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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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#1 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
![]() 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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#2 |
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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#3 |
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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#4 |
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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#5 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Keltos
As promised I have now posted the photos of the result of the hmm "test launch" of the rocket torpedo ![]() http://img15.imageshack.us/gal.php?g...2234052890.jpg Sorry for the bad quality, I'm not particularly good at pictures haha, but they should show that it works and the effect of an impact with a target. Once again, thanks ![]() |
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#6 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Keltos
Oh, by the way....after a while it starts to maneuver in a FAT pattern, but I guess that was to be expected, actually maybe this is even practical if used against a convoy, maybe it could add up for the lack of guidance. All in all I am very satisfied ![]() |
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() ![]() ![]() you need to copy the forum link under the image and paste it into the message window. We can easily lengthen the straight run i.e. before the ladder search pattern, and add a flame at the back ? it looks as though it impacted at 0 depth, did it ? anyone outthere has an idea how to make it impact above the water ? thanks, Keltos |
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