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Old 01-22-08, 09:28 PM   #16
kapitan_zur_see
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Glad you like it
Can't tell you much for now or be sure of if i'll be capable to release it, but i'm working on something way bigger
Think about the Narwhal but 3D modelled :hmm:
i've started working on blueprints i've gathered...
I think i could handle it with minor "not exactly 100% faithfull". But it will be a real narwhal model at the correct scale ingame
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Old 01-22-08, 10:38 PM   #17
Ducimus
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Quote:
Originally Posted by kapitan_zur_see
Glad you like it
Can't tell you much for now or be sure of if i'll be capable to release it, but i'm working on something way bigger
Think about the Narwhal but 3D modelled :hmm:
i've started working on blueprints i've gathered...
I think i could handle it with minor "not exactly 100% faithfull". But it will be a real narwhal model at the correct scale ingame
THat be pretty sweet. I knew at some point someone would try to make a better narhwal mod. I didnt call my narhwall "psuedo narwhal" for nothing. 3d modeling is a skillset not present in my modding toolbox. Hell, i can't even view 3d models, let alone make any.
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Old 01-23-08, 01:01 AM   #18
Reece
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Excellent job! Thanks very much!
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Old 01-23-08, 04:41 AM   #19
Ducimus
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Just tried the mod out. Pretty spiffy!

I have two questions:

1.) The dat files you used are from the latest ROW sub reflectioins?

2.) Mind if i include it in the lastest TM build im still slaving away on?
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Old 01-23-08, 05:28 AM   #20
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Hi, about propeller direction I've checked the differences between your mod and both the stock game (ver 1.4) and propeller fix mod. Actually the propellers blades direction in your mod is the same as the stock game, while the "fixed" propellers have the opposite blade direction. Thay always turn clockwise (left propeller shaft) and couter-clockwise (right propeller shaft) both in stock game and with mods installed. So the propelelr fix simply (well, not very simply) changed the blades directions to make it compatible with the turning directions of the propeller shaft which actualy remained unchanged. I do not have RFB, nor TM, so I do non know If they change something...but I fear the only way we have to restore the correct propeller rotation is to change the blades directions, unless we find how to change the rotation itself (in other words we should set the Left Propeller to run counterclockwise and the right one clockwise).

Any Idea??:hmm:
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Old 01-23-08, 05:59 AM   #21
kapitan_zur_see
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Quote:
Originally Posted by Ducimus
Just tried the mod out. Pretty spiffy!

I have two questions:

1.) The dat files you used are from the latest ROW sub reflectioins?

2.) Mind if i include it in the lastest TM build im still slaving away on?
1.) Yes, it's from latest ROW

2.) Go ahead thanks for asking
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Old 01-23-08, 08:47 AM   #22
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Nice mod, but a problem. The porpoise, Sargo, and Tambor, had three bladed props. The four bladed did not come out until the advent of the Gato class. All boats after had the four bladed model. I think the Balao had one step further and some had a strange looking 5 bladed prop. Not sure on, more research needed.
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Old 01-23-08, 12:59 PM   #23
kapitan_zur_see
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interesting...
Tell me if you discover more about it
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Old 01-23-08, 01:10 PM   #24
andycaccia
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Any clue about the wrong direction of the propeller rotation? They rotate as moving backward. How can I correct this, kapitan?

"no solutions on sight, Sir !!"
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Old 01-23-08, 01:25 PM   #25
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Quote:
Originally Posted by pythos
Nice mod, but a problem. The porpoise, Sargo, and Tambor, had three bladed props. The four bladed did not come out until the advent of the Gato class. All boats after had the four bladed model.
Correct! According to Norman Friedman, author of US Submarines Through 1945: An Illustrated Design History, three bladed props were the norm until Gato-class. I find no mention of five-bladed props for the Balao's. Perhaps this was done after the war?

Cheers!
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Old 01-23-08, 02:11 PM   #26
kapitan_zur_see
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Quote:
Originally Posted by andycaccia
Any clue about the wrong direction of the propeller rotation? They rotate as moving backward. How can I correct this, kapitan?

"no solutions on sight, Sir !!"
nope, sorry
If i understand correct, it looks like most of my mod is to get rid unless gato class lol
Going back to work on other things for the moment...
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Old 01-23-08, 03:53 PM   #27
Will-Rommel
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Personnally, the idea that 4 bladed props didn't see action before the Gato release isn't bothering me that much.

I love those new propellers, good skin, great textures (compared to the stock 3 blades) and nice motion to watch.
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Old 01-23-08, 04:05 PM   #28
Donner
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Quote:
Originally Posted by Will-Rommel
Personnally, the idea that 4 bladed props didn't see action before the Gato release isn't bothering me that much.

I love those new propellers, good skin, great textures (compared to the stock 3 blades) and nice motion to watch.
It doesn't bother me either. I did some research and threw my findings out there. Whatever kapitan chooses to do is ok by me...

I am impatiently waiting on more info on his Narwhal creation!
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Old 01-23-08, 04:09 PM   #29
DavyJonesFootlocker
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You da man! Tried it out in TM and it looks spiffy! Like the swirl effects on it too. Gonna use it on RFB and see. Shouldn't make much of a difference. Again nice job!
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Old 01-23-08, 04:37 PM   #30
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Remembering Capt.Cox got stock turning corectly ?

Pitch is hard to see. Thought they were turning wrong though !:hmm: If it isn't one thing it's another,

Last edited by donut; 01-23-08 at 06:32 PM.
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