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Old 08-12-09, 08:36 PM   #331
gimpy117
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looking superb kelt

and by the way there was a 50 cal gun in the stock game...just not activated...look around for it...
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Old 08-12-09, 09:47 PM   #332
The Fishlord
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Quote:
Originally Posted by gimpy117 View Post
looking superb kelt

and by the way there was a 50 cal gun in the stock game...just not activated...look around for it...
A while back someone posted a .50 caliber gun. It had no ironsights or crosshairs and could only be mounted on the sugar boats, but it worked. I'll try to see if I can find it...but it was probably posted on Filefront, and that means it'll be gone by now...
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Old 08-12-09, 11:54 PM   #333
Sledgehammer427
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it is gone

but the narwhal is very much around

Since the sub appeared to be black/dark blue through the whole war, I think it only needs one texture. or should I make one for the start fo the war, like in it's Pearl condition (like in the recent screenies, rusted, so on,) and, say, around mid 1942 she gets a new paintjob?

I think I should spell this out, just to be on the safe side
Texture 1, Dec 7th-mid/late 1942. Black, salt marks, general rustiness from lack of use
Texture 2,mid/late 1942-VJ day. newer, but still slightly rusty dark navy blue
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Old 08-13-09, 01:12 AM   #334
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
it is gone

but the narwhal is very much around

Since the sub appeared to be black/dark blue through the whole war, I think it only needs one texture. or should I make one for the start fo the war, like in it's Pearl condition (like in the recent screenies, rusted, so on,) and, say, around mid 1942 she gets a new paintjob?

I think I should spell this out, just to be on the safe side
Texture 1, Dec 7th-mid/late 1942. Black, salt marks, general rustiness from lack of use
Texture 2,mid/late 1942-VJ day. newer, but still slightly rusty dark navy blue
Texture 1, Dec 7th-mid/late 1942. Black, salt marks, general rustiness from lack of use

yes

Texture 2,mid/late 1942-VJ day. newer, but still slightly rusty dark navy blue


yes ! but more like :

15 SEP 1942 Arrived Mare Island Navy Yard for overhaul.

Narwhal war log :

http://www.earth2.net/usnavy/ss167/ss167_05.php

@ thefishlord : saw it here too http://forum.kickinbak.com/ but no download :
http://forum.kickinbak.com/viewtopic.php?f=70&t=1530
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Old 08-13-09, 01:26 AM   #335
keltos01
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Quote:
Originally Posted by FADM Gryphon View Post
I just donated to subsim to insure I am able to download this beauty.
That's the Spirit !

and thanks for the support btw

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Old 08-13-09, 01:49 AM   #336
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Np got to help donate so you guys can win the prize money. Also realized off and on over the years I have visited the subsim site and finally this year I joined after lurking here off and on in at least the last 8-10 years. Hopefully my math isn't off.
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Old 08-13-09, 02:19 AM   #337
Sledgehammer427
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Keltos, did you get my pm?
with the new texture and old .dat?
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Old 08-13-09, 03:13 AM   #338
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
Keltos, did you get my pm?
with the new texture and old .dat?

yep, but am now at work

did you d/l the new .dat (seen in the pictures here above) that includes the additionnal 4 tubes ?

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Old 08-13-09, 03:19 AM   #339
Sledgehammer427
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Yeah, but its a lotta work moving all those nodes where I want them again you know ,

I'll have to write them down on a sheet of paper and go to town on it later
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Old 08-13-09, 03:51 AM   #340
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
Yeah, but its a lotta work moving all those nodes where I want them again you know ,

I'll have to write them down on a sheet of paper and go to town on it later

you could always try and paste all the nodes I created in the latest .dat :

texture nodes
3d nodes

etc...

easier to open yours on one half of my screen and copy paste the XYZ values

either you do it or I

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Old 08-13-09, 04:12 AM   #341
Sledgehammer427
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better you than I, I'm going to be busy for the next couple days, I'll post when I can, but you never know
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Cmdr O. Myers - C/O USS Nautilus (SS-168)
114,000 tons sunk - 4 Spec Ops completed
V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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Old 08-13-09, 04:31 AM   #342
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
better you than I, I'm going to be busy for the next couple days, I'll post when I can, but you never know

will do then.

btw how do you like the new .dat with the torpedo tube model ?

If we could find a way to fire them at a 25° angle and set them to turn after then I could place the tubes at their RL position and angle.

Had the same problem with the Class T submarine's non reloadable tubes.

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Old 08-13-09, 04:50 AM   #343
Sledgehammer427
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maybe you can try rotating the tube door?

theres that option in S3D, right under node positioning
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Old 08-13-09, 04:55 AM   #344
keltos01
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SS Cachalot (from a 8mm home movie on Kodachrome color, circa 1936) :




close up :


Photo courtesy of periscopefilm.com.

http://www.navsource.org/archives/08/08170.htm

SS Cuttlefish circa 1943 :







Pollack (SS-180) entering Pearl Harbor.

and .... :


http://www.navsource.org/archives/08/08525.htm


to give you another idea about the color

as for the rotating the door : why not ?

Actually quite a few classes saw the installation of additionnal tubes :

Perch
Salmon Class...

maybe that would need implementing ingame ??

but I can't try that till tomorrow : am not home tonight

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Old 08-13-09, 07:48 AM   #345
keltos01
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found the .50 machine gun mod here :

http://www.subsim.com/radioroom/show...M2+machine+gun

but the link's broken

does anyone have this mod ?


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