![]() |
[WIP] Town Class DD, and a Question
When I have time, I've been working on a Town Class DD as a replacement for the British and Canadian Clemsen Destroyers. The ex-USN flushdeckers as used by the Royal Navy and the RCN in the game are completely ahistorical, many changes had to be made before they were usable as convoy escorts, chief of which was the reduction of topweight and changes in armament.
Armament varied in stages until 1943 when it generally consisted of: 1 x 4"/50 single 1 x 12 pounder (3"/40 Mk.V) dual-purpose AA single 4 x 20mm Oerlikon AA 1 x Triple mount 21" torpedo tubes 2 x DC Rails 4 x MK.I DCT (K Guns) 1 x Hedgehog ASW mortar Maximum speed was generally reduced to 28 knots due to age. A few had a boiler and funnel removed to increase fuel storage as they were inefficient steamers at convoy speeds. These were known as Long Range Escorts and had a maximum speed of 25 knots. Since I don't know how to use 3D modeling software, this is a mash up using skwas' Silent 3ditor and parts from other in game warships. Sadly, I cannot put canvas dodgers or splinter mats on the superstructure stanchions and rails like there should be. Still to do: Positioning tweaks, reflections for the added parts, a redone skin, equipment and sensor files. As there is no 12 pounder AA guns in the game I have been using the 40mm single AA as a substitute, however I am fairly certain that I can make a reasonable approximation using the game's gun models. What I need to know is what determines the amount of damage from a gun's shells. I have looked through the gun files in the library folder and can find no reference to hit points or damage inflicted. If anyone can enlighten me on this matter or point me to the correct files, it would be greatly appreciated. EDIT: Question solved thanks to CCIP. Now to figure out how it all ties together. Kafka BC |
Quote:
|
nice work so far!!!
:up: |
Quote:
Thanks CCIP for helping out an old blind man.:salute: |
Quote:
|
Good work thus far...wishing you a successful outcome http://www.psionguild.org/forums/ima...s/thumbsup.gif
|
@ Kafka BC,
Nearly everyone started by 'Kit Bashing' new Units. I think your doing a VERY nice job thus far. :up: If you can show me an example of those parts you'd like made? I could make time to do them for you if you'd like. :yep: |
Quote:
Quote:
Thanks for the great encouragement, and a belated Merry Christmas. :woot: Quote:
I can PM you the details later this week if that is okay. Monday and Tuesday I am occupied with a family get together and another appointment. Kafka BC |
When ever you have the time is fine with me.
:yep: I just finished up a project for SWTOR 'Investigators'. :03: So I have open time for lending a hand. :up: |
Hello kafka bc!
Nice work! Some comments, suggestions: - historically, the Clemsons emerged into the Towns by "kit bashing" -- which justifies your approach :yep: - some of the RN and RCN Towns (including the Georgetown) were transferred to the SU in '44; consider to add them to the Russian roster - SH3's 3inchSingle seems modelled after the 3"/45 20 cwt QF HA (= 12 pdr) but has no shield - GWX came with nice skins for the Towns; to use them, you may set the model to accept external textures / multiple textures - Ubisoft failed in modelling flushdeckers ... :hmmm: - fitting splinter shields to objects is possible, some basic skills in 3D editing given. So, if privateer runs out of time, I could offer you some assistance, too. the Frog |
Quote:
I knew about the transfers to the Soviet Navy and I have considered adding them to the roster. I was not planning on making it multitexture. I like to keep my mods as lightweight, simple, and modular as I can get, in this case, having one skin only. In the majority of photos that I have seen of the Town class they sport either a "Western Approaches" scheme like the Georgetown above or an "Admiralty Distruptive" scheme, so it will have to be one or the other. I have tried out the GWX skins and although some have possibilities, I find that most are either too "clean" or too bright for my tastes. I happen to really like the "Atlantic Workhorse" grimy look of the stock skin and I may just use that after some editing and change the skin of the USN Clemson so they won't match. The mod is being built on a stock installation, so if I ever get it finished and people would like to use it in GWX or other Supermods, it would have to be adapted for them. As it stands now, it is already turning out to be a bigger project for my meager talents than I thought. As for Ubisoft failing in modelling flushdeckers, that is a definite given. It looks like they consulted a 1919 volume of Jane's Fighting Ships. Kafka BC :salute: PS. Did you create the guns_USN.dat files in your SH4 US Cruisers Refitted mod or is it from SH4? I would really like to use the USN 21" Triple Torpedo mount, it is a waaay better and more detailed model than the one in SH3. |
Kafka_BC,
the guns_USN material is a mixture of re-textured and editted SH4/5 meshes plus some own creations; the torpedo launchers are made up from a re-worked SH5 model, converted by Rowi58. Make use of them, that's what are for. Just keep on trying. The more you do the more your skills increase (sadly, ambitions, too :DL) the Frog |
is this playble ship please?
|
Quote:
|
Quote:
Privateer is working on the 12 lbr. I made a what I hope will be a passable 4"/50 for the beam guns by joining the barrel of the 4.7 inch single to the base of the Russian 102mm that I found in another dat file (gunsVaa_Liliput.dat). The barrel is a tad too long but I think it might work in place of the ridiculous turrets they had there. I tried just using the 4.7 inch single alone but it was too high, the breech on the real gun was only about chest height. Sheese! All this because the Clemson's irritated me so much, the Flowers too, but there is already a better model for them. Quote:
Kafka BC |
All times are GMT -5. The time now is 05:02 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.