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Old 06-18-08, 01:06 PM   #1
sqk7744
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[WIP] Playable PT-109 Elco MTB


* DISCLAIMER: For all you fine print readers out there, we thank you for reading this, and admire you're dilligence. Photos are Artist conception's of PT 109 MTB project. Actual unit may not even float or might differ completely. Speeds enhanced to show awesomeness. Professional driver, on a closed harbor, do not attempt. Base Model not available in Grey. Neon Pink or Turquoise schemes only, OnStar and XM/Sirus radio package shown, -not included.

July 14th, 2008

Beta released:
http://www.subsim.com/radioroom/show...9&postcount=89

--
June 18, 2008

Greetings All,

Digital_Trucker and I are working on this unit, and thought it would be fun to try 44 knt attack runs using the TBT. Since this is our first swat at making a playable ship, and we know enough to be dangerous we would appreciate any advice and or assistance (rescue) on the subject.

So Far we have a cloned Porpoise-class called NSS_PT_109 working in the mission builder. Our plan of attack was to then clone/change the /sea/american/3D model of the US Elco 80, but we'll see how that goes.

We still need to figure out:

1. Adding the PT 3D model
2. Crew/camera locations ( or do we need to draw a Bridge/Deck in 3D? )
3. Firing torps and accutrate placement ( if the PT 3D model messes-up the existing Porpoise armaments.
4. Using 1 deck gun as a 40mm and adding 2 AA's as the twin 50's.
5. While we are at the seemingly impossible, let's invent a Segway scooter powered by Fusion too :rotfl:

Many thanks for your suggestions.

Cheers,
-sqk
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Old 06-18-08, 02:07 PM   #2
ReallyDedPoet
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Sounds good sqk, look forward to it. You may want to check out the one done in SH3 by Mikhayl, there might be some nice ideas there.


RDP
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Old 06-18-08, 02:22 PM   #3
Xantrokoles
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I do not recommend to clone a whole submarine file.
You should start with the stock NPT_BR.dat and co..

Important for not having a CTD is:
-having diveplanes(i.e. invisible ones)
-using a submarine controller in the *.sim file.
-randomizing the IDs of the Dat and then relinking with the files in the sim, zon, and bla bla files.

this is for having it working.
You should know Mikhayl's tutorial, cause I cant explain with my worse english.

Good Luck with the project!
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Old 06-18-08, 02:26 PM   #4
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Very nice. Of all the ships being made playable...this is the one I want to play with.
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Old 06-18-08, 02:27 PM   #5
sqk7744
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Quote:
Originally Posted by reallydedpoet
Sounds good sqk, look forward to it. You may want to check out the one done in SH3 by Mikhayl, there might be some nice ideas there.


RDP
Thanks RDP, good idea!
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Old 06-18-08, 02:28 PM   #6
sqk7744
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Quote:
Originally Posted by Xantrokoles
I do not recommend to clone a whole submarine file.
You should start with the stock NPT_BR.dat and co..

Important for not having a CTD is:
-having diveplanes(i.e. invisible ones)
-using a submarine controller in the *.sim file.
-randomizing the IDs of the Dat and then relinking with the files in the sim, zon, and bla bla files.

this is for having it working.
You should know Mikhayl's tutorial, cause I cant explain with my worse english.

Good Luck with the project!
Many thanks Xantrokoles

That will be a great start - we are clueless and fearless
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Old 06-18-08, 03:48 PM   #7
Charlielima
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Don't forget the PTGBs. http://www.ptboatworld.com/photos2.htm I know this is a higgins boat But some elco boats where fitted out with 2x 40 MM bofars and 50 cals as much as there was room for also. One PTGB per 2 or 3 PTs could give the squadron some punch. I'm wandering why They didn't bolt on a Quad 50 mount amidships. Since PT boats and Schnell Bootes operated as squadrons or gruppes, a mod for hunting with a task force, or squadron would be desirable. Since we have playable destroyers this should work for all sorts of folks. I think they had grey float coats in WW2. Good luck with this project. V/R CL
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Old 06-18-08, 04:44 PM   #8
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Quote:
Originally Posted by AVGWarhawk
Very nice. Of all the ships being made playable...this is the one I want to play with.


I feel exactly the same way! Looking good guys! Good luck with the project
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Old 06-18-08, 07:16 PM   #9
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A note about "44-knot attack runs": in the Pacific at least, parts were hard to come by, and most boats were lucky to make 40 knots on the best of days. Also, they were very susceptible to weather and wave, and from what I remember of reading They Were Expendable and PT-109 the norm was closer to 30 knots most of the time. Hence the song:

Some Pee-Tees do seventy-five, and some do sixty-nine;
If we get ours to run at all we think we're doing fine!
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Old 06-20-08, 02:59 AM   #10
Ramboxxx88
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You have made good work, That Ship looks Cool.

THANK YOU FOR MADE THIS, THIS PT-BOAT IS MY FAVORITE SHIP, & I HAVE WAITING FOR THAT SOMEONE IS GONNA MADE IT, & YOU MADE IT THANK YOU VERY MUTCH.
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Old 06-20-08, 12:20 PM   #11
sqk7744
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Thanks to all for their kind suggestions, here's an update.

As this is our first attempt at making a ship playable, and we are learning as we go, (inverted learning curve) so far we have been able to clone the US PT Boat as a unit, located in the /submarines folder. The PT boat can be added to a Single player mission and is visiable ( as AI for now ) When set to 'human Playable' via the Mission editor, we still get a CTD loading/playing the mission.

Is the next step to edit each individual node with-in the followingfiles as Xantrokoles so kindly mentioned?
We are also trying to make sense of what each of the file extensions 'job's' are as well.

.cam (camera file?)
.dat
.dsd (for sounds, yes?)
.eqp
.sim
.sns
.val
.zon (zones ala what you edit in the Tweak files?)

Quote:
Originally Posted by Xantrokoles
Important for not having a CTD is:
-having diveplanes(i.e. invisible ones)
-using a submarine controller in the *.sim file.
-randomizing the IDs of the Dat and then relinking with the files in the sim, zon, and bla bla files.
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Old 06-20-08, 12:48 PM   #12
Ramboxxx88
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Quote:
Originally Posted by sqk7744
Thanks to all for their kind suggestions, here's an update.

As this is our first attempt at making a ship playable, and we are learning as we go, (inverted learning curve) so far we have been able to clone the US PT Boat as a unit, located in the /submarines folder. The PT boat can be added to a Single player mission and is visiable ( as AI for now ) When set to 'human Playable' via the Mission editor, we still get a CTD loading/playing the mission.

Is the next step to edit each individual node with-in the followingfiles as Xantrokoles so kindly mentioned?
We are also trying to make sense of what each of the file extensions 'job's' are as well.

.cam (camera file?)
.dat
.dsd (for sounds, yes?)
.eqp
.sim
.sns
.val
.zon (zones ala what you edit in the Tweak files?)

Quote:
Originally Posted by Xantrokoles
Important for not having a CTD is:
-having diveplanes(i.e. invisible ones)
-using a submarine controller in the *.sim file.
-randomizing the IDs of the Dat and then relinking with the files in the sim, zon, and bla bla files.
Can we play PT Boat in the Career
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Old 06-20-08, 12:51 PM   #13
sqk7744
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Hi Ramboxxx88,

Thanks for your interest and words of encouragement, but the PT Boat is still very much a Work in Progress, aka WIP and will not be ready for sometime, with lots of work to be done.

Best,
-sqk

Quote:
Originally Posted by Ramboxxx88
Can we play PT Boat in the Career
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Old 06-20-08, 04:14 PM   #14
sqk7744
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Mikhayl that is wonderful help!

Thank you Cap'n

We've got the cloning a unit down, it's just changing it into another type of unit without CTDs - that the problem.
We think it's just a matter of getting the submarine controller and the dive planes into the .dat correctly???

We got the Subcontroller added ok, but the Invisible Dive planes may not have been added right.
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MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial

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Old 06-21-08, 02:53 PM   #15
Digital_Trucker
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Just a little update. Thanks to Mikhayl and Xantrokoles examples to go by, we've now got a player controllable PT Boat

Only problem at this point (very early in development) is a texturing problem and the fact that the boat won't go anywhere (sure that's a crew problem, gotta look at that now), but we're on the way, anyway.


Edit : Texture problem isn't a problem any more and it really does help to have crew on board. Hopefully, next update will be screenies of the PT flying through the water.
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