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Old 06-14-08, 11:01 PM   #76
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.

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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   #77
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   #78
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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   #79
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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   #80
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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   #81
keltos01
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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, 08:44 AM   #82
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Coming along quite nicely. Can't wait to use it to avenge my fellow canadians by,oh I dont't know, raiding Hong Kong and blowing s*** up!
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Old 06-15-08, 09:04 AM   #83
keltos01
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Default Class T hull 3 ver 1.1

Here you go, a really playable version of the famous Class T British submarine :

the crew is in place, the deckgun is in place too, the AA gun as well.

The torpedo doors are in place (even if they don't fit too well at the moment), the outside bow tubes are not yet working, you get 4 aft non-reloading tubes instead of the 3 of the Class T, they do not yet fire from the two upper rear-facing tubes.





periscope depth :




tower :



the torpedo loadout has been changed : now you only get six front reloads and no reloads for the 4 stern tubes (2 of which will move to the bow in the next version).



does anyone have intel on british torpedoes ? or dutch ?

download link :

http://files.filefront.com/Hr+MS+Zwa.../fileinfo.html
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Old 06-15-08, 09:10 AM   #84
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WoW! Fantastic work man! BZ!

Frank
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Old 06-15-08, 09:47 AM   #85
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British Submarine Torpedoes:

Mark VIII

Diameter: 21"
Introduction: 1927
Range: 5,000 Yards
Speed: 40 knots
Explosive Charge: 750lbs/340kg TNT

NOTE: These were rather outdated by WWII, Probably the equivalent of the USN Mark 10s

Mark VIII**

Diameter: 21"
Introduction: 1930
Range: 5,000/7,000 Yards
Speed: 45.5/41 Knots
Explosive Charge: 722lbs/327kg TNT, Later 805lbs/365kg Torpex

NOTE: Most wildly used British Torpedo of the war

Mark X


Diameter: 21"
Introduction: 1940
Range: 3,280/5,470/8,750/13,120
Speed: 47/43/36/29 Knots
Explosive Charge: 661lbs/300kg TNT

NOTE: These used by Ships and Submarines taken over from nations taken over by the Axis, This includes Dutch Submarines (The main difference was the length, Therefore the Dutch T classes probably used the Mark VIII)
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Old 06-15-08, 09:48 AM   #86
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Congratz on your great T boat mod first, and your mod is going to bring SH4 lots of fun!

This is the site where you can find British torpedoes used in WWII, hope it helps

http://www.navweaps.com/Weapons/WTBR_WWII.htm
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Old 06-15-08, 11:17 AM   #87
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See www.dutchsubmarines.com for data on the torpedoes used by the RNethN, under "Specials".
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Old 06-15-08, 11:32 AM   #88
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Quote:
Originally Posted by GerritJ9
See www.dutchsubmarines.com for data on the torpedoes used by the RNethN, under "Specials".
That site says the Dutch Ts used the Mark VIII**
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Old 06-15-08, 12:04 PM   #89
peabody
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Deleted

Peabody
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Old 06-15-08, 12:23 PM   #90
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when creating a new sub are ship. do i need special dimensions? if so where do i obtain them.?
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