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Old 06-15-08, 12:32 PM   #91
Hitman
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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   #92
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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 06-15-08, 01:56 PM   #93
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Default to Peabody my sincerest apologies

I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k
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Old 06-15-08, 02:11 PM   #94
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Just downloaded 1.1 and it dosen't work in my game:



As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.
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Old 06-15-08, 02:16 PM   #95
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Quote:
Originally Posted by keltos01
I used the intel you gave me, I am really sorry if I sometimes don't take the time to answer all, sometimes iwanna go too fast (the -0.5 stuff) and misread posts trying to help me. I apologize if I hurt your feelings.

keltos 01

ps you are thanked in the changes and credits.txt in the main directory of the mod. k
I also apologize for being oversensitive. It was just a bunch of little things that built up and I have not been feeling well lately and I over reacted. (Not feeling well is not an excuse for my actions just an explaination as to why).

Also don't misread what I said I am NOT looking for 'credit' only a simple 'Thanks for the help'. I do not need to be 'credited' for helping someone.

I deleted the post and put it behind me.

Peabody
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Old 06-15-08, 02:27 PM   #96
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Quote:
Originally Posted by Q3ark
Just downloaded 1.1 and it dosen't work in my game:



As you can see the coning tower is missing. I installed it with JSGME and i am runing the latest version of Triger maru.
I also had that problem, but it was my fault. Check your UPCData/UnitPartsData/UnitParts8Triton.upc and see if you have another sub #8. I did. If you do then disable the mod go to the mod folder and change the 8 to a 9 reload the mod and it works perfectly.

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Old 06-15-08, 02:28 PM   #97
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AS Q3ark mentioned, it appears that the comming tower isn't compatable with TMO.Also while I was testing it in "vanilla" (v 1.5 stock) ,I got the conning tower back but the camera position was on the deck in front of said tower. That and the propellers are half buried in the hull. Guess there's still more work to be done.Right now I'm gonna give peaboby's suggestion a try...Okay try changing the number to 10 or 11 for the UnitParts( to avoid conflict with the Narwal{UnitParts8} and the Tench{UnitParts9}.THat should probably fix the conning tower.

Last edited by spike12; 06-15-08 at 03:23 PM.
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Old 06-15-08, 03:23 PM   #98
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Default tmo

do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k
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Old 06-15-08, 04:03 PM   #99
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Quote:
Originally Posted by keltos01
do you know why it's not compatible with tmo? I guess it would be better if it were to be made compatible, would'nt it? I never played tmo myself (i'm more the jap sub type..) so I would'nt know where to look.

As I look at modding I think it's really a group work, people coming together, each adding their piece of the puzzle to make SH4 a great experience and more than a game.

As I made torpedo mods before, I'll try and make the british torpedoes to go along with this one.
k
Managed to get it working with TMO. As Peabody suggested, all you need to do is to renunber the UnitParts8Triton.upc file to one that is not in use. Changing it to UnitParts10Triton.upc fixed the problem as 8 and 9 are used by the Narwhall and Tench boats in TMO.

P.S. the torpedo tubes are still messed up don't know if it is related to this though.
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Old 06-15-08, 05:03 PM   #100
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Default torpedo tubes

the doors are from the balao, but here to get the tubes to look open front the front you need longer doors, I need to change the doors in 3ds then it'll look ok I hope.
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Old 06-16-08, 03:44 AM   #101
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Default doors

wip :



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Old 06-16-08, 06:13 AM   #102
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Default torpedo doors

The doors are done in 3ds, now I just need to reimport them over the original ones, I'll post the changed .dat later for those who wanna see if there's a difference, because I won't be able to work on it tonight.

bow view :









view from afar :


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Old 06-16-08, 08:46 AM   #103
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Default Mark VIII** torpedo mod

You still have all the american torpedoes to choose from, the mk16 has been removed, you'll find the British Mark VIII** instead.

Keltos01



download link : ! unstested yet !

http://files.filefront.com/British+m.../fileinfo.html
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Old 06-16-08, 10:06 AM   #104
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Default mod ver 1.3

Textures fixed for the conning tower :




Strangely the torpedo doors aren't at the right place when in game, whereas if you look here above, in 3ds they are... Once they're ready, I move them back to 0,0,0 in 3ds then export them back to .obj and import them over the original balao doors. Maybe I should save them at their coordinates in 3ds, then set the coord in s3d to 0,0,0 and they'd fall in place?

Unseen : I moved the aft upper torpedo doors so that they'd fire from the actual tubes aft of the conning tower, off course they'll fire straight behind and not at an angle.
k
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Old 06-16-08, 11:09 AM   #105
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Are the bow diving planes untextured or are they painted black?

Otherwise, looking fantastic

P.S. Don't forget about the zero GA torpedoes!!
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