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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Aug 2008
Posts: 43
Downloads: 19
Uploads: 0
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Any progress on getting coastal bunkers or shore batteries to work?
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The stock coastal stuff is FUBAR. I noticed that one has the cfg pointing to another model.
I might fix this, as it's pretty easy, actually. |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() quote Jos:"Both fotos are taken in Flushing (Vlissingen) in Holland there were 2 torpedotubes to protect the Westerschelde Later in the war the batteries were changes to fire Spinne- torpedos ( the topedos were guided by wire , at the end of the torpedo there was a light so the operator could guide the torpedo to the target) Both fotos are taken in Flushing (Vlissingen) in Holland there were 2 torpedotubes to protect the Westerschelde Later in the war the batteries were changes to fire Spinne- torpedos ( the topedos were guided by wire , at the end of the torpedo there was a light so the operator could guide the torpedo to the target) " On the Atlantik Wal they had a few bunkers that would fire torpedoes : equipped with a torpedo turret similar to that seen on most battleships, I've wanted to have a few of those.. imagine getting fired at by one ! http://forum.axishistory.com/viewtop...0798&p=1211134 torpedo in the water ! it's heading towards us Sir ! keltos |
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#4 |
Sailor man
![]() Join Date: Aug 2008
Posts: 43
Downloads: 19
Uploads: 0
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Tater,
I am still interested in getting one of the bunkers or other land units to act as an inert smokepot, if I ever do get around to building that Wake island mod. Turns out someone has already modeled and skinned the light cruiser Tenryu, which should bring the workload down significantly. The whole modeling and modding is pretty intimidating, i'm not even sure where to start. Any pointers? BTW Interesting post, keltos! |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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S3D makes much of it quite easy.
In terms of the land-units, you want to make it a fixed, bombed out area, is that it? http://sh4.skwas.net/docs.aspx You'll want to clone a ground unit, probably. http://sh4.skwas.net/manual/remap LEt me know what you're getting at, and I'll show you where to start. Make a thread about it, then walk others through so they can see it and perhaps get new ideas. One cool thing about S3D is not just doing the modding, but seeing things frequently gives you new ideas |
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#6 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
So far I have been unable to clone a "Land unit". I have cloned subs, ships, snorkels, periscope but I can not seem to clone a "Land Unit". Any ideas would be appreciated. I can get the New unit to show in the mission editor and add it to the mission, but it always crashes while loading. @Bramytr If I can get land unit cloned then I thing we will be one step into solving the problem which we discussed a long time ago. Problem being that if you make a unit smoke, every one in the game smokes. So we really need something cloned that will not affect others in the game. Edit: I think I may have found the problem, but I will have to test to be sure. If it works I will go the next step. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 02-02-09 at 03:44 PM. |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I've cloned a few, no problems.
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