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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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![]() Gato Interior Overhaul ver 1.0 Credits: Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials ) Ducimus ( grumpy with bloodshot eyes) Oakgroove ( textures files ) Leovampire ( camera mod ) edit: skwasjer ( for the awesome editor) Permissions: Do whatever you want with it so long as your not putting it in a commerical product for monitary gain. What it does: This mod retouches the Gato interior. Adjustments are many, which include - all three gyrocompasses, - forward battery - after battery - total battery - all engine RPM gauges - fuel gauges - trim tanks - retouching of various misc lights. - etc etc - Camera mod retouched to allow free movement in conning tower. Known issues: 4 small dials to the left of the navagation station are stilll inoperable. Electrical section in control room, dials lack a background texture. I really wish i could fix that, but don't know how. Compatiblity: -All files are derived from files found Trigger Maru ver 1.75, and will run without any problems. - Camera mod included may produce a "camera out of sectors" error if used in any mod in a mod combination that does not have the ROW camera mod present. - Do not remove the associated textures. Dat files have been altered so the gato uses its own specific texture files, and not shared with another submarine interior. ![]() Xmas tree while surfaced. ![]() Xmas tree submerged. Brighter lights. ![]() If one battery gets wasted, you should be able to see which one still holds a charge. ![]() Rear of the control room, the navagators table. ![]() Unfortunatly the torpedo status indicators, don't do anything except look pretty. They are not tied to any functionality at all that i could so. So I changed it to function like a xmas tree in the conning tower. This is while on the surface. ![]() And this is while submerged. ---------- ![]() These guages work, i have them tied to the battery, but they lack a background texture D/L link: http://files.filefront.com/REL+Gato+.../fileinfo.html ------------------------------------------------------------------------------------------ Salmon/Sargo Interior gauge fix ver 1.0 Dial layout is same as Gato interior overhaul. Credits: Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials ) Ducimus ( grumpy with bloodshot eyes) Oakgroove ( textures files ) Leovampire ( camera mod ) skwasjer ( for the awesome editor) Permissions: Do whatever you want with it so long as your not putting it in a commerical product for monitary gain. What it does: This mod fixes the gauges on the interior used by salmon and sargo class submarines. Known issues: - Texture mapping on some dials is out of whack. - gyrocompass in CR helmsman station inop Compatiblity: -All files are derived from files found Trigger Maru ver 1.75, and will run without any problems. - should run fine on any stock game or any other mod. D/L http://files.filefront.com/REL+Salmo.../fileinfo.html Last edited by Ducimus; 01-16-08 at 03:11 AM. |
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#2 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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![]() ![]() ![]() ![]() ![]() M [edit] does this supplant Anvarts conning tower guages fix or do I still need that too? this does not have the 600 ft depth guage then? Last edited by Mush Martin; 01-13-08 at 05:04 AM. |
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#3 | |
Rear Admiral
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![]() Quote:
It has the 600 ft depth gauge, and you shouldnt need anvarts conning tower gauge fix anymore. |
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#4 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Excellent work a usual Ducimus, looking forward to try this one!
![]() About the torpedo panel in the conning tower, I'm gonna take a closer look to it an see If I can do something to make it more useful.:hmm: ..however it is already pretty looking enough.. I'll keep ypu informed If I discover something Interesting.
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"Memento Audere Semper"
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#5 |
Lucky Jack
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Any work being done on the other subs? This is just great!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 |
Canadian Wolf
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Nice to see you branching out to other stuff, well done Duci
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#7 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Toronto, Canada
Posts: 127
Downloads: 46
Uploads: 0
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#8 | |
Officer
![]() Join Date: Feb 2005
Location: On patrol...
Posts: 244
Downloads: 113
Uploads: 0
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![]() Quote:
This is truly stunning work! Thanks! ![]()
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"Sink 'Em All!"- Uncle Charlie....."Angriff, Ran, Versenken!"- Onkel Karl |
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#9 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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Glad you're still in a modding mood, skipper! Interesting mod, I'll give it a go when I'm back from the mandatory shore leave
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#10 | ||
Rear Admiral
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![]() Quote:
Ill try the sargo in another week or two. What you see here, prepresents alot of midnight oil by itself. Every gauge you see in the interior, represents at least one cycle of 1.loading the game. 2. trying to find the dial 3. exiting the game. 4. modding the file. 5 goto 1. Once i found the dial, then i needed to calibrate it, which means more reloading. ![]() Eventually i found the best way to find where dials were, was to switch the controller to a battery type, and then load the game, run the sub at flank speed submerged, and see which needle starts moving after a little TC. Once i got this method down, i just went down the controllers in the sim file, one at a time. Theres around 130 dial objects in the sim file. Soooo.. im taking a break from that for a week or two. I cant say im looking forward to doing this again. :rotfl: |
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#11 |
Watch Officer
![]() Join Date: Apr 2007
Location: Timbuktoo
Posts: 331
Downloads: 8
Uploads: 0
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I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it? |
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#12 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Quote:
Code:
Node- _Dummy_Cam_Binocular ClipDistance. Setting in between 0.1 and 0.5 (don't remember the value exactly) will give you a realistic binoculars view, where the obstacles on your boat obscure your vision. ETA: Just to clarify, it's the cameras.dat file of this mod that you'll need to modify, to keep the free movement option still available.
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#13 |
Watch Officer
![]() Join Date: Apr 2007
Location: Timbuktoo
Posts: 331
Downloads: 8
Uploads: 0
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Thanks a million, thats perfect.
![]() and on a side note. I go to other forums from time to time for other games and stuff but I have to saythat this forum has got to be the most helpfull one that I have found! thank you to everyone. |
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#14 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Quote:
![]() TDK1044 et al sum it up pretty nice in this thread.
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![]() ![]() ![]() Let the Beast inside you free! |
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#15 |
Rear Admiral
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Just FYI, im halfway around the Salmon/Sargo interior in regards to gauges. Ive already fixed the throttle in the CR and CT of this interior, just going around and doing the other stuff.
No ETA, and its liable to be JUST the *.sim files. Im debating if i want to touch the dats and the indictaor lights in the CT or not. |
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