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Old 01-07-09, 04:45 PM   #46
polyfiller
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Peabody - many thanks. I have actually made progress since my last post and have indeed removed the conning tower from the config by doing just as you sucggest. I now get all equipment in all compartments to report as damaged in the damage screen and can be repaired...... but the real problem now is that the damage has zero effect on the function of the ship. Examlpes include; all engines destroyed or damaged, ship still make 28 kts. Radar damaged, still working and detecting targets. Deck gun destroyed ... still able to hit F6 for deck gun station and fire, although I believe the deck gun damaged / destoyred comes up when the AI conrolled secondary targets are knocked out. Also have had rudder transmission knocked out, yet can still alter course.

Anyone have nay idea why damage is not affecting ship functions ?
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Old 01-08-09, 03:05 AM   #47
wildcard1988
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how did u get ur gun crew 2 fire on their own because mine wont and it the only thing keeping me frm usin the mod
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Old 01-08-09, 09:14 AM   #48
CaptSovhan
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Quote:
Originally Posted by polyfiller
Peabody - many thanks. I have actually made progress since my last post and have indeed removed the conning tower from the config by doing just as you sucggest. I now get all equipment in all compartments to report as damaged in the damage screen and can be repaired...... but the real problem now is that the damage has zero effect on the function of the ship. Examlpes include; all engines destroyed or damaged, ship still make 28 kts. Radar damaged, still working and detecting targets. Deck gun destroyed ... still able to hit F6 for deck gun station and fire, although I believe the deck gun damaged / destoyred comes up when the AI conrolled secondary targets are knocked out. Also have had rudder transmission knocked out, yet can still alter course.

Anyone have nay idea why damage is not affecting ship functions ?
I think, the types of the damage zones for the engines, they must have the number 21 and 55...

It seem to linking with number between damage zones and the functions for slow down.


... I hate this... even more in the hell...

Quote:
Originally Posted by wildcard1988
how did u get ur gun crew 2 fire on their own because mine wont and it the only thing keeping me frm usin the mod
I've left the slots for customizing from user.

You can buy new crews in the office by drag and drop.

Last edited by CaptSovhan; 01-08-09 at 10:54 AM.
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Old 01-08-09, 05:20 PM   #49
polyfiller
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Capt - I think you may be right. I did some more digging around last night and found what I think is some damage zone "alignment" in \data\cfg\basic.cfg .... take look ..... aligns number to damage zones ...... and only for U-boats (no entires in there for fleetboats. This is interesting ... could it be the basic models for SH3 were used and they have different damage zone numbers to the SH4 zones ? just guessing here. I think that we may need to create custom entires in basic.cfg for any AXIS surface ships. I may be completely wrong in the above. Will know more after I've tried playing with basic.cfg.
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Old 01-08-09, 05:30 PM   #50
Lil' Subsim
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Quote:
Originally Posted by CaptSovhan
it seem to be late, it's my think about damage zones...


they have same ids '112=FlotabilityGenB'



Quick repair and wrong explosion, many type errors are start from here...
what program is that? i need a zone editor for my roll over/capsizing mod.
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Old 01-08-09, 05:34 PM   #51
revan999
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A sidenote , CaptSovhan you might want to remove the flare ammo from the AA guns. The AI likes to use it to try and shoot down planes :\
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Old 01-08-09, 09:01 PM   #52
skwasjer
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Almost now, just a bit more patience as I am finalizing basic funtionality...

PS: these are some older screenshots of a debug build...



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Old 01-09-09, 05:41 AM   #53
Lil' Subsim
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Quote:
Originally Posted by skwasjer
Almost now, just a bit more patience as I am finalizing basic funtionality...

PS: these are some older screenshots of a debug build...



nice!!! keep up the work!
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Old 01-09-09, 02:52 PM   #54
polyfiller
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Skwasjer - great screen shots ... I also saw them over at subsim central. This functionality will be amaizing when released and will be a big help to anyone working on custom damage models (especially surface warfare mod).
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Old 01-09-09, 11:21 PM   #55
Lil' Subsim
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Quote:
Originally Posted by skwasjer
Almost now, just a bit more patience as I am finalizing basic funtionality...

PS: these are some older screenshots of a debug build...



i know the boxes are flood compartments but what is the circle thing for? on the carrier.
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Old 01-10-09, 11:14 AM   #56
CaptSovhan
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Quote:
Originally Posted by Lil' Subsim
i know the boxes are flood compartments but what is the circle thing for? on the carrier.
I think, It has two ways for use...



Or both of them...
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Old 01-11-09, 06:44 PM   #57
Travis Reed
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A few questions...

Has the issue with not being able to give targets to the gun crew been resolved yet?

Has the issue with the gun crew not automatically firing on hostiles been resolved yet?

Has anyone created/modified the files needed to make this work in RFB?
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Old 01-11-09, 06:53 PM   #58
polyfiller
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Quote:
Originally Posted by Travis Reed
A few questions...

Has the issue with not being able to give targets to the gun crew been resolved yet?

Has the issue with the gun crew not automatically firing on hostiles been resolved yet?

Has anyone created/modified the files needed to make this work in RFB?
Can't comment on RFB. As for giving targets to gun crew, when I go to the con (F5), then view a target with the binocs and press space bar, the gun crew engages the target. They then continue to engage any other hostiles in range after that.
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Old 01-11-09, 07:12 PM   #59
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Anyone having a issue with the bridge not working?:hmm:
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Old 01-11-09, 07:31 PM   #60
Travis Reed
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Quote:
Originally Posted by Task Force
Anyone having a issue with the bridge not working?:hmm:
*raises hand* Me!
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