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#1 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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better remove all the fish to make room for all that ammo
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#2 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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Disect it all you want. You dont need a rotating animation, if you have seven barrels, place them where each muzzle starts in the .dat file, the muzzle flashes will rotate, giving the impression of a rotating barrel. Silverwolf did make rotating gatling cannons, but they were rotating all the time. If you want animations, then that`s the way it have to be. And feel free to use any gun you want.
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#3 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
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I just got done building the .dat .sim and .cam and .upc files for my mod... I think i've worked out in S3D the whole rotating barrels and animations thing, but my mod doesn't seem to show up on the submarine selection screen in the game (normally a upc file problem). I used the same format for the UPC files as always, maybe I've named some parts wrong in the .dat file.
I built the .dat file from scratch using the 20mm oerlikon file as a template/guidline. As far as making the barrel rotate when firing only, there should be a way to link the barrel rotation animation to the firing, just like the 40mm bofors barrel recoils when firing only. As far as ammo storage goes Merc, I would imagine the sub could reasonably hold a full drum plus one full reload, 1350 rounds plus 1350 rounds. that would allow for a total of roughly 40 seconds of firing ![]()
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"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
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#4 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.
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#5 | |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
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![]() Quote:
As for radar targeting, I was never expecting to make that work, however, I might try making a crewmember special ability to increase gun accuracy as high as possible (similar to the battery recharge fix).
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"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
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#6 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
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There already is a special skill/perk that makes the gunner`s performance better.
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#7 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
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Yeah I know there is the tin can crossover, I will adjust the values until it reaches phalanx accuracy and add that to the mod.
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"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
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