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#136 | |||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Try a copy and paste and don't change anything, they are linked to the TorpmountS1 and S2 which are stern mounts but mine worked without changing it. If you need to change that then you may need to change the functionalsubsystem, but I don't know if you can add two bow tubes, never tried it. But we can cross that bridge when we get to it. Because it is working I would guess the sub is using the .dat file info and they shoot forward and show as forward, but in base it must use the .upc file and that is why you have 8 at sea and 6 in base. Just guessing haven't tried it. Another thing that may need changing is the tubes in the .sim file under wpnsubtorpedosystem or something like that (you will recognize it) there are slots for tubes and slots for forward and aft storage. I am trying to help another on a ship right now too, it won't load and he asked for help. Still looking, lot of files and info. [UserPlayerUnit 1.Compartment 1.WeaponSlot 1] <-- Need to change this ID= TorpMountS1 <----might need to change this to B7 NameDisplayable= Torpedo Tube 7 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom <---Might need to change to Bow IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Gato_Door02_BRU_anim01 <--Link to whatever door you used ExternalDamageZoneTypeID3D= 61 This is the Functional Subsystem (The one that says don't change:rotfl ![]() [UserPlayerUnit 1.FunctionalSubsystem 22] ID= TorpedoTube7 NameDisplayable= Torpedo Tube 7 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountS1, 1 If we have to change it would only be the yellow part to TorpMountB7, but I'm don't know if there is a limit. And it may not need to be changed, it may just control how the tube loads and fires, not whether it is bow or stern. They put them on ships so I don't see a problem. Peabody
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#137 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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okay, I've fixed the ship wake this time on :
![]() surface firing (the piece of door visible here has been removed) ![]() Nose firing ! ![]() I've also checked all forward doors, the FRU door wouldn't close, whereas all the other do, so I looked up the anim parameters and found that the local param was set to somthing else than x=0 y=0 z=0, so I changed it back to 0 -> that did it ! all torpedo doors open and close now ![]() I moved the propellers at their right place, changed the rear plane for the Class T model, the front planes I didn't cause the T class has one unique plane, I moved the torpedo caps to their respective correct position for the external tubes : I use 3ds and the ref system of the game, so I only have to point to a place and directly get its coordinates, easier... don't remember who gave it to me at first though ![]() I changed the torpedo basic load : she now comes with all mark VIII torpedo save for one mk14, the fore bunker is empty when starting a mission. When one of the fore external tube is fired it automatically reloads from the fore bunker... any way to prevent this as they are non-reloadable tubes ? nearly there... btw I kindo like this Ugly Betty ![]() btw I'm currently reading a paperback where a german sailboat tries to go back to germany from brazil in 1944, there is an encounter at sea with a Class T boat ! Last edited by keltos01; 06-19-08 at 06:59 AM. |
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#138 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() I did a copy paste of the 2 stern tubes bru and blu to the bow torp room in upc -> nada then I did a copy paste in the stern room [UserPlayerUnit 1.Compartment 1.WeaponSlot 5] ID= TorpMountS4 NameDisplayable= Torpedo Tube 11 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01 ExternalDamageZoneTypeID3D= 130 and got 5 stern tubes in the game loadout!!! but still 10 tubes total ingame (11th not there) so I changed the two extra bow tubes from sternbunker to Bowbunker, nothing.... then I opened the .sim file, went to wpn_SubTorpedoSys, added one tube -> Tubes [11] gave it the BLD anim 01 (need a stern tube) I get 11 tubes ingame ! problem : number 1 is aft tube number 9 is bow tube anyways, I'd need to make one more animation in the .dat and link it to the .sim, here is uses one of the existing doors... so it means we'll be able to mod all japanese subs as well (they had more tubes) ![]() |
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#139 |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
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incredible, just incredible... hats off to you fellows
![]() cannot wait to sail in her and it wont be long the rate you're going... keep it up! ![]() ps THANK YOU ![]() |
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#140 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Version 1.7 Class T submarine :
WIP, 11 tubes implemented :3 aft 8 front. Its has a light version of the Mark VIII torpedo mod. They load up automatically but in reserve bunker. Mod restricted to the Pearl Harbor for now, sub available dec 9 1941 for campaign. known issue : when using firing pannel in periscope tube 1 is actually aft, and tube 9 is fore. A few things yet to move like hydrophone. The third stern torpedo fires from the same tube as one of the others, till I can set up a node with a proper door for it. Don't fire external tubes when surfaced or you'll see a splash ! hopefully the torp doesn't blow up on impact ! :rotfl: Enjoy till we fix all ! Keltos01 Link : http://files.filefront.com/v17+Hr+MS.../fileinfo.html |
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#141 |
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
Uploads: 0
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This is looking fantastic. Thanks guys, for bringing one of my favorite subs to silent hunter.
![]() Just one question, is it possible to remove that huge mast behind the periscopes? I am lead to belive that they where removed at the beggining of the war.
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Johnny was a chemist's son, But Johnny is no more. What Johnny thought was H20 was H2SO4. |
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#142 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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will see what I can do, if it doesn't screw up the uv maps...
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#143 | |
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
Uploads: 0
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Johnny was a chemist's son, But Johnny is no more. What Johnny thought was H20 was H2SO4. |
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#144 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Done, now all you need to do is import the tower no mast.obj in the Conning_Triton_01.dat in lieu of the existing 3d model, save and you shoulw have this (roughly) when in game, btw now that I think of it I had to do the same with the Jyunsen B radio mast which was higher than the scopes could go (see my signature), just being practical there really :
![]() erm, just kidding :rotfl: I uploaded the new .dat, you just have to slip it in the object directory of the mod and replace the Conning_Triton_01.dat, if you don't want the mast to reappear later on, save another copy and use it to replace the Conning_Triton_02.dat. I hope it works ! post a screenshot when you're done ![]() link : http://files.filefront.com/Conning+T.../fileinfo.html |
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#145 |
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
Uploads: 0
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Here's a screenshot you asked for. It's all gone a bit funny the conning tower has sunk in the deck along with the AA gun at the back (I am using TMO could this affect it? Will try it with out TMO after work tonight)
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Johnny was a chemist's son, But Johnny is no more. What Johnny thought was H20 was H2SO4. Last edited by Q3ark; 06-20-08 at 07:54 AM. |
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#146 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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try this one instead :
http://files.filefront.com/Conning+T.../fileinfo.html had the tower too low, now I edited the one in the mod. ![]() btw that's where the second aa was !!! been looking all over for that one ![]() Since it's youre favorite sub, what's that pyramidal thing on the aft deck ??? ![]() so they didn't have any outer doors after all ![]() Last edited by keltos01; 06-20-08 at 06:49 AM. |
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#147 | ||
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
Uploads: 0
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It is listed as the "DF Coil" on a diagram i've got. Something to do with radio direction finding? Quote:
Will try the new file you posted after work tonight. Thanks man you definatley deserve a beer ![]()
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Johnny was a chemist's son, But Johnny is no more. What Johnny thought was H20 was H2SO4. Last edited by Q3ark; 06-20-08 at 07:52 AM. |
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#148 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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:hmm: so this will be a late hull type with early torpedo tube doors ? interresting !
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#149 |
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
Uploads: 0
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The new file worked thanks
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Johnny was a chemist's son, But Johnny is no more. What Johnny thought was H20 was H2SO4. |
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#150 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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she's a beaut now ! and a beautyful screenshot that was !
![]() what's the round antenna called again ? and that hydrophone nearly on deck so I can move them ? does everything (uzo...) appear ok on deck or not ? thanks for feedback please and any help with the numbering of the tubes problem aft/fore would be appreciated ! ![]() |
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