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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
XO
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Its under construction at the moment but im messing around with Epic waters as well what ive done so far is :
Angle on bow indicator not quite working 100% yet and the dial is fuzzy so ill replace it not sure why as other dial went in ok Target ship angel working also not 100% accurate watch working fully tho not added Hands yet the watch in Pacific waters is your torpedo run timer im going to add red line hands for each tube with a number at the end to correspond to the tube the tube status indicators are 1. Ready at tube when they lights up tube is ready to fire 2.Active tube theirs a torpedo loaded 3.Armed Torpedo fish is live so TUBE PICTURES show Ready at tube , A , A i am also using this for the deck gun might change that the FWR & AFT labels on the weapon panel show with lights the 6 forward tubes and the 4 atf tubes to indicate as to which tubes fire forward and which fire aft i added this as there are 10 tubes all in all the large red button is the fire button and the other two are like normal in cold waters tube cycle and weapon load or switch weapon type I MUST STRESS THO this is all Work in Progress its defiantly not going to look like this on release as im more interested in it all working right first then ill make it look nise i will add tools in the Large tactical screen like rulers and protractors for range and Bearing calculations but not started on that yet the Sd display were the ESM one was is your air search radar so basically craft Warning system it works but needs tweaking their is also the CCIP Mode Toggle this is the Constantly Computed Impact Point or ccip this is switchable on or off and its basically the cold waters lead marker like you would use for a Mark 16 Torpedo if you want help targeting with torpedoes or deck gun as their is no active sonar on the ww2 submarines im going to add i converted the active & passive button to General Quarters battle stations with sounds or Alarm on German boats ect in Atlantic Waters while we are on the matter of sounds each ship has had its sounds increased realistically so you can hear em under waters at the proper ranges the surface noise level and the under water noise level are different and sound different example a merchant and destroyer sound very different the noise scales as they slow down or speed up so in time you will get familiar with ship types buy noise so when you are in under water view point that is your Hydrophones station other identification methods are recognition manual this replaces your signature panel as you can see in the pic 1 or periscope marking of target ive been messing with a new slimmer conning tower extension see what you think ive not made the decking plates for it yet still Last edited by steel shark; 08-01-20 at 07:55 AM. |
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#17 |
Watch
![]() Join Date: Jan 2020
Posts: 22
Downloads: 136
Uploads: 0
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I'm liking this more and more each update.
Keep up the good work! |
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#18 |
Chief
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Cool. Add some map tools please. At least an ability to plot course
of target or torpedo. Will make a vid series of this if it holds up as good as it looks. ![]()
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#19 |
XO
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thanks for the interest you both stay safe out their
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"History is Written by the Victors." |
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#20 |
Ace of the Deep
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 1,135
Downloads: 255
Uploads: 0
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Nice Job here !
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#21 |
Watch
![]() Join Date: Jan 2020
Posts: 22
Downloads: 136
Uploads: 0
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Not to bother you, but is this still coming along like we all hope?
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#22 |
XO
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Killer Fish are kinda doing it any ways in the form of
War on the Sea Command ships, submarines and aircraft in the South Pacific during WWII. so im not sure if to keep at it also it was based off of standard coldwaters with playable subs if i was to resume it the Epic Mod game platform is a better game mod to work off for making Pacific W@ters & Atlantic w@ters so it would need some serious reworking and re designing on my part the other main problem is i lost like 60 % or more of it when a external drive failed some time back so id have to start from scratch for certain parts of it so like i said im not sure i could make random missions & a free roam Campaign i suppose in between projects if i made em use mod manager they be easy to load and unload from coldwaters base game also im kinda heavily engaged doing Epic W@ters at the moment when i get free time i do that or make epic mod tweaks that in its self is hard as its constantly changing versions i have to keep up with then apply my existing older changes on previous versions then make new stuff then bring it all up to to date with what ever version its at ect : Epic mod ver 2.11 Tweaked files Epic mod ver 2.12 Tweaked files Epic mod ver 2.22 Tweaked files Epic mod ver 2.22 Tweaked files Ver 2 Epic mod ver 2.23 Tweaked files Ver 3 Epic mod ver 2.23 Tweaked files Ver 3 fixed Epic mod ver 2.24 Tweaked files Ver 4 then additional mods Epic mod ver 2.22 ssn_virginia replacer Epic mod ver 2.22 Tweaked files Ver 2 Depth mod Epic Mod ver 2.22 200 FEET Helm Depth + 20 to 50 KYD Mod Epic mod ver 2.23 Tweaked files Ver 3 Depth mod Epic mod ver 2.23 vessel fixes Epic mod ver 2.22 Tweaked files Ver 2 (AUDIO++) Epic mod ver 2.24 Tweaked files Ver 4 Depth mod + SnS-Comp Hide cold waters multi-mod hud replacer Epic mod ver 2.24 Weapons Tags & DEX BUT ....Ill see what i can do 4 you tho stay safe m8 Steel Shark
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"History is Written by the Victors." |
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#23 |
XO
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Scale testing of Jap Models in fleet formation
Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 08-05-21 at 04:32 PM. |
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