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-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Historically accurate 4-Bladed propellers for all Subs (https://www.subsim.com/radioroom/showthread.php?t=129439)

Capt Jack Harkness 02-01-08 05:59 PM

I figured as much. :) Hope all goes well with that project!

kapitan_zur_see 02-01-08 07:09 PM

the hull is gradually beginning to take form, it's near completion.
Also have to add limber holes as they will be modeled not just textured, much like on the type IX you see on the comming soon SH4 Add-on.

andycaccia 02-02-08 07:58 AM

And what abut interiors? Should we expect some surprise?
I'm looking forward to play this add-on.:up:

Anvart 02-02-08 04:16 PM

Quote:

Originally Posted by skwasjer
By reading privateers post, the following may work. (again, theory!!!)

I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation.

The same for right prop, but reversed.

The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in.

[edit] changed description, I made a mistake (I made a dozen or so edits, lol)

Dear,
do not force people to laugh ...
This theme was already discussed at a forum...

kapitan_zur_see 02-03-08 12:29 PM

Quote:

Originally Posted by andycaccia
And what abut interiors? Should we expect some surprise?
I'm looking forward to play this add-on.:up:

For the time being, i don't think of that. Pack3d doesn't read my interior files so... BTW, got already a hell lots of job modelling the narwhal ;) I'm definitely a slow modeler lol :damn:

DrBeast 02-03-08 12:35 PM

Quote:

Originally Posted by kapitan_zur_see
I'm definitely a slow modeler lol :damn:

Hey, no worries. As we say over here, "good things take time to complete" ;)

skwasjer 02-04-08 05:56 AM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by skwasjer
By reading privateers post, the following may work. (again, theory!!!)

I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation.

The same for right prop, but reversed.

The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in.

[edit] changed description, I made a mistake (I made a dozen or so edits, lol)

Dear,
do not force people to laugh ...
This theme was already discussed at a forum...

Anvart, thanks for your excellent help on the subject! :doh: :doh:

Is this the only response you can give to every R&D subject?

andycaccia 02-04-08 08:26 AM

Don't worry about time and speed kapitan, we prefer quality rather than fast modding...and I am sure your mod will be the top as usual!:up:
I was only wondering if someone (maybe you) has discovered how to make new interiors. But I guess that the porpoise or gato ones will be just perfect for a Narwhal...your choice. BTW, good job!

kapitan_zur_see 02-04-08 02:16 PM

Quote:

Originally Posted by skwasjer
Anvart, thanks for your excellent help on the subject! :doh: :doh:
Is this the only response you can give to every R&D subject?

:rotfl:wow!
I propose a one torpedo duel under the noon sun of Pearl Harbor :sunny:
:lurk:

DrBeast 02-05-08 06:31 AM

Quote:

Originally Posted by kapitan_zur_see
Quote:

Originally Posted by skwasjer
Anvart, thanks for your excellent help on the subject! :doh: :doh:
Is this the only response you can give to every R&D subject?

:rotfl:wow!
I propose a one torpedo duel under the noon sun of Pearl Harbor :sunny:
:lurk:

:rotfl:
A duel with deck guns would look more appropriate ;)

skwasjer 02-05-08 06:44 AM

My deckgun and torpedoes have been discussed in another thread. I guess the only option left is to ram... :88)

So, here we go:

:damn: :damn: :damn:

DrBeast 02-05-08 06:52 AM

Quote:

Originally Posted by skwasjer
My deckgun and torpedoes have been discussed in another thread. I guess the only option left is to ram... :88)

So, here we go:

:damn: :damn: :damn:

Careful, now. That wall costs money to repair and repaint! :rotfl:

Xantrokoles 02-05-08 04:00 PM

Thats a cool mod....but if u got no external view u don'T need it :rotfl:

kapitan_zur_see 02-05-08 07:56 PM

Quote:

Originally Posted by Xantrokoles
Thats a cool mod....but if u got no external view u don'T need it :rotfl:

:88) lol
sure thing ;) it's all about eye-candy :arrgh!:
Like you don't need SH4 either, if you don't have a screen... :rotfl:

DrBeast 02-06-08 06:54 AM

You know, I honestly can't understand what this fuss about correct/incorrect propeller and/or propeller shaft rotation is all about. I just looked and looked at both, and they seemed to be spinning the correct way to me. I watched the blasted things so hard, I got dizzy! :doh:


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