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Old 05-27-2020, 08:08 AM   #1
steel shark
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Join Date: Oct 2019
Location: Uk
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Default Epic Waters Weapons progress

All USN & UK weapons are done

got all Russian torpedo weapons made statistics are done too and
Re-modeled were needed i have also made new photo realistic sprites for hud displays too for the new weapons.

the weapons i have added are :

United States Navy

Torpedos:

mark 16 with pattern running cause it had it

Mark 37 Mod 1

Mark 37 Mod 2

mark 45 mod 1

mark 48 Mod 1

mark 48 Mod 4

mark 48 Mod 5 ADCAP

mark 48 Mod 6 ADCAP

mark 48 Mod 6 ACOT

mark 48 Mod 7 CBASS


Missiles:

UUM-44 ( SUBROC )

UGM-84 A ( harpoon )

UGM-84 C ( harpoon )

UGM-84 D ( harpoon )

UGM-84 G ( harpoon )

UGM-84 N ( harpoon )

Tasm anti-ship missile

Tasm anti-ship missile Block II

Tlam land attack cruise missile

Tlam land attack cruise missile Block II

Tlam land attack cruise missile Block III

Tlam land attack cruise missile Block IV


United Kingdom

Torpedos:

MK8 (mod 4)

MK20 C (bidder)

MK23 (grog)

Mk 24 Tigerfish Mod 1 heavyweight Anti-Ship Torpedo

Mk 24 Tigerfish Mod 2 heavyweight dual role Torpedo

Spearfish heavyweight dual role Torpedo

Spearfish Mod 1 heavyweight dual role Torpedo

as for missiles uk uses harpoon & TLAM Types


Russian

Torpedos:

wp_set-53

wp_set-60

wp_set-40

wp_set-53m

wp_set-65

wp_set-53-65

wp_type-65

wp_set-40U

wp_set-53-65m

wp_test-68

wp_test-71

wp_kit-65-76

wp_test-71m

wp_test-71mke

wp_shkval

wp_uset-80

wp_kit-65-76A

wp_ugst

wp_fizik-2

wp_predator

wp_uet-1

Im on with Russian missiles at the moment still

Last edited by steel shark; 06-02-2020 at 07:33 PM.
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Old 05-27-2020, 09:51 AM   #2
M134
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Default

Nice work! I wonder how you will manage so many different textures though... Are you making new materials?
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Old 05-27-2020, 10:35 AM   #3
steel shark
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Default sorted

all my textures basically fall in to Two category s

1. Vessels

2. Weapons

i keep em separate and name em so know which are which

i am trying not too make new materials i try to use existing materials and given that their are so many in the game theirs no shortage to pick from

yes your right theirs is a lot tho yes messing with HD hi rez textures for vessels and weapons too atm but not sure if game engine will like it

ive also change the Depth keys after many variations ive settled for this

the arrow keys on the helm depth gauge now do 250 Feet Increments

the depth change keyboard Keys are as was 50 Feet Increments

the depth change keyboard Keys with Shift held are as was 10 Feet Increments

so i can Trim my depth at 10 Feet Increments for precise depths

so i can change depth moderately 50 Feet at a time

so i can change depth fast 250 Feet per click

i added a pic

Last edited by steel shark; 06-11-2020 at 10:10 AM.
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Old 05-27-2020, 11:32 AM   #4
M134
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Good to hear that, cause in EM they didn't bother to keep track of used materials and when 2 objects with the same material meet in one scene... ooops!)

I was thinking about using increaced interval on arrows or making crtl+PgDn/Up keys, but decided that I rarely using it and left it as it is..
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Old 05-27-2020, 12:18 PM   #5
steel shark
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Default depth

i changed it because i now got 50 or 10 incremental feet depth change on keyboard for popping up then going below thermal layers its good for rough seas in periscope view too then when i want to go deep or surface i just use my mouse and click a few times at 250 feet per click its fast depth control yes ive noticed a lot of conflicting files in EM

i think my favorite bits are the better ai , wake weapons & the sound of the weapons and sonar is very good
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