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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2007
Posts: 20
Downloads: 53
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For those who could be interested to I have quite the whole list of Cold War Era US Submarines accurately reproduced from blueprints:
Ethan Allen class SSBN Lafayette class SSBN Benjamin Franklin class SSBN James Madison class SSBN Ohio class SSBN Barbel class SS Permit class SSN; Permit Improved SSN; Jack SSN-605 (original with contra-rotating propellers and longer tail); Sturgeon Improved SSN; Narwhal SSN-671 (Sturgeon-like one-of-a-kind unit with larger diameter hull and intakes in the stern horizontal planes' roots); Parche SSN-683 (with modified hull for X-OPS and fwd turtleback); Glenard P. Lipscomb SSN-685 (Sturgeon with longer hull); Los Angeles "688" class SSN (SSNs 688-718); Los Angeles VLS class SSN (SSNs 719-725+750, complete with bow VLS tubes and hatches); Los Angeles Improved SSN (SSNs 751-773, diving planes moved from sail to bow and reshaped, aft "wings" with pods, bow VLS tubes and hatched); Another "eye candy" I modeled is the "Tapping Pod" used in "Ivy Bell" operations to eavesdrop comms on submarine cables... Of course I also produced all the weaponry available in US Navy's inventory at the time: Mk-44 Mk-46 Mk-45 ASTOR; Mk-48 Mod. 3/4/5 ADCAP; UUM-44 ASCROC; UUM-125 A/B Sea Lance; UGM-84 Harpoon UGM-109A TLAM-N (nuclear tipped Tomahawk); UGM-109B TASM (antiship Tomahawk); UGM-109C TLAM (HE conventional WH Tomahawk); UGM-109D TLAM (BLU-97 bomblet armed cluster Tomahawk). All that stuff was originally produced by me for employ in Dangerous Waters but by having the native ".max" and ".3ds" files I can convert them into whatever else format (once established the one used in "Cold Waters"). Possibly many other "polygonal charge" previously limited by inherent limitations of the DW's 3D-Engine can be used to furtherly improve the accuracy of these models). Last edited by Electric Boat; 08-07-17 at 02:55 AM. |
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#2 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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Do you have some screenshots of them? The CW subs are built in quite specific way because of how I go about mapping and texturing them.
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#3 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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#4 |
Seaman
![]() Join Date: Jul 2017
Location: USA
Posts: 40
Downloads: 68
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@Julhelm
Can you give a brief explanation of what you mean by the "specific way" in which you create your in game models? I'm not sure I would understand as a no-game-development-experience cretin but perhaps others may find it more interesting. |
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#5 |
Gefallen Engel U-666
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EnjoyableSTIG!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#6 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.
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#7 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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This is also what makes it possible for some of the great work done by PRS creating subs like the Papa and Virginia class by "grafting on" parts from other models and positioning them appropriately.
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