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Old 12-25-08, 05:30 AM   #1
tomhugill
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So you have added 3 different deck gun entry to the zone.cfg file , like deck gun 1 , 2, 3?
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Old 12-25-08, 06:03 AM   #2
CaptSovhan
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Quote:
Originally Posted by tomhugill
So you have added 3 different deck gun entry to the zone.cfg file , like deck gun 1 , 2, 3?
Yes. i did. maingun, foregun and backgun... ;

Last edited by CaptSovhan; 01-10-09 at 03:25 AM.
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Old 12-28-08, 12:55 PM   #3
polyfiller
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Quote:
Originally Posted by CaptSovhan
Quote:
Originally Posted by tomhugill
Hey capt , what kinda values did you change for the damage model? Did you alter the zone.cfg at all? Also i found with my yamato that when i tried to put 3 different zones for the guns if one gun got damaged they all did
for all new damage medel I have changed the values in the three files, .zon and zone.cfg, and .upc file.
I think, it need new structures at COMPARTMENTS STRUCTUREs in the .upc file for each guns .
If the guns are in the same Compartment then they'd have been damaged as like one.

Quote:
Originally Posted by peabody
I have no problem with you using the deck gun, but it would be nice if you had asked first. So go ahead and use it. My Christmas gift to you. And I will delete the other comments.
Merry Christmas to you too!!
Thank you, peabody. IOU.
CaptSovhan - I am trying to work out how to do the damage modelling - I've downloaded quite a few surface ship mods and am trying to work out how to get the damage modelling working and repairable. From your reply above you say you modified the .zon .upc and zone.cfg files ? I presume you mean zones.cfg in \data\ ? If so then I am a little curious as the download for the North Carolian did not have a modified zones.cfg ??

I am keen to learn what the required links are between the .zon file and zones.cfg and upc. For example in the .zon file under node 8, box 1 is type 113. Does this equate to zone 113 in zones.cfg ? And if so, how does this relate to what's in the UPC file ? And what makes the right compartment take damage and be repairable ?

Do you have to use a 3D editor to look at the location of the boxes in the .ZON file to see which ship part each box should relate to if it receives a hit ?

Any help much appreciated ... am just struggling to work out how this area works. TIA.
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Old 12-29-08, 04:39 AM   #4
W4lt3r
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First, nice work with the ship. I really like it, but there are some flaws.

For starters, there is no "bridge point" in the ship, so you cant use binoculars to give targets to the gun crew
Second, The crew doesn't automatically start firing at hostiles, so it is up to you only to take out the enemy with the 2nd 16" triple turret.

Well, the most major flaws are there but shouldn't be too hard.

I can link you my gun range mod if you need it, though making one of your own isn't that hard.. Just need to alter two cfg files, that's all.
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Old 12-29-08, 06:47 AM   #5
tomhugill
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@ Poly filler , heres how the damage modeling works (to the best of my abilitys):

Firstly you have the zones.cfg file , this give infomation about various compartments such as hit points , and how they flood , and what effect this has on the ships sinking.

This if u like is the set of rules on how the damage model performs.

Important: If you are constructing a new damage model you will need to create new zones in the ZONES.CFG file for each new element , for example for each bulkhead or diesel engine you will need a new entry , if you use the same thing twice ie deck gun you would need a zone for each gun rather than just one zone with 3 different damage boxes.

Next you have the ships upc file , for example the northcarolina.UPC . In this file you chose the the structure of the main compartments on the ship ie engine room. And then choose what systems go into each compartment. For example the diesel engines into the engine room , or various radars into the deck watch.

Also contained within this file is what sub systems the overall systems are made up of , for example your propulsion system made be made up of a diesel engine and a propeller shaft.
This is very imporatant because for some systems to function you need all the subsystems present in this upc file. For example the radar will need the radar cabinet and a radar antenna subsystems for it to function properly.

Lastly is the number of crew slows which can be edited in this file (Ive forgoten how to do this so ill add about it later).

This .UPC file is then contected to the ships .ZON file each of the compartments in the .UPC should have its own corisponding damage box withing the .ZON file which will have 2 sets of x.y.z cords. At the moments there is no way to physically see these boxes so I used a rough approximation based on various nodes from the .DAT file. Each damage box is assigned a system and can be given and armor value -1 corisponds to the overall ship armor value given in the zone file collisionable object bit , or you can set lower values. This is useful in giving the ship acurate values for various systems rather than a blanket value.

One thing to note is that when ships are made playable they still have all the zone from when they where AI ships , which dont show up on the damage screen (these are what caused the ship to sink when no damage was shown) Ive found its best to remove these or they interfere with the sinking mechanics. However it maybe possible to use their damage boxes to model the compartments better , something that I need to try).

Something I have found is by default that ships armor is far too strong , and that using historical value does not give adiquate protections (this only holds for BB sized ships) As with around 37cm (historical value from the KGV your very suceptable to fire from low cal. weapons). I have found values around 50cm to give protection from Small Cal. weapons but not enough to always bounce BB shells.

Now when i built my damage model for the yamato if felt the method of hit points governing the ship wasnt very acurate to how a battle ship would fail in real life. I mean it would keep fighting till its weapons systems stopped working or it sank or abbandoned ship. So in my yamato I gave her a huge ammount of hit points (in the magnitude of billions) but made the crash depth very small (about 25 meters (this is the point where the ship has pretty much sunk) ) and made the crash speed very high so it loses HP very quickly once it sink below this depth.
This did lead to a very long time spent trying to balance the values controling the sinking and flooding but i felt it worked well in the end.

I hope this ramble helps you if you have any questions give me a pm
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Old 01-11-09, 06:44 PM   #6
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 01-19-09, 06:01 PM   #7
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ohh and by the way...

some nice impressions we had with coop mp... http://www.9teuflottille.de/phpBB2/viewtopic.php?t=7652
(carefull more than 150 screenshots)

Thank You CaptSovhan
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Old 01-20-09, 06:17 PM   #8
sploitz
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Something i dont understand is that i dont have any AA gun slots and Deck watch slots (for putting crew there) anymore using the RFB -> North Carolina Setup


id like to know what file is causing this
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Old 01-21-09, 04:28 AM   #9
Travis Reed
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Quote:
Originally Posted by sploitz
Something i dont understand is that i dont have any AA gun slots and Deck watch slots (for putting crew there) anymore using the RFB -> North Carolina Setup


id like to know what file is causing this
This is something I noted while using the RFB>RSRD>North Carolina setup as well. None of the mannable AA guns are mounted and there don't seem to be slots to mount them (when viewed from the in base upgrade screen). And yeah, there's no crew slots for AA.

I run Stock>North Carolina now and have no problems with the ship...but I lose the realism of RFB...
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Old 01-26-09, 03:59 PM   #10
thyro
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Superb work with this mod... it is really a joy sailing this ship. Many thanks



edit: only 1 observation ... pls check the bottom of the ship has couple features hanging there... not sure if they should be there... apart from that it is simply super! Thanks

Last edited by thyro; 01-26-09 at 04:17 PM.
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Old 06-12-09, 01:13 PM   #11
Nicolai
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Quote:
Originally Posted by Stormfly View Post
ohh and by the way...

some nice impressions we had with coop mp... http://www.9teuflottille.de/phpBB2/viewtopic.php?t=7652
(carefull more than 150 screenshots)

Thank You CaptSovhan
Stormfly, could you tell me what mod you use for enviroment?
The water looks magnificent.
Thanks
Nikolai
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Old 06-20-09, 03:12 PM   #12
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Old 06-30-09, 05:57 PM   #13
thedakar
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Holy crap! This is AWESOME!

This will fill my need to shoot things with a deck gun, that is for sure. My god, the power! Muah!!!

I am going to take her on a career soon. This should be great. Entire convoys, destroyed by my fire raining down for the heavens, like ants on a sidewalk.

Hehe. I can't stop laughing after playing the test mission.
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Old 06-30-09, 06:58 PM   #14
Sledgehammer427
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Has the bridge node been added into the ship?
if not, I'm sure i can find a way to do this myself
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Old 02-23-11, 01:18 PM   #15
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those guys from filefront they make some changes so anyone lost ths ships here they are

http://www.gamefront.com/files/user/chrysanthos66

Last edited by chrysanthos; 02-23-11 at 01:19 PM. Reason: sorry...my keyboard is messed up;)
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