Submarine Mod

Demonslayer said:
Also i think it would look better if the submarine was a bit higher emerged. Just a bit more because it seems the sub has more than 80% underwater. It should be only ~60% while in the docks i suppose (80% when it's on sea).


Distance between deck and the water =
wdbeam030000xo7.gif


Demonslayer said:
Another thing that's troubling me it's that the brigde doesn't seem to be in the right size when we see the critter there. But hey, i ain't seeing all the picture so i can't really tell. Anyway a way to avoid that would be remove the brigde windows and stuff.

Primitive(s) on the deck! :mrgreen:


Demonslayer said:
The bridge doesn't seem like this in matter of size
This is not modern submarine or any from real world. Besides, everything is designed for the game needs. Deck is to much wide, I know that, but remember - player + party members will be walking there. Using "push button" every time when you want to move backward could be annoying ;)
 
Continuum said:
Demonslayer said:
Also i think it would look better if the submarine was a bit higher emerged. Just a bit more because it seems the sub has more than 80% underwater. It should be only ~60% while in the docks i suppose (80% when it's on sea).


Distance between deck and the water =
wdbeam030000xo7.gif

Still doesn't look enough like in the pic i previously shown:

pampanito.jpg


The angle on the ramp seems bigger.
Anyway Chris say you need to destroy something and in that case the sub has to be submerged a bit (since i suppose you can't move around with it),


Continuum said:
Primitive(s) on the deck! :mrgreen:

My bad then, sorry, they look good after all :D
 
Don't forget the sub is devastated (washed ashore in 2077) and partially deconstructed (the Emperor and most of the Steel Palace were built from submarine's materials).
 
Mikael Grizzly said:
Don't forget the sub is devastated (washed ashore in 2077) and partially deconstructed (the Emperor and most of the Steel Palace were built from submarine's materials).
Grizzly is technically right - but I suggest the appearance of "deconstruction" be shown on the inside if possible. This might save from having to redo the exterior model at this point and keep the mod from rewriting history (fallout cannon).

Just a thought.
 
At this stage I can "damage" the sub or made partially deconstructed. I asked about it on 4 page of this thread, but no one answer to my questions...

Also, when I've started work on the sub no one did tell me such basic informations like:
- is damaged? If so, which parts?
- is fully operational? Can be submerged? Can move?
- is washed ashore? If so, how?
 
Really if possible perhaps 40% of the outer hull should be removed.

If possible ...

If you did that we could have some nice deck missing effects like in the glow. You know what I mean? It probably should not be fully operational; most of the internal parts would have been removed ...

Is there any chance that you could make it tilt? It would probably over complicate things far too much but it would give that little extra bit of indication that it was a wrecked sub and not totally pristine.

WRT it being washed ashore - I personally think it would look out of place on the docks. Perhaps a whole new map section - desolate rocky cliff side beach would really suit it. You could only access it by talking to one of the Chi after learning about the Sub from the Super Computer ...

What does everyone think of that idea?
 
Hotel California said:
If you did that we could have some nice deck missing effects like in the glow. You know what I mean? It probably should not be fully operational; most of the internal parts would have been removed ...
Maybe something like this?:



underwater parts of the hull will be untouched

Hotel California said:
Is there any chance that you could make it tilt? It would probably over complicate things far too much but it would give that little extra bit of indication that it was a wrecked sub and not totally pristine.
You mean something like dry dock?
 
That's very interesting - if the ribs can be jagged every now and again then might look more authentic.

However, will any of this interfere with interior mapping?

If so then my opinion would be that the interior is more important than getting the exterior "just right".
 
Continuum said:
Hotel California said:
If you did that we could have some nice deck missing effects like in the glow. You know what I mean? It probably should not be fully operational; most of the internal parts would have been removed ...
Maybe something like this?:



underwater parts of the hull will be untouched

That looks really good. It still looks a little regular though. If you could vary the heights of the ribs and maybe make the actual skin a bit more jaggerdy where it turns that would be the dogs bollocks!



Continuum said:
Hotel California said:
Is there any chance that you could make it tilt? It would probably over complicate things far too much but it would give that little extra bit of indication that it was a wrecked sub and not totally pristine.
You mean something like dry dock?

That would work but I was thinking having it more half dragged up a beach somewhere. I suppose the thing to remember is that since its a Chinese sub they're very likely not to have used any of the American facilities -> since they were at war! Having the sub washed up on the beach with most of it still in the water would look rather more realistic IMHO. Still - its not too easy to do so don't worry about it. I just have this feeling that having it on the dock map would just feel really out of place. The sub needs to be secret and something you have to find by talking to people and learning things - not just finding it on the main map ...
 
I believe the history is the submarine was submerged off the west coast near the end of the war (just before the bombs fell and most navies were depleted) and was set to fire missiles automatically at any US vessels automatically try to get to the last oil platform.

Somewhere in the mist of the chaos after the bombs fell and when the sub presumably could not sustain it's crew any longer, the sub was either docked at SAN FRAN or run-a-ground near SAN FRAN.

The crew scavenged what they could via tools on board; again presumably, and used those materials to rebuild a portion of SAN FRAN. The timeline around all this is unknown.

Last and for whatever reason, during all this the crew either forgot to or could not deactivate the missiles.

So; a few things to ponder:
did the sub dock or was it run-a-ground?
did the crew forget to deactivate the missiles or possibly they couldn't?
how much of the sub was stripped?
 
How much of the sub was stripped?

I think considering the size of the Emperor's steel palace I'm gonna say most of it. Since a great deal of the Shi palace map is that blueish metal walls I think it'd be quite a lot.

Another point to ponder: If the sub were to be docked on the main dock near the tanker why wouldn't the tanker vagrants have colonised that too? It would have to be hidden somewhere inaccessible or dangerous to stop those damn squatters.

Could there be some sort of automated defence system like in the glow. Not robots but possibly gun turrets - (small ceiling or wall mounted ones) which stopped anyone else intruding? Set to recognise only the Ship's crew (and thus their descendants). Perhaps you would either have to fight your way in and disable the defences or take one of the Shi with you to disable them for you. Always thinking of ways to do end things peacefully.
 
I like/choose to believe the following (again only my opinion):

The sub was run-a-ground due to some sort of incident; possibly mutiny, around the time the sub was failing to sustain the crew. Thus leading to the death of those who might have known how to deactivate the missile system. But that the knowledge/information/files were unwittingly transfered to the Emperor.

The sub was stripped about 40% (again assuming the sub is relatively big - last of the Chinese fleet). Automated defenses are in place, plus the location has been mostly forgotten over the years.

Items left behind would be in locked compartments (footlockers, desks, electronically locked area/room).

Some more assumptions:
I have to doubt automated defenses would recognize descendants of the crew.
I would think the automated defenses would be tied to a self destruct.
The missile launch system is damaged, yet semi-operational.

Drawn conclusions:
The defensives kept everyone out, the Emperor chose not to allow the Shi access again, but the way to gain access still exists with the Emperor (but there also may be another way(s)).
The missiles are already locked in on the tanker and will fire if the tanker moves or the self-destruct is activated (maybe a certain amount of allowable time to additionally deactivate self-destruct and abort launch if activated).
The missiles can be reprogrammed/targeted to another location in addition to simply being deactivated (allowing for an evil or dumb solution).

Yes I have given this some thought. ;)
 
What kind of missiles are we talking about here? I was thinking that the tanker defence would have been more of torpedo based than missile based ... using a nuclear warhead on a tanker seems a bit overkill! The torpedoes seem like a better option.

On an aside: where would you be able to set the missiles to as an evil character? Navaroo? NRC? Vault City ;)! It'd require a who load of new endings but at least give the game a bit of kick. Perhaps instead of being able to deactivate them you would be forced to redirect them instead! In a similar way to the Bomb101 design docs for Van Buren you would have to make a choice even as a good character.
 
Hotel California said:
What kind of missiles are we talking about here? I was thinking that the tanker defence would have been more of torpedo based than missile based ... using a nuclear warhead on a tanker seems a bit overkill! The torpedoes seem like a better option.
Yes, the sub has bow torpedo room. Player will be able to disarm them. The sub also has 14 ballistic missiles with nuclear warheads. How many of them should be still inside?


Sub will be docked. 40 - 60 % of the top part of the hull will be removed. Important rooms like: nuclear reactor, control, etc. will be still inside. The sub will contain three levels.
 
WRT the amount of missiles left you'd think that the sub would have fired at least some. Would you feel comfortable going with the 40% left kind of thing? So thats maybe 3 give or take.
Perfect to nuke VC!
 
Hello again, sorry for desapearing, I feel like shit.

Continuum, that sub it's just amazing, I think its going to be like ten thousand times better than the one I was doing.

This weekend I finish this year of studys and I'm going to be on vacation for three months. And because I don't have a job I will have a lot of free time, so if you need help with anything.. like textures or wathever you need for the sub.

I'm sorry again for the desapearing.
 
Azrael-Arkangel said:
This weekend I finish this year of studys and I'm going to be on vacation for three months. And because I don't have a job I will have a lot of free time, so if you need help with anything.. like textures or wathever you need for the sub.
If you'll have a free time you can create some scenery like: nuclear reactor (I have no freaking idea how this should look), sonar console, etc.

Besides, I don't know what unique art is needed for the sub...


Anyway,

Which template is better for interior walls?



Is there possiblity to remove wall blockers in Mapper?
 
Continuum said:
Is there possiblity to remove wall blockers in Mapper?

Just place the new Wall somewhere in the map and click and drag it to the position you want's to have it.

/Edit: Or do you mean, how to remove the placed blockers? (Tile 620 in walls category?) If yes, you have to activate first the "show blocking/..." option. I don't know the right spelling yet... I am at work and can't take a look into the mapper yet. After this, you can click on the blocking hex and delet the blocker.
 
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