![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
sdk ??
|
![]() |
![]() |
![]() |
#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
It sure as heck looks like Nautilus42's first ai jap sub, the one I used to make the first playable jap sub ! so at least now I know who made it ! now I know why the tower was named jap_sub_tower !
![]() ![]() ![]() btw the download is of the tower only since it uses a typ IX hull. What really interrests me is the british sub : the japs based some of their designs from those L class boats, the germans captured one in the skattegat too, so why not ? "experimental Player drivable British Sub V5 replaces the stock type IIA" ![]() ![]() same goes : typ II hull, new tower. "experimental Player drivable American Sub V1 replaces the stock type 7B" ![]() ![]() ANd are those mines ????? ![]() ![]() ![]() he says :"COVERSION OF THE TYPE II G7E TORPEDOE TO A STATIONARY MINE V2 ONCE LAUNCHED REMAINS STATIONARY WHERE YOU LEFT IT this now uses the naval mine model file for the mine (not realistic coming out of a torp tube but fun) " I think if we convert them we could then add more torpedoes in the bunker, like 42 more for the KRS plus the 14 torpedoes (56 spaces total) and load 42 mines, that would be fun ! do they sink ships in SH3 ???? very interresting though ! wonder why I didn't find this site in my web search ?? Last edited by keltos01; 06-07-08 at 03:36 PM. |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
|
![]()
I actually worked a little on mines, a Torpedo running at 0.00000000000000001 knots, It doesn't really work (Doesn't detonate :S), Maybe I was just doing something wrong (Don't expect it to ever actually float around like a normal drifting mine though)
EDIT: AVATAR FROM HELL!
__________________
Current Eastern Front status: Probable Victory |
![]() |
![]() |
![]() |
#4 | |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
|
![]() Quote:
EDIT: Danger's over...
__________________
Current Eastern Front status: Probable Victory |
|
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
would you be credited for the sinking ? I think it would be nice to be able to set mines, it just adds to the game, did Fleet boats use mines ? I know french boats did..
|
![]() |
![]() |
![]() |
#6 | |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
|
![]() Quote:
Would be fun to have some surface ships acting as Auxiliary Minelayers though
__________________
Current Eastern Front status: Probable Victory |
|
![]() |
![]() |
![]() |
#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
CB used the SH_Torpedo_G7e_TII torpedo set for a range of 30000 and a speed of 0,01, so they do drift a bit, the zon file gives it min 130 max 150 ap 100 radius 5
so I could use a torp, import the mine 3d object, use the same settings and we'd get mines ? ps or ai ships dropping mines around a fleet boat:rotfl: |
![]() |
![]() |
![]() |
#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
couldn't get the model out of the .dat file, it says it's missing a texture or something, and the model exported doesn't show up in 3ds
![]() |
![]() |
![]() |
![]() |
|
|