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Old 05-01-08, 12:26 PM   #166
W4lt3r
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I modified the standard german AA guns ammo caps and then the IJN small arm guns (25mm Single and twin), wich can be found either in gersubparts at library folder. The IJN AA guns can be found in data/library/shipparts guns_radars.sim and guns_Radars01.sim

Just search for "AAGUN" in the guns radars.
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Old 05-01-08, 01:32 PM   #167
Ishigami
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Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)
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Old 05-01-08, 02:32 PM   #168
Xantrokoles
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Quote:
Originally Posted by Ishigami
Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)
Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign
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Old 05-01-08, 03:15 PM   #169
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Sorry to bother you all with my requests again... I can not repaire my damage. I fought agains some armed merchants and then I noticed my BB was slowing down, but nothing in the damage screen was red nor repairable. How can I make the ship fully functional in the damage section as u boats are?
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Old 05-01-08, 05:07 PM   #170
W4lt3r
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Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..
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Old 05-01-08, 05:49 PM   #171
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Is it planned to model interior compartments (bridge, gunner compartment, etc) ?
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Old 05-01-08, 05:51 PM   #172
Ishigami
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Quote:
Originally Posted by Xantrokoles
Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign


Hhmm looking forward to it. :hmm:
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Old 05-01-08, 05:54 PM   #173
miner1436
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Quote:
Originally Posted by W4lt3r
Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..
Can you get the star shells working? They would be most useful for those moonless nights.
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Old 05-01-08, 06:01 PM   #174
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I dont know how to get the thing to appear in the ammo selection menu. and seems also that the player controlled gun only has AA/AP Ammunition avaiable, since the IDs for HE is non-existant and i dont know how to tweak the ammo bar to bring that star shell.

And then a question would be how long they'd travel until bursting into light ball... Donno

But im still in midway of reinstalling this damn thing.

I'll get to it tomorrow (had the damn radar adjusted as well..) Now i have to do heap load of AI recoding again, since my computer did not want to make a copy of the files i wanted it to
Takes only 2 days though.. unless some parts of the AI is already in the mod.. at least the sight is.

I guess there was a mod that brought the SS shells for player controlled gun.. I'll check it's files and see if i can find a clue how to bring them to the 11"ers..

And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????
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Old 05-01-08, 07:36 PM   #175
Fincuan
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Quote:
Originally Posted by W4lt3r
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????
I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.
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Old 05-02-08, 05:47 AM   #176
andycaccia
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Quote:
Originally Posted by Fincuan
Quote:
Originally Posted by W4lt3r
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????
I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.
I noticed this strange feature, but how can I modify the shell power without changing the power of other ships using those shells too??

I have the feeling those 280mm guns are a bit underpowered...
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Old 05-02-08, 06:36 AM   #177
Xantrokoles
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Quote:
Originally Posted by haegemon
Is it planned to model interior compartments (bridge, gunner compartment, etc) ?
No 3d modeller is interested(that's why we got no other rooms in the sub interior)
I only made an change by erasing the dive planes and the periscopes
Not great but much better

Andycaccia: please start reading this thread from the beginning, because you asked two questions, which are answered already!(damage problem)

Quote:
Originally Posted by Finucan
I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.
When you delete 105mmHEGer you can't use HE munition anymore, so it must have a sence...
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Old 05-02-08, 08:19 AM   #178
lancerr
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Btw - Star shells don't do squat in Sh4. I attacked a convoy escorted by two DD's. After a hit from my 11inch, the first DD launched a star shell right on top of itself but it did not affect the lighting of the scne at all. All you saw were the star shells but you couldn't make out any of the ships at all.
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Old 05-02-08, 10:08 AM   #179
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Someone said that the star shells have lightning setted up but the opacity is 0 (particles.dat) thus does not make any lightning difference to the surroundings.
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Old 05-02-08, 10:46 AM   #180
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I don't see any lighting effects in particle.dat - even for somethng like BigFire - I'm not sure what's controlling the effect that particle emissions have on lighting conditions.

All that seems to be definied in Particles.dat are the different types of particle emitters, how long they emit, the size of particles etc.

The emitter object themselves must be affecting light but I'm not sure.
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