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02-01-10, 04:24 PM | #181 | |
Admiral
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Quote:
Peabody
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02-01-10, 11:17 PM | #182 |
Seaman
Join Date: Oct 2009
Posts: 39
Downloads: 75
Uploads: 0
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Hey Peabody, your tutorial got me this far! I would have been completely lost without it. Didn't Darkfish say he didn't see anything wrong with it. I wasn't going for the experimental stuff, just a working torpspawngun and it does work, just shoots the wrong way!
The torpspawngun is trying to track the targets. I can see it adjusting as the ship changes course. (but pointed in the wrong direction) I started with the DD and the targets closing and about a Km apart. The guns would point at the targets at about 350 and the torpspawngun would shoot anywhere from 180 to 270'ish. So I though the torpspawngun was leading the targets (as it should, but not that much) and the DD's guns were killing the targets before the torp's connected. Then I moved the DD to approaching the moving targets at 000. torpspawngun behaved the same. Then I made the targets staionary, at 000 from the DD and the torpspawngun fired the torps 180, exactly in the opposite direction of the targets. |
04-14-11, 06:48 AM | #183 |
Silent Hunter
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BUMP (for research purposes)
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08-09-11, 07:36 AM | #184 |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Has there been any recent progress here? |
09-16-11, 10:40 PM | #185 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
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TORPS
http://www.subsim.com/radioroom/showthread.php?t=187895
I posted this question and seeing as some of you play around with the fish on the boats I thought you might give it a go for me and at least tell me about the two questions. |
11-26-11, 06:43 PM | #186 |
Weps
Join Date: Sep 2007
Location: Germany
Posts: 360
Downloads: 20
Uploads: 0
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Link dead
Download link is dead!!! Getting the latest version of this mod?
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12-14-11, 01:36 PM | #187 |
Watch
Join Date: Sep 2011
Location: Russia, between two seas
Posts: 24
Downloads: 37
Uploads: 0
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Hi, mates!
Link is dead! Please, upload the latest version of this mod! |
12-14-11, 02:31 PM | #188 |
Silent Hunter
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http://www.gamefront.com/files/21085853/AI_torps_rar
Somehow I found it on my infamously disorganized mods folder. If the original creator wants me to take it down I will. Otherwise - Enjoy!
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12-26-11, 09:50 PM | #189 |
Navy Dude
Join Date: Jan 2010
Location: Italy
Posts: 178
Downloads: 313
Uploads: 0
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Sorry gentlemen I haven't SH4 but I have downloaded this mod because it's of interest for me for other stuffs related to SH3.
Could you please indicate to me to what weapons/torpedoes/shells/objects correspond the following ID's present in this mod? They are: -0x9b237749c98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4? -0xfa9f1d0fc98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4? -0x56545dc1c98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4? -0x6d21707950f0ac3c (found in torpspawngun.sim) I suspect it's the fire effect used for the cannon but what(brief description)? -0x8f346dcc43bfbcb2 (found in torpspawnfx.dat) I suspect it should be a mk 14 torpedo(into SH4) Thanks in advance for your help! Last edited by Viktor_Prien; 12-26-11 at 10:23 PM. |
03-14-12, 02:51 PM | #190 |
XO
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
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Any recent work/progress on this mod?
Does anyone have a list of downloadable AI Torpedo Launching ships, game, ready that can be installed? THANKS! |
03-23-12, 09:48 PM | #191 |
XO
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
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05-28-12, 01:42 AM | #192 |
Navy Seal
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I am trying to get this to work but am confused about what to do in the .DAT, trying to follow instructions but not sure how to create the new node, I expected it to be like when i fooled with the torpedo.sim file, just click add new, but this option is not offered.Could anyone help? I am trying to give the Japanese PT boat torpedoes as well as the Elco and possibly some IJN and USS DD's. I just put in the PT boats at the surigao strait battle and the DD's as well, would be nice if they could use their torpedoes next time I run through the battle.
Also, would it be possible to have AI subs fire torpedoes? Ok, think I actually figured out how to create a new node, but how do you name it? I cant seem to find anyway to do so.Thanks in advance Last edited by Bubblehead1980; 05-28-12 at 01:56 AM. |
05-28-12, 01:41 PM | #193 | |
Admiral
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Quote:
Now go to where you want to place it in the .dat file and 'Paste" it. It will past the node and the child node. Select the node and next to ID select "new ID". open the node and select the child node which is a 'label' and change M01 to the next number in line, depending what is already on the ship. So it may be M06 or M12 or whatever it is. And of course then you have to move it to the proper location. Make the necessary changes in the .eqp file by adding a new entry using the new M06 or whatever it is. That is the easy way to do it. But to answer the original question, adding the M06 node you add a Type 4/100 which is "Node". The add a child node type 8/0 which is a label and name it in the label, doing it the same way it is on all the other M nodes. cfg#M02_Shipname. Once you set the name in the label the main node will have the same name. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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05-28-12, 03:47 PM | #194 | |
Navy Seal
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Quote:
Thanks, I got that part done.Now, what do I do about the settings he mentioned in the first post, making sure the node isnt too close to the boat.I am looking at the 3 model and somewhat understand what hes talking about changing it to 0.5 rotation. Also, its say you can enable the mod JSGME, just have to add the node to the ships you want to fire torpedoes, is this correct? EDIT:I found the elco files, for some reason it's called "NPT Br" instead of elco.I was going to change the same as with the IJN PT boat(Gyoraitei) but after ooking at Elco sea file .dat via S3D now, the nodes are different, little confused on what to add for the Elco PT boat. Last edited by Bubblehead1980; 05-28-12 at 05:36 PM. |
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10-21-13, 09:01 AM | #195 |
Stowaway
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