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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2009
Location: Wiltshire England
Posts: 5
Downloads: 830
Uploads: 0
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propbeanie
Many thanks for the info on the WDAD T class will have a look for it. The one I found was in the “normal” download section. PS Love the Jimbuna quote. |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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I never learned 3D canvas type programs, but after 40 years of screwing around with computer games I'm a pretty fair hacker. So after reading this, I made a backup copy of the PORPOISE folder, fired up S3D;
http://www.subsim.com/radioroom/down...o=file&id=4489 Then opened the NSS_Porpoise.sim file. At the bottom is the wpn_SubTorpedoSys datablock, select Tubes, right click, select Add Array Item. Then go to one of the existing tubes, copy and paste the data from that, paste into the new tube; door = NSS_P1_Door02_FRU_anim01 ext_door = NSS_P1_Door01_FRU_anim Somebody who can use a 3D model editing program would have to add the actual graphics and animation, but yes, it is possible - I now have a Porpoise with 8 working forward tubes. Looks funky but it's operational, this was just 10 minutes of screwing around by an old fossil so I'm sure it could be improved on. ![]() |
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#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Picture posting thing wasn't working the other day, let's see if it is now;
![]() Yep. |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Pic of the S3D screen;
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#5 |
Swabbie
![]() Join Date: Apr 2009
Location: Wiltshire England
Posts: 5
Downloads: 830
Uploads: 0
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Sniper
Apologies for the late reply. Thanks for the help with the modding. I tried your way before but got nowhere so gave up. I must have been doing something wrong as I just had a second attempt using your instructions and it worked fine. I have got a working solution by altering the submarine UPC files then changing the other files like “data submarine” and “UPC data” files to match. Or even copying UPC file data from one sub to another. So I can now move torp tubes from back to front and swap guns around. It’s a working solution in that it sort of works but still has a few glitches and CTD a lot. When I get time I am going to try to combine both using the editor to change the sim files and alter the game file to match. Like you I don’t know a thing about graphics & animation, If I can get the programming cracked (Bloody difficult as I can’t read computer code) I’ll look into the other stuff later. Thanks again for your help. |
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#6 |
Watch
![]() Join Date: Apr 2019
Posts: 20
Downloads: 5
Uploads: 0
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Hi Fred,
just reading an old post you did on torpedo tubes. I can just about read C programming and I have a hunch that SH4 was written in C++. So I might be able to offer an opinion on the odd code fragment. If you know how to swap guns please tell me. I use a Gato class. I have various things I have learned how to do that I can also pass on... instant reloads super sub speed awesomely powerful torpedoes better armour on the sub thousands of rounds of deck gun ammo. Pm me if you like as I am not good at finding threads again, regards T K W |
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#7 |
Gefallen Engel U-666
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RuthBrewer!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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