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[1.3.1]Small Naval Vessels in 90s [SNV9] V1.1


thedawm

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On 1/10/2018 at 7:01 PM, thedawm said:

yes, maybe net version,i plan to make Japanese class Falcon(隼),Russia  tarantula 3 ,Class 1135.6 and England Class Peacock 

have you get  any ship to recommend?

Abukuma-class destroyer escort, Akizuki-class destroyer, Hatakaze-class destroyer, Kongō-class destroyer

On 1/10/2018 at 7:59 PM, Favilin said:

Please invest in submarines!!!!! 

 

On 1/10/2018 at 8:53 PM, thedawm said:

I like  submarines,but I don‘t know how to make it sink or rise

You just need to add a ballast generator into the parts cfg files, if you need help with that let me know and Ill shoot you an example. It also helps in my experience to make the hull flat on the bottom or it tends to roll underwater

On 1/15/2018 at 3:25 AM, thedawm said:

pNsfDf.png

 

 I am making a very complex  missile turret ,but I get some trouble,the turret was not turn,anyone know why ?

 

 

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Well, because of the equation of time, I solved this problem before you gave me advice.

I see now you said you solved the issue, but if youre still struggling with anything weapons related let me know, I should be able to help you out on most things.

 

Overall this is quality stuff though man, well done!

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15 hours ago, TMasterson5 said:

You just need to add a ballast generator into the parts cfg files, if you need help with that let me know and Ill shoot you an example. It also helps in my experience to make the hull flat on the bottom or it tends to roll underwater

Thank you for your support.:D

The Japanese marine self-defense team's ships are also very characteristic. I'll consider it.

This game is really not a good environment for too big a ship. Here, we can't do well in the performance of destruction, nor can we really simulate the fire, water intake and damage control.I know some MOD trying to do it,but all was not very perfect. so I probably won't make too big ships,like kongo.

by the way,maybe The damage model of the wheel and the overheat effect of the engine may be able to make a destructive effect in some way. I'm not sure this is feasible.

Edited by thedawm
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update in 2017 /  1 / 28

pX8rHs.png

C701 air and ship lunch anti ship missile

A kind of light missile , has only 15 km rang and can only fire in FLIR  lock,BUT it has only 150kg weight ,It can be launched on very small ships, and can also be launched on a shipboard helicopter to attack floating submarines. It can also be launched from the VLS of frigate.

pX8DBj.png

type 363 radar 

A small rang search radar for sea to air search, the only advantage of which is power saving and can be used on light ships.

pX8BuQ.png

324mm light torpedo launcher 

for my good friend @BF2_Pilot 's MOD

 

You can fire YU-7 324mm torpedo by it ,and my missile launcher was also compatibility all anti ship missile in this mod。

and most important!

new model of 054! 

A proportion perfect, delicate, will allow your graphics card to explode model!

pX1LIx.jpg

 

 

 

I know I've almost never really finished my notice once, but I still want to say the next version I want to make a ship in another country. The most likely is Japan.

 

 

5 hours ago, Natso said:

I like this project , but why my boat can't control i can't down and up my speed no one control... how fix it

These ships belong to unmanned vehicles.
Communication antenna needs to be installed

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On 1/25/2018 at 12:48 PM, thedawm said:

Thank you for your support.:D

The Japanese marine self-defense team's ships are also very characteristic. I'll consider it.

This game is really not a good environment for too big a ship. Here, we can't do well in the performance of destruction, nor can we really simulate the fire, water intake and damage control.I know some MOD trying to do it,but all was not very perfect. so I probably won't make too big ships,like kongo.

by the way,maybe The damage model of the wheel and the overheat effect of the engine may be able to make a destructive effect in some way. I'm not sure this is feasible.

You can make it in several pieces to better simulate damage. Lots of updates in BDA coming for that too

On 1/25/2018 at 12:59 PM, thedawm said:

pbiUBR.png

 

 

A long - taken notice
In the next version I will redo almost all of the models, which will be very meticulous, so the process is time-consuming.

Maybe make the textures more dull and less bright?

16 hours ago, thedawm said:

The Perry frigate is in my plan

There is perry frigate parts in my mod stuff and things already too

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47 minutes ago, TMasterson5 said:

You can make it in several pieces to better simulate damage. Lots of updates in BDA coming for that too

The make hulls  divided into small pieces that are suitable for battleship battles. On anti ship missiles, especially the anti-ship missiles in Russia and China, can reach hundreds or even thousands  kilogram TNT , When the missile hits ship , the hull pieces  will disappear directly 。Then some sporadic antennas and launchers slowly sink,and something jumping up and down  in the water…………:sticktongue:

 


Oh, Perry! I'm going to download one right now!

Edited by thedawm
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42 minutes ago, TMasterson5 said:

You can make it in several pieces to better simulate damage. Lots of updates in BDA coming for that too

Maybe make the textures more dull and less bright?

There is perry frigate parts in my mod stuff and things already too

about textures,My idea is: make it bluer, like this?

pXRepT.jpg

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23 minutes ago, thedawm said:

The make hulls  divided into small pieces that are suitable for battleship battles. On anti ship missiles, especially the anti-ship missiles in Russia and China, can reach hundreds or even thousands  kilogram TNT , When the missile hits ship , the hull pieces  will disappear directly 。Then some sporadic antennas and launchers slowly sink,and something jumping up and down  in the water…………:sticktongue:

 


Oh, Perry! I'm going to download one right now!

 

13 minutes ago, thedawm said:

about textures,My idea is: make it bluer, like this?

pXRepT.jpg

My major suggestion would be to make the hull several pieces so that people can use specific parts to custom build and not be set to use one large part every time. I would also then match the color to that of the other existing ship mods for the same reason. 

 

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1 minute ago, TMasterson5 said:

 

My major suggestion would be to make the hull several pieces so that people can use specific parts to custom build and not be set to use one large part every time. I would also then match the color to that of the other existing ship mods for the same reason. 

 

Thank you for your advice. If we hope that the details of the hull are very delicate, and we need to divide the hull into small pieces, it will be difficult. I will think of some ways to finish it. I believe it was a long time later.

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20 hours ago, thedawm said:

Thank you for your advice. If we hope that the details of the hull are very delicate, and we need to divide the hull into small pieces, it will be difficult. I will think of some ways to finish it. I believe it was a long time later.

No problem man let me know if you need any help :) Im not sure I understand what youre saying about the dividing though?

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12 minutes ago, TMasterson5 said:

No problem man let me know if you need any help :) Im not sure I understand what youre saying about the dividing though?

Sorry for my poor English .:sticktongue:I think the details of the ship are very important, if the ship is made into some piecewise parts. It's hard to make sure the details are perfect. The construction in the game is rough.And trying to make some easy to install models will also take time. For example, the location of node。I mean,This MOD will make a whole hull for a long time

Edited by thedawm
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Just now, thedawm said:

Sorry for my poor English .:sticktongue:I think the details of the ship are very important, if the ship is made into a piecewise part. It's hard to make sure the details are perfect. The construction in the game is rough.And trying to make some easy to install models will also take time. For example, the location of node。I mean,This MOD will make a whole hull for a long time

No problem at all, it didnt seem like you were a native speaker so its all good :)

Oh I get it. Ummmm the easiest way to do it is to create it all as one piece in your modeling program and then split it into pieces at the end, so you keep your quality and part matching, but also get the utility of split parts.

For the nodes the easiest way is to again, place empty objects in your modeling program or unity and then use that location as the same location in the cfg, it follows the same x,y,z pattern.

 

Hope that all makes sense?

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1 minute ago, TMasterson5 said:

No problem at all, it didnt seem like you were a native speaker so its all good :)

Oh I get it. Ummmm the easiest way to do it is to create it all as one piece in your modeling program and then split it into pieces at the end, so you keep your quality and part matching, but also get the utility of split parts.

For the nodes the easiest way is to again, place empty objects in your modeling program or unity and then use that location as the same location in the cfg, it follows the same x,y,z pattern.

 

Hope that all makes sense?

Thank you. It's helpful.:D
Maybe, would you like my fighter? I also have this MOD

 

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17 minutes ago, thedawm said:

Sorry for my poor English .:sticktongue:I think the details of the ship are very important, if the ship is made into some piecewise parts. It's hard to make sure the details are perfect. The construction in the game is rough.And trying to make some easy to install models will also take time. For example, the location of node。I mean,This MOD will make a whole hull for a long time

I think your ships look great. We have enough mods that have ships made in pieces, so having some 1-piece vessels is just fine with me. Keeps the part count down. :)

As for the SU-27 radar, the performance of the edited version I sent you should be closer to real world function if that's what you're talking about.

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3 minutes ago, TMasterson5 said:

What do you mean?

When I made this MOD, I was not proficient at both BDA and unity. So the radar's code is very messy ,It just just grudgingly working. It can be searched in the game, but it can't have the same powerful performance as the real radar.Maybe I'll change it when I have time

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3 minutes ago, thedawm said:

When I made this MOD, I was not proficient at both BDA and unity. So the radar's code is very messy ,It just just grudgingly working. It can be searched in the game, but it can't have the same powerful performance as the real radar.Maybe I'll change it when I have time

cool, let me know if you need help

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