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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Seaman
![]() Join Date: Jul 2017
Location: USA
Posts: 40
Downloads: 68
Uploads: 0
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@Julhelm
Can you give a brief explanation of what you mean by the "specific way" in which you create your in game models? I'm not sure I would understand as a no-game-development-experience cretin but perhaps others may find it more interesting. |
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#32 |
Gefallen Engel U-666
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EnjoyableSTIG!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#33 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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All of the submarines and ships use a standardized texture layout, and rely heavily on standardized 'modular' parts. This significantly decreases the time required to build a unit and get it ingame.
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#34 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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This is also what makes it possible for some of the great work done by PRS creating subs like the Papa and Virginia class by "grafting on" parts from other models and positioning them appropriately.
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#35 |
Seaman
![]() Join Date: Jul 2017
Location: USA
Posts: 40
Downloads: 68
Uploads: 0
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@Aktungbby - thanks!
Could you make modular submarine hulls? That would be interesting. This game could turn into Kerbal Space Program - Submarine edition... ![]() |
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#36 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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mod updated
-MK 37 torpedo overhaul, lowered noise levels to prevent subs from hearing torpedoes in their baffles. Throughout testing they still hear them from other angles though so all seems good. -Overhauled and added a few sensors (like BQR-15) -Added many improved models made by Leopard Driver using available CW assets (Tang, Darter, Greyback, Halibut, Skate, Sailfish, Tullibee, Barbel, Glenard P. Lipscomb, all included SSBNs) -new hypothetical "Permit-class SSGN" -new Tunny SSG -Regulus I and II cruise missiles.
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#37 |
Bilge Rat
![]() Join Date: Aug 2017
Posts: 1
Downloads: 3
Uploads: 0
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ok, I'm just gonna to be blunt. its been a long time since I modded any games and I've forgotten how to. So will you tell me how to install your mod onto my cw game. thanks
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#38 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Follow the installation instructions in the first part of the description and you should do fine. Let me know if you have any difficulties.
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#39 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Due to the recent updates, changes made to some of the assets have caused some of the 3d work which was done for OAS to become misaligned. Work is being done to rectify this but for the time being I've decided to hold off on a newer version until we can rectify everything.
In other news, I've completed a conversion of the Echo II class SSGN which will function as a more credible stand-in for the Triton class SSN/SSRN. As well as a few new hypothetical classes (some from the mind of Leopard Driver). Stay tuned for updates as we get things into shape for re-release.
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![]() Last edited by The Bandit; 09-28-17 at 07:23 AM. |
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#40 |
Seaman
![]() Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
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Nautilus please
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#41 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Nautilus has been in for quite some time. Was the first boat that Leopard Driver sent me. Right now I'm working on adjusting and re-positioning the aft planes and rudders on many of the "square boats" (thing Tang, Skate and so on) as well as coming up for some type of substitution for the 5-blade Skipjack prop (probably going to use the Victor model for now).
Also if I could I'd like to but an inquiry out for anybody willing to try their hand at making appropriate textures for some of these american boats, especially the GUPPYs (like to try to minimize the soviet origin of their Foxtrot-based model as much as possible).
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#42 |
Swabbie
![]() Join Date: Jun 2017
Location: Netherlands
Posts: 9
Downloads: 25
Uploads: 0
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Hi there!
I've been having a lot of fun with the PRS mod but I feel the need to have more subs in my arsenal! Is it possible to use multiple mods at the same time? I really want to download this mod but I want to be sure that it doesn't break my game if I do. (sorry for my bad English) |
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#43 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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For now this mod is out of date and I'm working on the next update. In the future, I would suggest playing one mod at a time, either using JSGME or by simply renaming your "override" folder to something different and running one mod at a time. In the future I'd like to be able to do something to make this mod fully capable of running with PRS however its going to be daunting / impossible to keep up with their update schedule / frequency and this would probably cause more problems than it would solve.
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#44 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Mod updated
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#45 |
Seaman
![]() Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
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Very very thank´s
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