SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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05-05-09, 10:58 AM | #1 |
Navy Seal
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As requested NEW KILOs
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05-05-09, 11:31 AM | #2 |
Watch
Join Date: Aug 2006
Posts: 23
Downloads: 9
Uploads: 0
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You want that the tube doors open or just texture?
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05-05-09, 11:32 AM | #3 |
Navy Seal
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I what opening tube doors.
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05-05-09, 03:45 PM | #4 |
Stowaway
Posts: n/a
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looks good!
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05-05-09, 04:51 PM | #5 |
Watch
Join Date: Aug 2006
Posts: 23
Downloads: 9
Uploads: 0
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Requires that the doors are on a different meshes that the body of the submarine.
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05-05-09, 07:48 PM | #6 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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Wow, looking really good TLAM and... hey that's the Alrosa! Sweet.
Your getting pretty good. Better watch out or peeps might start soliticiting you for work
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
05-06-09, 08:27 AM | #7 |
Pacific Aces Dev Team
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Oh cool!! here comes my favourite sub in DW
I guess those are for LWAMI 3.1, or will you release the model updates independenty? Nice from you to make the Alrosa, I guess we can add it as playable in LWAMI as we already discussed some time ago (That one and the old 688 are just versions of already playable boats, so it should be OK with SCS) As far as I know the Alrosa is of course quieter than a normal 877, probably like a 636, but is reportedly less manuverable at slow speeds. I guess that can be replicated well in the game?
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One day I will return to sea ... |
05-06-09, 11:15 AM | #8 | |
Navy Seal
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Quote:
The new Alrosa will be playable complete with its own acoustic signature and handeling characteristics (although I'm not sure if being less manuverable at low speed is possable just less manuverable at all speeds). Am I correct in assuming that the Alrosa would also be slightly slower than a standard 877 class due to the pumpjet? Also good news i sucessfully cut the tube doors in the mesh. I just need to add the tubes and tweek the shutter doors so they open properly. Then I'm going to remake the aft dive planes so they are more accurate based on some new photos I found via google. |
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05-06-09, 01:38 PM | #9 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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I think we might be getting ahead of ourselves here.
Now maybe I'm wrong and looking at posts that are out of date, but my understanding is that new playable OBJECTS can't be added. You can mod the hell out of an existing DB object and turn it into something else, but a new object added won't be playable. Which means to add a different Alrosa, you'd have to sacrifice another database object to turn it into the new Alrosa. In practical effect, you'd be sacrificing an entire playable class.
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05-06-09, 11:27 PM | #10 | |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Quote:
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05-10-09, 10:36 AM | #11 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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There are enough versions of the Kilo ingame that one could easily be exchanged for the Alrosa.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
05-10-09, 02:48 PM | #12 |
Pacific Aces Dev Team
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I agree, we could simply take the chinese 877 and swap it for the Alrosa.
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One day I will return to sea ... |
05-10-09, 03:11 PM | #13 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Then it would have a Chinese loadout.
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05-10-09, 04:16 PM | #14 | |
Pacific Aces Dev Team
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Quote:
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One day I will return to sea ... |
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05-11-09, 11:43 AM | #15 |
Navy Seal
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Ok guys I got a problem here. I've made much improved tube doors (thanks to Spookymufu's advice) but the tube doors don't move. I've named them "TORP_DOOR_#" but they don't move like the originals. My prevous attempt at tube doors don't work anymore eather. Whats going on? Anyone got any ideas?
BTW here are some samples of what else I have in the way of improved playables that are coming your way soon... |
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