View Single Post
Old 11-21-07, 05:21 AM   #3
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default Ok, i need some guinea pigs

Known issues:
1.) Game crash's when selecting sargo or porpoise in the museum.
I beleive this is because the game is loading duplicate nodes. The game reads nodes, regardless of where the node is stored (in dat files). This is proably why each and every node for a submarine, is uniquely named. In normal play, since the game only loads one player useable submarine, its not an issue. However, in any scenario where the game tries to load duplicate nodes (such as the Museum), it will probably crash. I imagine, in a multiplayer game if someone runs a narwhal, and another player runs a porpoise or Sargo (depending on which version of this mod they use), the game will probably crash.

2.) ideal Persiscope depth height changes for the sargo model. This is because of 3d modeling issues with the periscopes, load an early war, then load a late war, and watch how the periscopes behave. Nothign i can do to fix this. The end result ,is if your playing late war, you could probably lower the periscope height in the cfg to 18 meters.

3.) Inability to player control both deck guns. This is a User interface issue that cannot be resolved by modding. The game has a "cycle flak gun" functionalty. This functionalty does not exist for deck guns, since the game, being derived from SH3, doesnt normally expect multiple deckguns from the player.

Possible issues:

a.) Huge save game file size. Ive tested this once so far, by running a boat from pearl to empire waters, saving several times, and the file size only got to be about 1 meg. So its likely this wierd behavior won't happen, but its something im watching for, and hoping it never crops up.

b.) Porpoise model, i feel could probably use some minor physics tweaks, but its in the ball park.

c.) could possible tune down the engine power by a value of 1,000 on both versions.


Yes i know:

- Models are not the real narwhal. Just in case theres a captain obvious in the crowd. Note the title of this work in progress.... "psuedo".

- Sargo model has two, too many torpedo tubes. I did however reduce the total torpedo count to the historical 20 as a consolation prize.

- Porpoise version seems to rock a little more.

- Deck guns are not 6"50's., nor do the power of the shells reflect it. However, i garuntee you'll sink stuff alot faster with two 4'50's then with just 1.

- You can't select any deckguns except the narwhal version. I did this on purpose.

- Patrol assigments arent to historical areas where narwhal boats where, when they where there.... yeah yeah, this is a test. You do however get an assigment to Attu in jan 43.


What is implemented:

- Psuedo narwhal class boat, based on Porpoise or Sargo model.

- Narwhal is currently only available at pearl harbor.

- Patrols assigned alternate between fremantle command areas, and pearl harbor command areas. You'll be going all over the damn theater Captain globetrotter!

- All assigned patrol assigments should be one of the following: Insert spy, insert commando, deliver supplies. Repeat patrol fix in place, flotilla file used was the 3 month rotation file with two possible patrol areas. (Tmaru default). Patrol assigments for the narwhal however , are on a 2 month rotation with only 1 patrol area in that time period.


- Values used on Sargo and Plcass models:
Surface displacement of 2730
submerged displacement of 3960
top speed reduced to 17
Range increased to 25,000 NM @ 10 kts
ManBT_Flood_speed reduced from 35,000 to 26,000

- Additional values used on just the Pclass version

increased surface draft from 0 to 4.4 (zero draft?! WTF)

increased engine power from Pclass default to 6140 (sargo default)

increased submerged endurance from 64 @ 4 to 84@4, idea being to match the performance of the sargo varient. however there maybe a problem with this if the Pclass uses a different battery or energy consumption rate hidden somewhere.


installation
- whatever your doing in JSGME, enable this last

D/L links: - Pick your poision.

Psuedo Narwhal, using the P-class as model:
http://www.ducimus.net/sh4/release/W...PModel_ver1.7z

Pseudo Narwhal using the Sargo class as a model:
http://www.ducimus.net/sh4/release/W...oModel_ver1.7z




have fun, and let me know if you run into some form of buggery that im not aware of.
Ducimus is offline   Reply With Quote