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Old 06-10-08, 07:07 PM   #31
keltos01
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Default 11 tubes?

since they had 6 front tubes plus two external plus three aft that makes 11, the max number set ingame is 10 (gato), so my question is can we make more? what do we need to change to add a brand new tube, what files are linked and such ?

that way let's say you keep the gato's basic load : 4+6, remove one aft so you have three, move the dummy to the actual location of the aft tubes, then can you make two new ones which you'd then set upfront like the external tubes on the T class, couldn't you do that ?

what do we need to update to have a firing box with 11 working tubes? or more ? If I remember correctly some jap class has eight up front and two aft...

type c1,C2 also has eight fore tubes, J1 has six front and two aft : the problem is when bading them on the german subs like I do they have max six tubes either 4+2 or six front...
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Old 06-11-08, 08:18 AM   #32
keltos01
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Default new tubes%moved existing tubes

Peabody said :"I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes."

couldn't you just add two tubes in the .sim ? then link them to two new doors ?
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Old 06-11-08, 02:14 PM   #33
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Default

Quote:
Originally Posted by keltos01
Peabody said :"I am using a Gato for my Sen Toku II and went to the .sim file and found tubes 7 and 8 (which are 6+7 because the numbering starts at zero) and copied the "Parent ID". Then went to the .dat file and found the doors they were linked to. Took those doors in the dat file and they were -4.xxxxx and the forward doors were +4.XXX. So I moved the doors to the bow by making them +4 and turned them around to face forward and wammmo 8 forward tubes."

couldn't you just add two tubes in the .sim ? then link them to two new doors ?
Why would I want to add something that is already there? I had four stern tubes already there and the Sen toku doesn't have any stern tubes, so I moved them forward and deleted the other two.
I was thinking of something else when I commented about checking the "parent ID'.. my mistake. If you go to the tube in wpn_subtorpsystem (or something like that) and select the tube, it will tell you the name of the door that it is connected to. And use that info to move the door to the front and turn it around. I had something else on my mind where I checked for the link by parent ID so I got a bit mixed up. I was going to correct that answer yesterday but we lost power with a big storm that came through and just got power back about an hour ago.

Now, a question for you:
If you check your Jyunsen B, the tubes are all linked to the XVIII doors not the Dmy Torp tubes. The Gato didn't have any dummy torp tubes, so I assume they are just so when the door is open it shows a tube and not an empty hole?

Peabody
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Old 06-11-08, 03:18 PM   #34
keltos01
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Default dummy tubes

I don't really know what they are for..
as for the Jyunsen B tubes, and the class T tubes, I copied the 3d tubes from the typ18 and gato type respectively and glued them in their respective new hulls : Jyunsen B and Class T, so that when the tube caps open, you actually see a tube behing it and not just a hole.

@for the class T, I started with a gato, messed it all up so I made a stand alone class T cloning a balao sub. checked it in game, and yes it worked : I had a "balao" named class T Tijgerhaai

now I went back to 3ds, opened the class T tower.obj (from the GFX model) textured it, made a uv map, set all ids to 2, put an unwrap modifier, edited it , loaded the uv map, collapsed all, and exported the new obj file with its mtl and a uv map with the same name. I then imported the model over that of the balao tower and here's what it looks like ingame :







not there yet but getting there !
(edit)

now pasted the hull in :



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Old 06-11-08, 03:38 PM   #35
keltos01
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Default removed the periscope mount

there you go, btw the aa gun is nearly in place !




moved them a bit aft :


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Old 06-11-08, 04:41 PM   #36
keltos01
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Default so far

it works but it's still uglybetty to me


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Old 06-11-08, 04:44 PM   #37
Schultzy
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Going to sea in a british boat will make me a very happy captain :thumbsup:

Thanks for all your efforts! Looking great
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Old 06-11-08, 04:57 PM   #38
keltos01
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Default turret

couldn't get the gun turret to work yet, got a ctd when i pasted it in...
thanks anyhow
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Old 06-12-08, 05:00 AM   #39
keltos01
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Default turret

If I can't paste in the turret I guess I'll use the spot to install the fore aa gun seen on the above picture, I don't know that the turret would be functionnal anyhow. In that case I'll leave the US deck gun on deck for those who, once in awhile, like to surface to shoot at things

@btw : added data in first post.
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Old 06-12-08, 05:32 AM   #40
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It wasn't really a turret, simply a 4-inch gun mounted behind a coaming. Perhaps the 4-inch fitted to the US S-class could work. I have a photo of Hr.Ms. Zwaardvisch which might be useful- will scan it and post it later.
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Old 06-12-08, 05:49 AM   #41
keltos01
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Default turret

cool, you just solved a problem, here's some intel now from torpedoman Smith :

"The Taku’s ordnance included 13 torpedos, 6 in the bow tubes with 4 reloads in the forward torpedo space, a port beam tube and a starboard beam tube. These torpedos fired at an angle and after a certain distance turned either right or left (depending which tube) so that you hoped to hit a target at the side of you.

We found these tubes were unreliable though and were reluctant to use them. Then we had a stern tube and it’s obvious why. Apart from this armament, we had a 4 inch gun mounted on a platform ahead of the bridge. This could be trained right or left because it was on a swivel. Last but not least we had two Lewis guns which could be mounted either side of the bridge for firing mainly at aircraft but normally if enemy aircraft was spotted we would get the order - “Dive! Dive! Dive!” "

I imported the 4inchsingle gun and cover :



close-up :





from under :


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Old 06-12-08, 07:56 AM   #42
keltos01
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Default New Class T 13 tubes

OK, I couldn't resist !:rotfl:

Since the first class had all 10 tubes forward and the next two had only 8 forward and 3 aft, I made a mixed class with 10 tubes forward and 3 aft :rotfl:





off course if we make them non-reloadable, that's only 17 torpedoes total : six in tubes plus 4 reloads, and 7 external tubes.
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Old 06-12-08, 08:28 AM   #43
keltos01
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Default Different sub models

So we have 3 classes which basically differ only in the tubes they had, so it's really two different boats :

Class T 1 : 6+2 2 amidship 0 amidship aft 0 aft

Class T 2: 6+2 0 amidship 2 amidship aft 1 aft

from the recollection of M. Smith a third class ?

Class T 1b : 6+2 2 amidship 0 amidship aft 1 aft

Class T 1b:


the three different subs :


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Old 06-12-08, 09:25 AM   #44
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According to H.T. Lenton's "British Submarines", the first group had ten 21-inch torpedo tubes; all fired forward, four were external tubes- two amidships and two forward. Sixteen torpedoes were carried, ten in the tubes and six reloads for the six internal tubes. The second and third groups had eleven tubes, an external stern tube being added. Seventeen torpodoes were carried, eleven in the tubes plus six reloads for the internal tubes. The amidships external tubes were relocated and arranged to fire aft. Additionally, some of the first group had an external stern tube fitted later on, though the midships external tubes remained forward-firing.
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Old 06-12-08, 09:30 AM   #45
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Here's a photo of Hr.Ms. Zwaardvisch:

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