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Old 06-14-08, 06:28 PM   #1
keltos01
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Default tower bug resolved :)

"you set it to true it uses the Draught setting. I was playing with it and I like between 6 and 6.5 but it's your boat and you are the skipper! "

post a picture please if it looks good we'll save that setting


"Just a followup, the tower is ok."
Goodie !!! I should've thought of that, had the same trouble when trying out a new boat (f.i. Kaichu) when in the end it was gonna be in a 3 boat mod, I had to change that number from the test one (3) to the final mod one(5)...

"I was worried at first because the scopes are not in place and some stuff was floating in mid-air but I see from your pics you didn't get to that yet so it isn't anything wrong."
what is the node for the dam.. periscopes, I couldn't find it here, in my last tower I had some trouble as well cause it seems that it has different tags ? H01 for instance ? I need to move them aft, same with uzo and such hanging in mid-air I know there's a txt file somewhere which lists them but can't remember where....

"You are starting to tick me off !! I figure how to get 8 tubes forward now you got one with 10 forward. What's next? "
If you could modify the files so that it has 8 tubes forward, you got the know-how, I'd be much obliged, it is a team effort after all we'd then use them in the mod.
As for the 10 tubes we'll need them for the next sub : the Class T type 1b, but we should make those external tubes non reloadable.

"Atomic bomb launcher."
can the japanese Isles sink ?:rotfl:

good job anyhow we could later have it as an AI sub for the japanese campagain?
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Old 06-14-08, 11:01 PM   #2
peabody
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That stuff hanging in front of the sub is the binocs, speed indicator, compass, something that looks like a speaker and two thing that look like they might be the dive alarm. On the Gato they are I01 through I06 but your I06 is inside the Periscope mount and I think 6 on the Gato was the spotlight. Not sure.

Attack Periscope Head= O02
Obs Periscope Head= O03

They are in the Unitparts because that is the conning tower stuff. just a minute.....

[UnitPart 1.Compartment 1.EquipmentSlot 5]
ID= AttackPeriscopeHeadSlot
NameDisplayable= Attack Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, AttackPeriscopeHead
ExternalNodeName3D= O02
ExternalDamageZoneTypeID3D= 26

[UnitPart 1.Compartment 1.EquipmentSlot 6]
ID= ObsPeriscopeHeadSlot
NameDisplayable= Observation Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ObsPeriscopeHead
ExternalNodeName3D= O03
ExternalDamageZoneTypeID3D= 27

I just moved the periscope mount to +0.5 on the z and it's close, so that will give you a start point. After you get the mount (node 74 is the mount it moves both of them together) then it looks like you will need to move one separatetly to get it lined up. I assume those things sticking up is where the scopes are going?

Oh, don't forget you have two towers. Don't want the periscopes disappearing in the middle of a war.

Peabody
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Last edited by peabody; 06-15-08 at 12:15 AM.
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Old 06-14-08, 11:52 PM   #3
peabody
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More info:
I guess your spotlight is also I06 because I06 is inside node 74 which is the MontPeriscoape or something like that. I call it the periscope mount. Anyway when I moved your mount forward the spotlight went inside the tower where the men are standing. So you will need to give it some + on the Y to get it up so you can see it, when you move the scope mount. Just wanted to let you know it was there. I guess it mounts to the back of the periscope mount on the Balao.

And you have a problem, you need to find a basketball team to man your boat. The watch crew can't see over the tower sides.:rotfl:. The guy with the binoculars is looking at a sheet of steel.

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Old 06-15-08, 02:55 AM   #4
keltos01
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Default moving stuff about

:rotfl:I saw that as well.. I guess I might have to make them hover a bit, wont I ?

well here we go : moved the sub tower to y=0, moved the ship draght to 6.48, now I can move the tubes etc... again. the peri at -0.5 was not a good idea, although they moved aft, that's for sure !




hope to have some time today to get it fully working...
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Old 06-15-08, 07:04 AM   #5
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Default wip

moved a few things :



tower : there are dwarves inside


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Old 06-15-08, 07:28 AM   #6
GerritJ9
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Small note concerning actual commissioning/decommissioning dates of Zwaardvisch and Tijgerhaai:

Zwaardvisch DOC 19431123
DOD 19621211

Tijgerhaai DOC 19450328
DOD 19650929
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Old 06-15-08, 08:23 AM   #7
keltos01
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Default nearly

Thanks for the dates, I gues I'll have to add a british unit to be able to start Dec 9 1941 then ...

Here it goes : I've moved the scopes in place, here you can see them both extended, now they reach higher than the radio mast, Both the AA and deckdun are in place, the crew not so much so... now I need to increase the periscope depth a bit, and lower nack the torpedo doors.


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Old 06-15-08, 12:04 PM   #8
peabody
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Old 06-15-08, 12:32 PM   #9
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Fantastic progress

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0º Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

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Old 06-15-08, 12:37 PM   #10
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I am looking forward to the final version of this great sub, congrats on a wonderful mod.
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Old 06-30-08, 09:11 PM   #11
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Quote:
Originally Posted by Hitman
Fantastic progress

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0º Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

See "Submarine Commander" by Ben Bryant, RAdm RN, who was skipper of HMS-Safari and HMS Sealion (british), the brit torps were straight runners.

and didnt HMS Conqueror use 3 mk-8`s to sink the argentines Belgrano in the Falkland`s war???
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