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Which models do you want or need first?  

196 members have voted

  1. 1. Surface combatants

    • USN: Arleigh Burke FltIIA class Aegis destroyer, San Antonio class LPD
    • USN / Taiwan: Kidd class / Kee Lung class destroyer
    • JMSDF: Abukuma, Hatsuyuki, Asagiri, Murasame, Atago, Hyuga
    • Russia: Sovremenny class destroyer, Ka-25 ASW helicopter
    • Royal Navy: Type 45 Daring class destroyer, Albion class LPD
    • PLAN: Jianghu frigate variants, Luda class destroyer, Type 052C class frigate
    • Submarines: Los Angeles, Virginia, Seawolf, Akula, maybe even SSBNs
    • Ground vehicles: Type 90 MBT, M1A2 TUSK, Smerch rocket launcher, etc.
  2. 2. Aircraft carriers

    • Wasp class LHD
    • Kuznetsov (Russia) and Shi Lang (PLAN, ex-Varyag)
    • Charles de Gaulle (France)


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Well, my answer to the stock NA strike is to fly single ship B-52G packed with SRAMs. Nothing says hate like 12 nuclear missles on one target.

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Well, my answer to the stock NA strike is to fly single ship B-52G packed with SRAMs. Nothing says hate like 12 nuclear missles on one target.

demotivation.us_BRUTE-FORCE-If-it-doesnt

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^ My favorite motivational poster!

 

I've already started skinning the Arleigh Burke Flight IIA ships. This package will include the first batch starting with DDG-79 USS Oscar Austin, and the improved version with recessed smokestacks, from DDG-89 USS Mustin.

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Folks I created this picture to remind you...

 

Slide1.JPG

 

 

 

 

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Nukes are fun until the enemy starts shooting them back:

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These are going on the Kirovs once I'm finished overhauling them.

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WBS, if you need someone to test the overhauled Kirov's data files I am available.

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Nukes are fun until the enemy starts shooting them back:

 

 

Silly silly WBS, you don't let them shoot back.....strike first, strike hard, strike often.  :lol:

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MAD means you leave something to retaliate with. If a nuclear first strike doesn´t work, you are not using enough nukes. Fuck the atmosphere.

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Your russian/soviets ships had made my low pass to harder....... My plane have more holes than a gruyere cheese

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Silly silly WBS, you don't let them shoot back.....strike first, strike hard, strike often.   :lol:

 

That's a good point.  :biggrin:

And the ability to strike first is why I'm such a big advocate of stealth:

 

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This is the Zumwalt class, a secret project I've been working on for quite a while.

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The ship is huge (15000 tons), but also geometrically simple and symmetrical. That made it much easier for me to build, though I didn't skimp on the details.

 

The Zumwalt will be the most advanced ship afloat, both in the real world when it's commissioned circa 2015, and in-game once I release it this weekend. I've even been able to properly simulate its 155mm Advanced Gun System. Thanks to countless hours of calculating, tweaking, and testing, the Zumwalt is able to hit targets beyond visual range with its guns. 

 

A demonstration is in order.

 

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Here I am, sitting like a lazy bum on the deck. This is so I can confirm range to target from the ship. Missiles are disabled for this test.

 

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Target is a Yukan landing ship 16nm away. (The Zumwalt can start shooting from up to 24nm away, but it tends to miss anything smaller than an aircraft carrier.)

 

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Zumwalt commences fire. To be clear, the AGS is an actual gun system in-game and not a fake missile launcher.

 

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Note that the guns remain concealed in their mounts until they are ready.

 

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The landing ship begins to suffer endless bombardment from an enemy it cannot hope to detect.

 

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The target is methodically gutted and eventually sunk.

 

I know that the game engine usually puts opposing fleets many hundreds of kilometers apart so all this might seem moot, but I think it's cool nonetheless.

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I've always notices whenever I try to get a naval battle and they use guns, they always fall short. Also, the Soviet vessels never seem to fire off cruise missiles. Did I do something wrong somewhere?

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You're not doing anything wrong-- The thing with the guns is a long-standing issue. The game engine doesn't calculate air resistance for bullets properly so they slow down too much over distance. The gunner AI doesn't "know" this, so gun rounds fall short over long distances. 

 

If ships aren't firing their cruise missiles, they're usually either out of range or out of arc. Because of game engine limitations, ground objects just can't detect each other past a certain distance, so even if a missile has a hundred mile range, they won't shoot until they're somewhere between 10 to 30 nautical miles from the target. And those Russian ships also have to be facing their target (+/-30 degrees for the Sovrmenney). And even then, sometimes the AI just has a brain fart and refuses to launch.

 

I'm taking a short break from ship-building to make some South Korean vehicles. These will be part of a big pack like the Japan Self Defense Force one I released a while back. 

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Are those the Korea 3 tiles and trees? I was searching for the look of Green Hell 2 not 3 cause I found it alot better. Can you pls tell me what tiles you are using?

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Korea 3 uses a GermanyCE tile set

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Laying down some new hulls. I wish I could concentrate on and finish one model at a time, but the mind wanders.

 

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Kidd class, and later the Kee Lung class that will lead Taiwan's task forces.

 

I've got a big project planned for Japan, but I think more escorts are needed first.

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Tachikaze

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Murasame

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Thanks for the support, everyone.

 

I've focusing on the Murasame lately, one of the most important warships in the JMSDF. I decided to do a brief pictorial to give you an idea of how my ships come together.

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I just need to do railings and riggings and she'll be ready for a paintjob.

 

The long-hull Essex is proceeding slowly; working on weapons now. Here is the ubiquitous quad Bofors.

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Small concern: Just one of these mounts is 1500 polygons, and there are supposed to be up to a dozen of them around the ship. That's more than most third party aircraft (and almost as much as a single missile made by a certain dedicated modder). I'll try to cut back and optimize the performance as much as possible, but I may have to skip the 20mm guns just in case.

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You could enclose the bridge, add the vertical slatted jet blast deflectors, and eliminate 1/2 of the AAA for a smoking hot flattop for Korean War use. That should cut down on the polycount.

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You could enclose the bridge, add the vertical slatted jet blast deflectors, and eliminate 1/2 of the AAA for a smoking hot flattop for Korean War use. That should cut down on the polycount.

 

Yeah, I intend to do the as-built (1944) and the SBC-27C conversion (1954). I think I'll be able to bring the polygon count down to a reasonable level in any case.

 

 

Any chance on this ship in future?

 

http://en.wikipedia.org/wiki/USS_Mount_McKinley_(AGC-7)

 

Sorry, I really prefer to do ships that fall into at least two of these categories:

  • Modern and/or pretty
  • Heavily-armed
  • Relatively easy to model
  • Ubiquitous in a particular era/theater

 

Anyway, I'm now working on textures for the Murasame. Weapons and decals are finished.

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The model is just barely over 28000 polygons, the same level of complexity and detail as my Aegis ships. When it's finished I think this will actually be one of my best works so far.

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 SBC-27A or C would not be distinguishable in the game because only difference is diff type of catapult. This is not a real big deal in the game except the SBC-27 or 27A just don't need the steam catapult effect because they where fitted with hydraulic cats.The C where fitted with a pair of steam cats. No C's with steam cats where used in Korea. CV's 9,33,34,39 where all rebuilt to ( or in 34's case finished to SBC-27 standard ) SBC-27A standard and used in Korea.

 

  The real work horses of the Korean war where the long-hull CV's 21,31,32,36,37,45,47. These remained close to their '43-'44 specs but where given a jet aircraft capable upgrade which was not given an official "SBC designation" which included improved hydraulic cats on the bow with vertical louvered JBD's. They also had their bridges semi enclosed. They did not have the new island with the escalator on the side and reworked funnel like the SBC-27 series did. They retained the four 5in. turrets. They did have the number of 20mms and port and starboard 40mm tubs drastically reduced.

 

This pic is CV-47 USS Philippine Sea a non SBC long hull with the jet capable upgrade. Notice the vertical louvered JBD's

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This pic is CV-32 USS Leyte another non SBC long hull with jet capable upgrade. Notice semi enclosed bridge and other details.

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Please PM me if you need any info. You have my full support!

 

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Hi Samurai,

 

I see your working on a kidd class destroyer, and she's looking very nice; I hope to see the rest of those ships/blueprints when you can;  I know your busy with life and other requests, and thank you for your wonderful contributions as we all do;  It would be nice if you could post a video tutorial (from start to finish) on youtube, then maybe others could get invovled. I wish I could model, Itried it and now I know why I didn't like Algebra LOL!  Anyway I thought I would add this the model (USS Kitthawk) was suppose to be in 1990 however they used a 70's version to show decal placement. 

 

From Airman to Airman Is it possible to get a 3ds/max file on the Kidd and Spruance class when you can? I'm trying to convert them into paper models for my collection. if so I

can be reached at RedBarr0n_73 AT yahoo DOT com

 

Cheers Mate. 

 

 

USS KittyHawk CV-63, Early 70's Circa

 

 


 


I'll try to upload her again, Cheers

 

 


the webpage wont let me upload her, dod you have email?

Edited by Wrench
NEVER post email addys on open forums -- bad for spam bots

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