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#91 | |
Electrician's Mate
![]() Join Date: Jul 2007
Location: The Sweet State, Georgia
Posts: 134
Downloads: 44
Uploads: 0
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#92 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I'm all for brainstorming.
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#93 | |
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
Uploads: 0
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the Akagi was done by me already....and I have about 40 ships in my Super MOd Pack...
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__________________
"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#94 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
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I agree with tater, as he pointed out, were just moving some of the more mundane stuff off to PM's...
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#95 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I just loaded up something I messed with a while ago and never finished. A "bungo pete-clone" version of Nagato.
I tried both a Fuso, and an Ise version. Ise might look closer, dunno. All I did was make a version where the eqp file has the 2 middle guns deleted. I also experimented with swapping the dual 14" mounts for dual 16s. Works fine, just need to figure which is closer (the BP clones are cool stand ins because there are no new models to load, it's just an eqp change). |
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#96 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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![]() ![]() ![]() ![]() I'm thinking I'll go with the Ise version. I'll dump the 2 middle turrets, and swap the 14" guns for dual 16" guns. I could do better with a bashed clone, but frankly it's not worth the effort and extra loading times IMO. A quick EQP bash will make it look a little different without having to laod a new model just for Nagato. tater |
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#97 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Useful links (some already posted in this thread, but all in one place as a FAQ):
S3D: http://www.subsim.com/radioroom/showthread.php?t=119571 Tutorial: How to import/export OBJ models in 3DSMax: http://www.subsim.com/phpBB/viewtopic.php?t=44354 Adding new ships (dev post): http://www.subsim.com/radioroom/showthread.php?t=108132 Dat naming conventions: http://www.subsim.com/radioroom/showthread.php?t=120499 How to clone stuff: http://www.subsim.com/radioroom/showthread.php?t=82310 How to make a "Bungo Pete" clone (I need a new name for this cloning technique without cloning the dat, lol): http://www.subsim.com/radioroom/showthread.php?t=114033 Making new unit types: http://www.subsim.com/radioroom/showthread.php?t=120440 Ship ideas: http://www.subsim.com/radioroom/showthread.php?t=117422 Altering eqp files thread: http://www.subsim.com/radioroom/showthread.php?t=119338 |
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#98 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Interesting, the AMC uses Y nodes in the cfg for the funnels (since they change). It points to Library/ShipParts/cos_NAMC.dat
I'm not sure if any alternate stuff would be added to that file, or if we need only create a new dat in that same folder as long as we match the named parts with what we link to. Code:
[Equipment 14] NodeName=Y01 LinkName=NAMC_Cos2 StartDate=19420301 EndDate=19420701 [Equipment 15] NodeName=Y01 LinkName=NULL StartDate=19420701 EndDate=19430306 |
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#99 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
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tater, you've been one busy guy today! Excellent links and info!
![]() ![]() ![]() ![]() ![]() I on the other hand was required to "man the BBQ" lest I suffer a psychological keelhauling from the spouse... ![]() Quote:
![]() Last edited by DeepIron; 09-03-07 at 11:20 PM. |
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#100 |
Soundman
![]() Join Date: Sep 2007
Posts: 148
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Its just to bad one cant command a differant boat in game. Would be nice to take a PT Boat out to patrol coastal waters. Is there anyway to mod that?
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#101 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I imagine you could, actually. You'd have to either create a bridge, or borrow one from a sub, lol.
tater |
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#102 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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Tater hows the work going on the new ships front, any progress to report?
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#103 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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DeepIron is doing all the heavy lifting, I'm just head cheerleader for now
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#104 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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#105 | |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
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![]() ![]() I had an idea for an ineresting ship. How about a camoflaged coastal transport? I've seen a couple of pics of small Marus covered in branches and greenery to make them blend with the shore while hiding from US aircraft during daylight hours. Would be cool to sneak into a Japanse anchorage and see one or perhaps while passing an inlet an see a couple laying low for the day. It might not need so much work either as current ship models could be used (perhaps the small tanker, or the large fishing boats?). Anyway just an idea I had for something a little more unusual. keep up the good work, I'm really looking forward to the fruits of this project. ![]() |
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