.gif


Type C1 : 8 fore

http://img171.imageshack.us/img171/2585/typec2io8.gif


Type C2 : 8 fore

Sen Toku : 8 fore


I will soon release the mod, as of now it is still using the Jyunsen 1M 3d model but I can now work on making other models (see above) since they needed 8 torpedo tubes total !

Keltos

Download link :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html

keltos01 01-30-10 04:39 PM

bump

seems we need more work on this since they seem to CTD in campaign and not in single missions ???


keltos

peabody 01-31-10 12:04 AM

Quote:

Originally Posted by keltos01 (Post 1253077)
bump

seems we need more work on this since they seem to CTD in campaign and not in single missions ???


keltos

Keltos

The CTD is Fixed, they appear to conflict with the decoy launcher for some reason. Or more specifically the decoy launcher bunker appears to create problems adding a aft torpedo bunker where there isn't one. Or adding entries to it that don't belong. Doing more experimenting to try to get more specific information. The reason we didn't see the problem before was you cloned a sub that didn't have a decoy launcher on it. Then as we added them the problem appeared, well actually disappeared in a CTD.:D

Peabody


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