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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What time period would you like the Cold War Mod to encompass? | |||
Early Cold War: 1947 to the early 1960s |
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148 | 14.18% |
Mid Cold War: 1960s to 1980s |
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195 | 18.68% |
Late Cold War: 1980's to 1991 |
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147 | 14.08% |
I want the whole thing! 1947 to 1991 |
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554 | 53.07% |
Voters: 1044. You may not vote on this poll |
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Thread Tools | Display Modes |
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#556 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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I had a look in the mission editor today, actually it's possible to make missions where the objective is to destroy a land unit, only the choice of targets is very little, but it's possible.
Then a thought crossed my mind regarding making missiles. So much ideas have come up to make torpedoes into missiles, but what about shells? I know this might seem crazy, but a shell travels in a ballistic trajectory and so does a ballistic nuclear land strike missile. Would it be possible to convert the surplus deck gun into a ballistic missile launcher that launches shells with a very long range and large destructive power/Hit points for example? The ammo could be limited to the number of tubes available for the individual class, the reload times could be shortened down to simulate a ripple launch and maybe a model could be made....is there a 3D model for shells by the way? In this way an almost vertical launch would be possible and there was no need to worry about the number of tubes available, the problem with the lack of guidance is not there either since a ballistic missile has no guidance......personally I would find it a thrill to do such calculations manually, but maybe I'm a bit of a geek haha Anyway...does this idea sound completely idiotic to those of you with more knowledge about this game? |
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#557 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#558 |
Sailor man
![]() Join Date: Feb 2009
Location: The Virginia Military Institute
Posts: 47
Downloads: 14
Uploads: 0
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The only downside to that is not being able to fire the gun while submerged... unless there's a way to man the gun with your crew, plot the target on your map, and press a button. Also think of what would happen if one pressed F6... what would the camera do? Look straight up through the deck from inside the model?
I like the idea... but is there a way to code it correctly to do what we want? |
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#559 | |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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#560 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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You had to be surfaced at first to launch them, a bit silly on a submarine, so I move the Y value to +15 m so as to be able to launch them from periscope depth, and it worked ! You could do the same with the dummy tube : set it high enough that the torpedo/shell starts above the water when you really are at peri depth. keltos |
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#561 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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for Werewolf :
I can't test those right now cause the powerbox of my home computer burnt last night :-/ I used the T1Fat1Torpedo, changed a bit the 3D model to make it look more like a missile ![]() ![]() I increased the height by 0.30 m in 3ds and reimported in the .dat using S3D, ![]() in the .sim : set the depth at 0m speed 1 130 knts range : 12500 m speed 2 140 knts range : 7500 m changed the localization.upc : T1Fat1Torpedo-Name=German FliggendeTorpedo T1Fat1Torpedo-Info=Propulsion: <b>gas</b>|Speed:<b> 140/130 knots</b>|Range: <b>7.5-12.5 km</b>|Guidance: <b>none</b> T1Fat1Torpedo-Notes=a submarine fired rocket, available too late in the war to make a real difference. what we now need is to give their own 3D model to those two torpedoes that use the T1FAT1 model ... download link : http://files.filefront.com/V10+Fliggendetorpedo+modrar/;13453287;/fileinfo.html I will post this on the thread Keltos |
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#562 |
Sailor man
![]() Join Date: Feb 2009
Location: The Virginia Military Institute
Posts: 47
Downloads: 14
Uploads: 0
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Ahoy mates!
I'm taking a 3D animation class at school this year and we've finally moved past the little projects that prevents me from having any spare time in class. We've been assigned a projects that requires us to make and animate a chess set, and I've already completed it... giving me loads of time to model whatever I want. So... I'm really interested in this particular mod and would like to see it get off the ground... or, in our case, beneath the surface. I've begun working on the Hotel Class submarine K-19. The pictures you see below are about two days of work without any visual aids, so I know that I'll need to touch up some details to make it actually fit its blueprints. As of now I need to: Pull the bow up a little to give the forward deck an upward slope. Round off the top of the con tower's tail-end. Too much of a sharp angle. Give the forward end of the con tower more of a bulbus shape. Add the rail around the base of the con tower. Pull the stern in a little. The hull looks too long. Increase the beam further aft. It looks too tapered. Pull in the bottom corner of the stern to let the rudder stick out just a little bit. Edit the hull's tumblehome. The ballast tanks didn't quite hang on either side like saddlebags... give the hull a smoother appearance up top and round it off more at the keel. Cut out the respective areas in the con for the crew, hatch, periscopes, radio antennas, and snorkel. (And the little windows in the front) Add the tie-offs along the deck. Actually cut out the missile silo hatches and create the missile silos in the con tower. Cut out and model the torpedo tubes. Feel free to point out an other little details. I'll need your comments to aid in the completion of an accurate model that is worth using in this mod! ![]() ![]() ![]() ![]() ![]() |
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#563 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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nice work !
![]() ask Dagon on this forum for the blueprints, he might've some. ill look up my K19 book and get back to you. keltos |
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#564 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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@Franklin
Details of Hotel Class ... you mean like this one? Check the following link its in Russian but has several pictures and plans of the sub. ![]() http://www.atrinaflot.narod.ru/1_submarines/01_plarb_658/0_658_1.htm Cheers |
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#565 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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translated version :
http://translate.google.fr/translate...istory_state0= it even has blueprints ! nice find Thyro ! keltos |
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#566 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Keltos:
Thank you very much ![]() @Sledgehammer Ahaaa....so it's definitely possible @Franklin van Falkenburg: I don't think that it's impossible to fire the deck gun submerged, I seem to remember that this was only an adjustment in a cfg file in SHIII.....but of course I could be wrong. Any way if not....the early boomers had to submerge in order to launch, the Golf Class SSB´s had to and the US Tang Classes when they tested the Regulus...I think this was a common feature up until the 60's....so maybe this could be a stop gap SSB/SSG solution until some one cracks the problem, like it was in real life haha ![]() @Keltos: By the way...the mines you made for the Kaidai, did they work, I mean explode on contact wit a ship? |
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#567 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() but in the readme you'll see I didn' make them : - Original work by Darkfish - http://www.subsim.com/radioroom/show...t=kaidai+mines keltos |
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#568 |
Sailor man
![]() Join Date: Feb 2009
Location: The Virginia Military Institute
Posts: 47
Downloads: 14
Uploads: 0
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@ Werewolf
I did think of that. I guess that could add a touch of reality until we get to the later decades. Now that I think of it... K-19 had to surface to launch her test missile... though that was probably because they needed to break through the ice first. Thanks guys for all the help! I'd saved those drafts to my USB drive so I can take them to school and accurately touch up the model accordingly! The skins you see on the model are very basic ones I threw together in paint... no detail or texture to them. I've made the hydroplanes and rudder moveable and will do so to the con tower's gear, but when it comes to adding locators, getting a professional skin, making all the needed files, and actually making K-19 a playable boat is another story. I can try to copy Dagon's Foxtrot's files and changing 641 to 658 but I'd need plenty of guidance in that regard. I'd be willing to finish the model in 3DS Max and then send the file to whoever can actually take it and make it playable... just as long as the model credit is given accordingly. Cheers! |
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#569 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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Please check updated first post in this thread for downloading the beta 0.2 version of the Ohio SSBN/SSGN mod.
http://www.subsim.com/radioroom/showthread.php?t=148682 ![]() Edit: @Franklin Van Valkenburg Nice work on the sub! I'd love to see it afloat. |
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#570 |
Watch
![]() Join Date: Dec 2007
Location: Russia, Serpuhov
Posts: 25
Downloads: 21
Uploads: 0
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In these two themes a lot of drawings for the Soviet submarine fleet
http://forums.airbase.ru/2006/02/t36...ykh-lodok.html http://forums.airbase.ru/2008/11/t64...h-lodok-2.html |
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