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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
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![]() Quote:
Would be fun to have some surface ships acting as Auxiliary Minelayers though
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Current Eastern Front status: Probable Victory |
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#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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: |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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
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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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will try later today, thanks Mikhayl !
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I made mines. They work fine. The problem is that the sub only carries as many as fish, when it should be a multiple.
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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cool ! but you can increase the number of fish in the bunker, can't you ? so if one wouldn't stock it with torps instead when strating a campaign we could mod a working mine laying sub? did you post your mod for download ???
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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can anyone make mines like this ???
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