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#1 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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I'd leave the lifeguarding out. These boats didn't do that/were too clumsy. And it means less finageling for you
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#2 |
Rear Admiral
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Sargo model is functioning, and as so far error free. Half of this modding, is just setting up the missions.
Right now i have it to where, the only mission you'll get, is supply drops, spy insertions, and commando drops. Thats it. The missions rotate every 2 months. With alternating assigments to Pearl harbor command areas, and Fremantle command areas, with 1 commando insertion at Attu. So you'll be a regular globe trotter. The boat is stationed only in pearl at the moment. This is a test, im not going to flesh it out for the entire game just yet. Physics wise, its behaving, pretty damn cool. Ive adjusted the fuel capacity to 25,000 NM @ 10 kts, lowered the top speed to 17, lowered floodrate, and adjusted displacement values to what was historically correct.. and.. the boat is behaving beautiflly, and noticeably different. As a nice side effect of lowering the top speed and upping the displacement, "ahead standard" comes out to be exactly 10 kts. 1/3rd comes out to be about 7 kts, and is still the most fuel effiecient setting. Not releasing it yet. I want to backtrack, and create a 2nd version for the porpoise, then release both versions at the same time. Im feeling pretty good about this. |
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#3 |
Rear Admiral
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Known issues:
1.) Game crash's when selecting sargo or porpoise in the museum. I beleive this is because the game is loading duplicate nodes. The game reads nodes, regardless of where the node is stored (in dat files). This is proably why each and every node for a submarine, is uniquely named. In normal play, since the game only loads one player useable submarine, its not an issue. However, in any scenario where the game tries to load duplicate nodes (such as the Museum), it will probably crash. I imagine, in a multiplayer game if someone runs a narwhal, and another player runs a porpoise or Sargo (depending on which version of this mod they use), the game will probably crash. 2.) ideal Persiscope depth height changes for the sargo model. This is because of 3d modeling issues with the periscopes, load an early war, then load a late war, and watch how the periscopes behave. Nothign i can do to fix this. The end result ,is if your playing late war, you could probably lower the periscope height in the cfg to 18 meters. 3.) Inability to player control both deck guns. This is a User interface issue that cannot be resolved by modding. The game has a "cycle flak gun" functionalty. This functionalty does not exist for deck guns, since the game, being derived from SH3, doesnt normally expect multiple deckguns from the player. Possible issues: a.) Huge save game file size. Ive tested this once so far, by running a boat from pearl to empire waters, saving several times, and the file size only got to be about 1 meg. So its likely this wierd behavior won't happen, but its something im watching for, and hoping it never crops up. b.) Porpoise model, i feel could probably use some minor physics tweaks, but its in the ball park. c.) could possible tune down the engine power by a value of 1,000 on both versions. Yes i know: - Models are not the real narwhal. Just in case theres a captain obvious in the crowd. Note the title of this work in progress.... "psuedo". - Sargo model has two, too many torpedo tubes. I did however reduce the total torpedo count to the historical 20 as a consolation prize. - Porpoise version seems to rock a little more. - Deck guns are not 6"50's., nor do the power of the shells reflect it. However, i garuntee you'll sink stuff alot faster with two 4'50's then with just 1. - You can't select any deckguns except the narwhal version. I did this on purpose. - Patrol assigments arent to historical areas where narwhal boats where, when they where there.... yeah yeah, this is a test. You do however get an assigment to Attu in jan 43. What is implemented: - Psuedo narwhal class boat, based on Porpoise or Sargo model. - Narwhal is currently only available at pearl harbor. - Patrols assigned alternate between fremantle command areas, and pearl harbor command areas. You'll be going all over the damn theater Captain globetrotter! - All assigned patrol assigments should be one of the following: Insert spy, insert commando, deliver supplies. Repeat patrol fix in place, flotilla file used was the 3 month rotation file with two possible patrol areas. (Tmaru default). Patrol assigments for the narwhal however , are on a 2 month rotation with only 1 patrol area in that time period. - Values used on Sargo and Plcass models: Surface displacement of 2730 submerged displacement of 3960 top speed reduced to 17 Range increased to 25,000 NM @ 10 kts ManBT_Flood_speed reduced from 35,000 to 26,000 - Additional values used on just the Pclass version increased surface draft from 0 to 4.4 (zero draft?! WTF) increased engine power from Pclass default to 6140 (sargo default) increased submerged endurance from 64 @ 4 to 84@4, idea being to match the performance of the sargo varient. however there maybe a problem with this if the Pclass uses a different battery or energy consumption rate hidden somewhere. installation - whatever your doing in JSGME, enable this last D/L links: - Pick your poision. Psuedo Narwhal, using the P-class as model: http://www.ducimus.net/sh4/release/W...PModel_ver1.7z Pseudo Narwhal using the Sargo class as a model: http://www.ducimus.net/sh4/release/W...oModel_ver1.7z have fun, and let me know if you run into some form of buggery that im not aware of. |
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#4 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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I think even with all the hacks I can easily remove the two extra tubes if you want me to, Ducimus
![]() I mean they will still be there visually, just not working/available in interface.
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With strength I burn... |
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#5 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
Posts: 331
Downloads: 75
Uploads: 0
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I'll give it a go for you Ducimus, do you want people just to run 1 boat or download both and just give feed back on both? either way i'll try the P-class first and see what happens.
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#6 | ||
Rear Admiral
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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If you want I can clone the sub files for you and generate new id's for each chunk. The current work-in-progress S3D has a clone function that allows me to do this basically at the press of a button. Should prevent your CTD's and allow both subs to be in the game at the same time...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#8 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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But it will probably lose all controllers (zon, sim, etc) associated with said nodes. But I can copy those too
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With strength I burn... |
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