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#1 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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The Japanese merchant marine was characterized by a wide variety of ships. Even "standard type" merchants were in fact built by different yards to different specs, and it would have been rare to see two, identical jap merchants. Even looking at Iwashige's site, you can see sister ships with such alternate gun platforms, etc that they are barely distinguishable as sisters. So the ability to take a single hull, and make the tiny changes needed to realistically make her 5 sisters would be both useful AND realistic. Also, there is the realism of gameplay. A ship has a mast 7 meters taller than her sisters, but her sisters are in the ONI guide the sub skipper is using to target her... his range will be off. Add to this that jap ships intentionally altered their masts, etc to be at variance from their Llyods registry... On warships, BTW, things like radars would also be useful to keep as separate objects. Then they can be placed using the eqp file and change over time (early models with NO radar, then at whatever date it appears). Ditto things like lifeboats. Separate objects lend som flexibility for altering appearance. Another possibly cool idea would be to have a couple alternate superstructures and gun tubs. Some plain metal, others with sandbags that were commonly (but not always) added. That would eb WAY coool. A way would be top make sandbag objects that could be placed in the EQP files. Would be neat to see some looking more as they were in real combat... This is Etorfu, but it shows the ersatz splinter protection (sand bags) on the front gun shield and bridge: ![]() Also, note the 2 horns on the mast just behind the bridge. That is a type 22 radar. The object already exists in SH4. I'd not do the guns, either, as many are already well built in stock SH4 and get added with the eqp file anyway. Abaft the rear mast, partially blocking the flag, is the Type 13 radar rig. Again, this object is already in Sh4, and can be applied to the model in the EQP file at the date it comes along. You can see the Type 22 on this "kitbash" CD I built using parts already in game: ![]() Last edited by tater; 03-24-10 at 10:37 PM. |
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#2 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
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Tater, can you send me the dat. file of that ship, so I can show you how I remodel the ships structure. It will give it a better look and more real feeling. Please send it to my e-mail.
![]() and what I meant by swaping parts is, if the part doesnt look like the pic, i can alter it, or build a new one. And yes, I'm well aware, about making seperate objects from the ship mesh. |
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I knopw what you mean for warships in particular. When I was talking about swapping masts on merchies it was because with all the thousands of merchies they built over 1000 tons, the biggest single "class" was only a couple dozen ships or so. The bulk of the rest were 1s, 2s, or 3s---and even those were different from each other.
So a "generic" MFM, counter stern based on a REAL ship with a couple alternate masts, etc might well allow making dozens of different ships. For example: ![]() The 2d ship there, there are 6, and 22 more that are "similar". In addition, there are more MFMs that are close enough that she'd be a reasonable "fill-in" sionce there is no way we'll ever have 1000 classes of mid sized jap merchies ![]() |
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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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what about a Kaidai 7 submarine ?
see the IJN blueprint thread. we'd also need more allied ships, especially those little ones sunk in the Australian waters keltos |
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#5 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
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took the pic last night. I was going to build as a surprise. have it in my project folder now.
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#6 |
XO
![]() Join Date: Jul 2009
Location: Croatia
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+1000000 for more merchants. That would probably be the best add-on.
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#7 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Fox Tare, Steel Sea Trucks, and Wooden Sea Trucks. There were so many different variants in RL, that 1 real one, with variants done via masts, stacks, and slight deckhouse changes would do for each type and create possibly dozens of targets. As coast-hugging craft, they also frequently got hardcore camouflage for protection from air attack, too, which could be possible as well: ![]() |
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#8 | |
Gunner
![]() Join Date: Jul 2009
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I took a look at her in game, but the texture didn't map and I didn't have time to figure out why. I looked at the model in S3D, and whatever differences there were were pretty subtle.
Note that hull is NOT from a real kaibokan, but it's the stock game minesweeper, which was the closest I had ![]() |
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#10 | |
Gunner
![]() Join Date: Jul 2009
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I didn't import anything, you sent me a dat.
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Also, there is no use doing anything to "my" kaibokan as it is the wrong hull in the first place. Like I said, it's a Minesweeper, I just moved stuff around in S3D to make it look like a kaibokan a little.
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#13 |
Gunner
![]() Join Date: Jul 2009
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I was showing you the hull 3d body reworked to give it a better apperance. but i get you.
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