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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 148 14.18%
Mid Cold War: 1960s to 1980s 195 18.68%
Late Cold War: 1980's to 1991 147 14.08%
I want the whole thing! 1947 to 1991 554 53.07%
Voters: 1044. You may not vote on this poll

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Old 03-11-09, 12:23 PM   #556
Werewolf
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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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Old 03-11-09, 03:19 PM   #557
Sledgehammer427
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...something we at the SWSMT are working on...

its definately possible
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Old 03-11-09, 05:00 PM   #558
Franklin Van Valkenburg
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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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Old 03-12-09, 03:03 AM   #559
tomagabriel
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Quote:
Originally Posted by Sledgehammer427
...something we at the SWSMT are working on...

its definately possible
Hm, interesting. There seems to be potential here. I was also thinking that maybe planes themselves could be converted into missiles. Dive planes releasing their bomb right before impact.... The advantage would be that surface ships would also fire at them , much like modern destroyers fire at missiles. But right now I have no idea about how to mod the AI of a plane.
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Old 03-12-09, 06:18 AM   #560
keltos01
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Quote:
Originally Posted by Franklin Van Valkenburg
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?
could be like the mine mod we have for the Kaidai 3B :

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.

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Old 03-12-09, 10:04 AM   #561
keltos01
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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

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Old 03-12-09, 03:50 PM   #562
Franklin Van Valkenburg
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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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Old 03-12-09, 04:24 PM   #563
keltos01
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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.

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Old 03-12-09, 04:39 PM   #564
thyro
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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

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Old 03-12-09, 04:45 PM   #565
keltos01
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translated version :

http://translate.google.fr/translate...istory_state0=

it even has blueprints !

nice find Thyro !

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Old 03-12-09, 04:52 PM   #566
Werewolf
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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 . Your model looks beauitful by the way.

@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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Old 03-12-09, 04:58 PM   #567
keltos01
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Quote:
Originally Posted by Werewolf
@Keltos:


@Keltos:

By the way...the mines you made for the Kaidai, did they work, I mean explode on contact wit a ship?
yes they did

but in the readme you'll see I didn' make them :

- Original work by Darkfish -
http://www.subsim.com/radioroom/show...t=kaidai+mines

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Old 03-12-09, 05:43 PM   #568
Franklin Van Valkenburg
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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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Old 03-13-09, 04:45 AM   #569
tomagabriel
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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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Old 03-13-09, 05:40 AM   #570
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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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