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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Ahoy Mates,
I proudly present my first own made playable ship! Fletcher II for SH4 UBM 1.5 stock) ![]() ![]() ![]() ![]() ![]() ![]() ![]() Featrures: US Campaign based deck + light AA-guns (rear funnel), still no real torpedo armement ![]() displayed DC racks and K-Guns and lots of small but nice details ![]() such as: correct placed battle flag or fenders at the rear for shaft protection... fully functional instrumets on conning deck including new rudder position indicator (made out of scratch!) see: ![]() would appreciate your feedback... ![]() Last edited by Senf-Man82; 03-02-16 at 02:07 PM. |
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#2 |
Watch
![]() Join Date: Mar 2015
Location: Wisconsin, USA
Posts: 25
Downloads: 10
Uploads: 0
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Awesome work!
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"When in doubt, win the War." |
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#3 |
Nub
![]() Join Date: Feb 2016
Posts: 2
Downloads: 42
Uploads: 0
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Wow, that looks amazing! Great job.
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#4 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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I've added more stuff, details
some nice little cosmectics ![]() ![]() ![]() ![]() ![]() One questions remains though: how do I get a torpedo turret to work... |
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#5 |
Bilge Rat
![]() Join Date: Feb 2016
Posts: 1
Downloads: 37
Uploads: 0
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I WANTIT
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#6 |
Admiral
![]() Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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will it ever be available for us bottom feeders at 1.4,,, Its a nice looking ship,,,one thing I've been pestering you guys about is a pilot house,,,and a new gun sight at least with a bearing compass,, there have been mods for the bc but it never worked for me.
Last edited by yubba; 03-09-16 at 03:54 PM. |
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#7 |
Admiral
![]() Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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I'd go look in the SH-3s destroyers,,, I can't tell you whether or not they were animated to fire torps or if they were even capable to fire but I know the S-Boote did you could see the torp come right out of the tube,,, I finally got the SH-4 Pt-109 to fire torps but they fire like a sub would,,, this would work on the 4 stacker and might be reasonable since the launchers are on the sides,,or some how you can rig your torpedo rooms which are systems to fire torps,,to where they are 90 degrees offset of the ship and I don't know if that can be done,, food for thought.
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#8 |
Admiral
![]() Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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I was looking at the old fletcher remake,, I see it's base is Gato,,nothing wrong with that ,, compartments are Gato and Torpedo Rooms Gato.. Right up to the point of makeing torpedoes to work,,,it wouldn't be close to being realistic with 6 torps in one place and 4 in another,,,,I did manage to get torps to work in the PT-109 I have a thread above about it,, you'll just have to compare all files to a working sub,,, because I don't know what sub files you are useing might I suggest you use a Sargo or a Salmon class this way both torpedo rooms, lets not think of them as rooms but as systems that have 4 torps each this way we can get our heads wrapped around this,,,I thought I saw a modded sub that shot torps out the side Titan maybe,, or was I off my meds that day,,any how you need to find out if you can turn torp room 90 degrees one way or another to make it realistic.
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#9 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Here some news on this mod:
Since it seems impossible to create torpedo-turrets, I gave her some tube the standard way http://s297.photobucket.com/user/Tak...17_1.jpg.html] ![]() I am not happy with this solution, but I couldn't find any help or advice :/ Last edited by Senf-Man82; 05-28-16 at 12:55 PM. |
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#10 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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The last feature I want to implement before publishing is a MK37 Director that is not just randomly rotating, but to follow the Guns in order the make it somehow behave more realistic (pointing towards guns targets).
I've tested the 'FollowParent' animation feature, but it does not offer the option only to copy the Y-rotation and no other postion change. Who ever is interested in this mod and is more skilled in using the editor, has the power to bring it to public use... |
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#11 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Here are some new pics, showing the latest progress:
Guns and MK37* have now a matching texture to the hull and the jap DCs have been replaced by us ones ![]() ![]() ![]() *unfortunatly there is no progress on the MK37 animation issue, it remains being a dull dummy, that only randomly rotates instead of pointing in the same direction of the guns (target "lock on") ![]() - in case someone is wondering, I am forced to use cellphone pics, because screenshots on my system ending up being black (print) or white (Ctrl+F11) ![]() Any help in both issues would be most welcome... |
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#12 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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For the Mk 37, try making it a gun mount. For the screenshots I think the issue is your desktop resolution and in game resolution are different. Set those the same and try again.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#13 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Well, the resolution matches with my screen, must be something different and it happens on my laptop as well as on my desktop pc (both win7+nvidia).
![]() I've tested the gun mount option as one of the first possibilities, but it didn't move at all. However, I am not sure, if I implemented it correctly. The only way how to learn to work with skwas is a combination of try and error; reverse enginieering and hours of forum scrolling, since most of my posts here seem to occur as "read only"... The tutorials I've found about scripting, are only covering certain singular aspects, but I couldn't find anything really detailed such as: How do I implement a new/additional item (sensor, gun, ammo, equip etc.), that it occures correctly in game, which would include a detailed despcription about what to add in which file (.dat; .eqp; .upc etc.) ![]() I think I can manage the needed work for .dat and .sim. It gets tricky to my, when it comes down the menu related files (upc, eqp etc.)... |
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#14 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Check out this tutorial I wrote on the subject. http://www.subsim.com/radioroom/showthread.php?t=162021
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#15 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Ah ok, this may help for an additional gun.
How would this work for a radar including correct appearence in menu slots? |
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