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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
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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; 06-02-20 at 07:33 PM. |
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#2 |
Mate
![]() Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
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Nice work! I wonder how you will manage so many different textures though... Are you making new materials?
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#3 |
XO
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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; 06-11-20 at 10:10 AM. |
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#4 |
Mate
![]() Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
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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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#5 |
XO
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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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