View Full Version : [REL] Playable Destroyer Beta1.0 -completly new-
Xantrokoles
04-13-08, 02:03 PM
Although I am working on the Pocketbattleship, I spented time to make my Fubuki class DD completely new:up:
http://s2d1.turboimagehost.com/t/250448_sh4_2008-04-13_19-37-24-69.jpg (http://www.turboimagehost.com/p/250448/sh4_2008-04-13_19-37-24-69.jpg.html) http://s2d1.turboimagehost.com/t/250449_sh4_2008-04-13_19-37-36-93.jpg (http://www.turboimagehost.com/p/250449/sh4_2008-04-13_19-37-36-93.jpg.html) http://s2d1.turboimagehost.com/t/250450_sh4_2008-04-13_19-38-18-75.jpg (http://www.turboimagehost.com/p/250450/sh4_2008-04-13_19-38-18-75.jpg.html) http://s2d1.turboimagehost.com/t/250451_sh4_2008-04-13_19-39-31-13.jpg (http://www.turboimagehost.com/p/250451/sh4_2008-04-13_19-39-31-13.jpg.html) http://s2d1.turboimagehost.com/t/250452_sh4_2008-04-13_19-39-59-02.jpg (http://www.turboimagehost.com/p/250452/sh4_2008-04-13_19-39-59-02.jpg.html)
http://b.imagehost.org/t/0564/sh4_2008-04-21_14-11-44-46_9.jpg (http://b.imagehost.org/view/0564/sh4_2008-04-21_14-11-44-46_9.jpg)
http://b.imagehost.org/t/0564/sh4_2008-04-21_14-12-10-46.jpg (http://b.imagehost.org/view/0564/sh4_2008-04-21_14-12-10-46.jpg)
http://b.imagehost.org/t/0564/sh4_2008-04-21_14-11-58-76.jpg (http://b.imagehost.org/view/0564/sh4_2008-04-21_14-11-58-76.jpg)
Readme:
Playable Destroyer Fubuki class: (Beta1.1) for SH4 1.5
First I wanna thank...
-W4lt3r for his Improved AI-gunners
-Miner1436 for his new Textures and the real names in the roster files
-Kriller for his work on the textures
-Skwasjer for his Silent 3ditor
-Mihayl for his help and work on his Sboat
-JSCones for his mod enabler
Description:
This is a playable Fubuki class Destroyer from country Japan.
It will bei a standalone in the German Uboat game, and chooseable in single mission, single patrols and in tue campaign.
Installation :
You install it with JSGME or manualy
Just have the winrar -auto-decompressing-exe file installing the mod into the Mod folder in your main SH4 folder.
Then enable the mod
(please post problem into the Subsim forum)
Compatibillity:
The mod is compatible with all mods, which supports the Uboat game
When u want to use it with 'Lurker's Operation monsum' u need my patch
(u find this on the Subsim forum)
Features:
-Playable IJN Fubuki DD
-|new| original high res textures
-|new|original number of guns/flaks
-|new| working funnel smoke
-|new|working Japanese Flag
-|new|special-mission(with rubberboat) are now working
-|new|english infos and displayable names
-|new|on-deck-running-'waterboys'
-|new|3 test missions
-|new|1 single mission for subs(When u do this over 80% realism, you are a hero)
-|new Sun reflections
[...]
Known issues:
-Torpedoes are spawned next to the ship in 0 degrees
-German Crew member names
-non playable flaks(but controllable)
(post other things on the Subsim forum)
Agreement:
Do not use the aforementioned modification for commercional puposes!
U may upload a modificated version
Readme dor W4lt3R's AI-addon:(included)
This is an "bonus" addon pack for the Silent hunter 4 mod, playableDD_Fubuki mod.
1. Installation
Just extract the folder in you'r Mods folder and Start with JGSME.
If it doesnt work, you can replace the files with the ones you got in stock SH4.
(.cfg files into data/cfg, and the sim file into data/library/shipparts)
Either way, i only increased ammunition to the 5" duals and increased the overall visual contact range for watchmen,
along with the "lock" ability for gunnery crew, although you still HAVE to manually lock the targets at ranges +10km.
Bugs known:
Occasionally the gunnery crew will cease firing at a target, so re-locking the target is necessary to continue firing.
"I do not know yet how to fix this issue"
Hope you have fun with this.
D/L playable Destroyer 1.1: HERE (http://files.filefront.com/Playable+DD+Fubuki+Beta+1sexe/;10049362;/fileinfo.html)
MMarques
04-13-08, 02:20 PM
Very nice, that fubuki looks great now.
Xantrokoles
04-13-08, 02:23 PM
Very nice, that fubuki looks great now.
Have I told u that I get the flag and the 8 stern torpedoes + the 'Gun-stopper'
working?:88)
;)
MMarques
04-13-08, 05:19 PM
Realy? That's great!
I found the engagement range settings, only have to find how to make the main guns fire at one range and the secondary fire at another range.
Will-Rommel
04-13-08, 05:38 PM
I've been awaiting this one!
Will-Rommel
04-13-08, 06:53 PM
Hi Xan,
I founded some issues :
1- In the campaign, the DD textures seems messed up by some unknown reason. It's all dressed up in a flashy green color but the turrets and AA guns! :ping:
2- I can't play the quick missions you gave along with the mod as a DD, it causes a crash to desktop. The subs are fine and can enter the missions. (Done the AA test with a type XXIII)
Maybe it has something to do with the WinRar installer? I just clicked on it and installed everything in my JSGME MOD folder like stated.
gimpy117
04-13-08, 10:47 PM
any chance of a fletcher for the 1.4 U.S boys?
if not i'll try...
Axlwolf
04-14-08, 01:15 AM
I have the same problem as will-rommel,but i have also the icon of the various compartment in the lower left part of the screen all garbled.
I've installed the mod over Trigger-maru for 1.5.
Good mod anyway :up:
EDIT:i managed to fix the icons and the texture,now all work well.
Xantrokoles
04-14-08, 06:48 AM
Hi Xan,
I founded some issues :
1- In the campaign, the DD textures seems messed up by some unknown reason. It's all dressed up in a flashy green color but the turrets and AA guns! :ping:
2- I can't play the quick missions you gave along with the mod as a DD, it causes a crash to desktop. The subs are fine and can enter the missions. (Done the AA test with a type XXIII)
Maybe it has something to do with the WinRar installer? I just clicked on it and installed everything in my JSGME MOD folder like stated.
Look at the first post, there is a new D/L link, thanks for your help
any chance of a fletcher for the 1.4 U.S boys?
if not i'll try...
I wanted to make the somers, but the cabina is stupid, and u would sit on the roof
...so u should try it:up:
I have the same problem as will-rommel,but i have also the icon of the various compartment in the lower left part of the screen all garbled.
I've installed the mod over Trigger-maru for 1.5.
Good mod anyway :up:
EDIT:i managed to fix the icons and the texture,now all work well.
The Icons should be a TM problem.
U got CTD with the singel missions too?
Xantrokoles
04-14-08, 06:54 AM
Nice work again Xantro, now you just need to give a texture to that fancy UZO :p
:D It is a relict of your Sboat(I know u knewed it)
So I wanted to let is this way:yep:
ok it is habitual to me:huh:
Hey Xan!
Wondeful mod, first of all. But I have exactly two problems
For once my Destroyer is flashy green as well. Checked the first post but didn't find a link to fix this. "coming soon", I suppose?
The other prob I have is I can't access any station outside the ship. It's either the command room or outside view. No chance to get to the deck to use the UZO or binoculars. Also, the crew roster is empty when you first fire it up.
I suppose all these problems are linked to the Monsun boat mod?
That aside, fabolous work! Playing a destroyers makes developing whole new tactics nessecary. But it's great fun!
Xantrokoles
04-14-08, 08:30 AM
My problem is, that I have no green textures...I though it was the normalmap textures, so I deleted it and uploaded it
(same link)
please disable all mods and test it again
Usually ur conning tower doesn't work..., but it has to work
Is there anyone who has no problems?
Jake Nukem
04-14-08, 08:34 AM
Epic mod, hope to see more of your work!
To your question, It seems to be running fine for me, no problems at all as far as i can see! :p
Will-Rommel
04-14-08, 10:02 AM
Thank you Xan for the new links, now everything works properly! :rock:
Two suggestions yet!
1-In the Command room, would it be possible to remove the 2 periscopes? (Or do so in your pocket BB mod) Because when the camera is in the command room, the two periscopes poles keep raising and lowering themselves, they dont stay fixed.
2-Would it be possible to add one playable Flakvierling in the AA arsenal? Maybe replacing the gun wich is alone in its turret? It would allow me to assign a target to my crew instead of just pressing the ''Fire at will'' button.
M. Sarsfield
04-14-08, 10:04 AM
It would allow me to assign a target to my crew instead of just pressing the ''Fire at will'' button.
Is there a binocular view? I usually assign targets with the binoculars and I find it to be more effective to have them only shoot incoming targets.
Will-Rommel
04-14-08, 10:09 AM
There is a binocular view, but the guns being IJN one, they don't understand the orders of my Deutch captain! :rotfl:
I think there is an incompatibility with the AI AA guns and the binoculars ''espace bar'' orders. But i think this could be fixed by adding a playable AA piece? :hmm:
M. Sarsfield
04-14-08, 10:17 AM
I see what direction you're going in. Good idea to test the incompatibility. More than likely, it's a configuration change that needs to happen in the AI gun files. The AI ships aren't built to take any orders from anybody. So, it was probably an oversight by Xan, assuming that the information can be copied from the sub gun files and put into the AI gun files.
Xantrokoles
04-14-08, 02:28 PM
Epic mod, hope to see more of your work!
To your question, It seems to be running fine for me, no problems at all as far as i can see! :p
After my Pocket BB the things will rollone after one..
During looking trough the museum, I began to love the BB Iowa..
So this wil be the next project (after my pocket BB) for our tommy-guys with 1.4(+1.5)
And nice to hear the mod works:up:
1-In the Command room, would it be possible to remove the 2 periscopes? (Or do so in your pocket BB mod) Because when the camera is in the command room, the two periscopes poles keep raising and lowering themselves, they dont stay fixed.
I will spent later time for the interior,cause usually u are on deck on a surfaced ship/
first I finish my pocket BB and then I make an Iowa(-pah this lil ship with a few guns), then interior;)
2-Would it be possible to add one playable Flakvierling in the AA arsenal? Maybe replacing the gun wich is alone in its turret? It would allow me to assign a target to my crew instead of just pressing the ''Fire at will'' button.
There were no Vierling flaks on a Fubuki and I can't make the trible flaks playable, noone could give me help in this point...
Is there a binocular view? I usually assign targets with the binoculars and I find it to be more effective to have them only shoot incoming targets.
U don't have the binocular view or u din't have the mod tested?
There is a binocular view, but the guns being IJN one, they don't understand the orders of my Deutch captain! :rotfl:
I think there is an incompatibility with the AI AA guns and the binoculars ''espace bar'' orders. But i think this could be fixed by adding a playable AA piece? :hmm:
This Japanese understand my Deutschen 1WO, I just look at a target and hit space!
(In the Pocket Battleship mod ther will be a playable 20mm)
repalankas
04-14-08, 02:36 PM
Greetings for this mod!
Can´t find the fix you indicate in the read.me.
Please, can someone tell where can I download it?
Axlwolf
04-14-08, 04:50 PM
Xantrokoles,sorry,i was at work,i can reply only now.
no i dont have a CTD.Only one was when i messed a bit trying to get rid of the blasted messed-up icons.
:oops:
I must say that i founded a small bug(apart from others already pointed out)
The screw spin reversed in respect to the orders.
Anyway...i love this mod...and it's only a beta!
I hope you manage to expand this,what you have already do was :up:
Good work.
Xantrokoles
04-15-08, 06:26 AM
Greetings for this mod!
Can´t find the fix you indicate in the read.me.
Please, can someone tell where can I download it?
U can klick on the same link on the first post; it was just a little change and now it shouldn't be green anymore
Xantrokoles,sorry,i was at work,i can reply only now.
no i dont have a CTD.Only one was when i messed a bit trying to get rid of the blasted messed-up icons.
:oops:
I must say that i founded a small bug(apart from others already pointed out)
The screw spin reversed in respect to the orders.
Anyway...i love this mod...and it's only a beta!
I hope you manage to expand this,what you have already do was :up:
Good work.
Ok
u have to be happy with this, until my Pocket BB is ready, then we'll see:D
Unluckily I still have the same problems, despite downloading the file again. Do I maybe have to delete some files from the former download?
I'd have question regarding the amount of ammunition on the 5" dual cannons. Because when i was on patrol, my guns one by one ceased firing but i didn't get report on out of ammunition. Is it possible to alter the amount of ammunition on the guns? ( I can do basic script editing on the game so if it possible that way, i'd like know what files to alter.)
Also regarding the Panzerschiff level of this mod wich is still under construction, Do you think it is possible to implement radar quidance system to the FCS, Wich i mean that you could choose an radar contact and open fire on that, without needing to specifically pin-point target from the observation deck.
John W. Hamm
04-15-08, 11:19 AM
Wow is all I can say!! I have so been looking forward to a mod like this !!
I have the periscope problem , I assume everyone else does too? is this correct ?
Xantrokoles
04-15-08, 12:14 PM
Unluckily I still have the same problems, despite downloading the file again. Do I maybe have to delete some files from the former download?
When u mean the green ship I think I found the problem( it has to do something with the sunlight)
I will upload later, cause now I know how to duplicate textures of ai ships and I must have this **** on my pocket BB:)
I'd have question regarding the amount of ammunition on the 5" dual cannons. Because when i was on patrol, my guns one by one ceased firing but i didn't get report on out of ammunition. Is it possible to alter the amount of ammunition on the guns? ( I can do basic script editing on the game so if it possible that way, i'd like know what files to alter.)
Also regarding the Panzerschiff level of this mod wich is still under construction, Do you think it is possible to implement radar quidance system to the FCS, Wich i mean that you could choose an radar contact and open fire on that, without needing to specifically pin-point target from the observation deck.
Welcome to Subsim
For sure didn't have endless ammonition..
So u have to refill on the Tankers.
I think it would be possible to make a playable gun and then u would see ur count of ammo..., I didn't get this working, so I only can say no.
The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough
again over my skills;)
Wow is all I can say!! I have so been looking forward to a mod like this !!
I have the periscope problem , I assume everyone else does too? is this correct ?
Yes we all got this
The persicope moves then when u rise a persicope... but u got no periscope, so animation is doing what it wants:-?
later there could be a ship interior, if a 3d modeller would say: I ot time, I wanna do this, I will do this
(for the Iowa there would be a interior cool too)
M. Sarsfield
04-15-08, 12:42 PM
The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough
Ironically, the one area that the Japanese did spend a lot of resource on was fire control directors. They won several night battles early in the war, because their radar directors were better than ours. You could simulate this by improving the accuracy values in the gun files.
After some searching in the Guns_Radars (1.2.3).sim files in the Library/ShipParts Folder, i managed to find the cannon stat, that had the 5s reload time and clip size of 2 and name of the 5in_Double_Barrels_Jp, and seemingly it was the right one after editing the ammo amount, since on last patrol i sank 32 vessels without running out of ammo, although was low on fuel on the end of the trip ^^'
But sadly, the thing holds AA ammunition, the cannon crew doesn't know how to fire on planes with 'em..
But, good work, gotta give ya that.
Raptor1
04-15-08, 01:34 PM
The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough
Ironically, the one area that the Japanese did spend a lot of resource on was fire control directors. They won several night battles early in the war, because their radar directors were better than ours. You could simulate this by improving the accuracy values in the gun files.
Are you sure? I heard the Japanese didn't have advanced Radar and won those night battles primarly because of both surprise, superior torpedoes and the fact that the Americans didn't have any experience fighting those, and that the later night battles that put an end to the Tokyo Express we're won by the USN because they DID have good Radar Fire Control
In fact, I believe none of the Japanese destroyers had Radar until the Akizuki class...
M. Sarsfield
04-15-08, 01:38 PM
You're probably right about the DD's lacking the radar directors. The bigger ships definitely had them and we did give them a pounding at night east of the Philippines (Leyte) when we went to take the islands back. I remember reading somewhere that early in the war they had that advantage over us.
The two battles that come to mind are off of Guadalcanal on Nov. 13 and 14, 1942. The Japanese beat the tar out of the U.S. forces both times in night engagements. Luckily the USS Washington got some good hits on one of their battleships and successfully evaded the rest of their force. If I remember correctly, one of the burning ships (a US destroyer, I beleive) blinded the Japanese gun crews (they were concentrating on USS South Dakota, anyway), but it lit up the Japanese ships, which made it easier for the Washington gun crews to hit their target.
Raptor1
04-15-08, 02:37 PM
Actually, I was thinking of the so-called 1st and 2nd Naval Battles of Guadalcanal (The 2nd one was on November 15th BTW), The Japanese made some of their greatest mistakes relying on searchlights rather then Radar, the fate of the Akatsuki was practically sealed when it illuminated Atlanta and came under fire from half of the US battle-line, the same for Hiei when she used her 9 powerful searchlights, also, during the 2nd battle Washington was tracking a large target (Which was actually Kirishima) but was afraid to fire because Admiral Lee feared it could've been the disabled South Dakota (Stupid Circuit-Breaker), but when that same target illuminated and opened fire on the actual South Dakota she came under fire from Washington and was eventually scuttled like her ill-fated sister ship 2 days before, Overall the Japs did beat the snot out of the US Navy, but not without suffering a large number of losses on their side...
I think these 2 we're the most chaotic Naval Battles ever...
M. Sarsfield
04-15-08, 02:42 PM
I think there is a website titled "One Ship, One Marine". It talks about how the Washington turned the battle around for the U.S. and at the same time one marine was left defending a hill near Henderson Field and held off the Japanese until the next morning. Good read.
Raptor1
04-15-08, 02:53 PM
http://www.tysknews.com/Depts/Our_Culture/one_marine_one_ship.htm
This Ting?
I read some of it, Think it's a little exaggarated, but w/e
M. Sarsfield
04-15-08, 04:00 PM
Yeah, that's the one.
lurker_hlb3
04-15-08, 05:45 PM
D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon
What is mean ???????
D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon
What is mean ???????
Well, going by common sense and logic, I assume that means there will be a patch that will make this destroyer compatible with your fantastic campaign rewrite.
Ok, now i got the AI of the crew to fire on beyond range of 5km by modifying my CrewAI.cfg file and changing the range values of close/medium/long range.
At least now i can fight on decent range for a Destroyer.. 9 km or under, although chance to hit is horrible ^^' took me about 30 minutes to take out small convoy..
But Seemingly the Tankers are now more vulnerable to the shells, propably affected by the angle they hit the ship (lot more deck hits now).
Xantrokoles
04-16-08, 06:35 AM
D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon
What is mean ???????
Well, going by common sense and logic, I assume that means there will be a patch that will make this destroyer compatible with your fantastic campaign rewrite.
I am not sure anymore wether I should do this,
cause Lurker's mod is a realistic mod and mine doesn't fit into it.
Bewolf is right, it should be this way
Ok, now i got the AI of the crew to fire on beyond range of 5km by modifying my CrewAI.cfg file and changing the range values of close/medium/long range.
At least now i can fight on decent range for a Destroyer.. 9 km or under, although chance to hit is horrible ^^' took me about 30 minutes to take out small convoy..
But Seemingly the Tankers are now more vulnerable to the shells, propably affected by the angle they hit the ship (lot more deck hits now).
I don't think sailors on Destroyers were the best shooter in real life...
But u mustn't cry with 30 minutes....this isn't a Battleship or so
just a fast DD
When u got realistic changes, it would be cool to have u uploading it dor us:up:
Well, Although the range seem pretty tiny, it actually can get you into the mood of having very long range naval battle.. Maybe if i try to readjust crew's visual and radar spotting capabilites, along with "players" lock on ability, a battleship could fire up to 20 kilometers.. worth to try with the Pocket BB :hmm:, but then again, i'd have to adjust the standard AI Cruisers/Battleships visual and radar spotting ranges, to even it out.
If you got a alpha/beta version of the Pocket BB already done, i'll try out that range adjusting and long range firing script.. But if ya dont, i'll just readjust the max range of the IJN 5" duals and test it out with those.
But now i have encountered an strange error on this mod..
Date: June 26, 1943, Time 17:00 (Exactly) 5 times in a row i've suffered a CTD. Dont know why it happens but cant get past it. I've even tried to redo the same mission. Guess i'll start from a scratch again, it was only my 2nd patrol anyway. (although 78k of sunken material is sad to lose, along with the 95k i did on 1st one).
.
Xantrokoles
04-16-08, 08:09 AM
Well, Although the range seem pretty tiny, it actually can get you into the mood of having very long range naval battle.. Maybe if i try to readjust crew's visual and radar spotting capabilites, along with "players" lock on ability, a battleship could fire up to 20 kilometers.. worth to try with the Pocket BB :hmm:, but then again, i'd have to adjust the standard AI Cruisers/Battleships visual and radar spotting ranges, to even it out.
If you got a alpha/beta version of the Pocket BB already done, i'll try out that range adjusting and long range firing script.. But if ya dont, i'll just readjust the max range of the IJN 5" duals and test it out with those.
But now i have encountered an strange error on this mod..
Date: June 26, 1943, Time 17:00 (Exactly) 5 times in a row i've suffered a CTD. Dont know why it happens but cant get past it. I've even tried to redo the same mission. Guess i'll start from a scratch again, it was only my 2nd patrol anyway. (although 78k of sunken material is sad to lose, along with the 95k i did on 1st one).
.
I won't give a alpha, cause I have to rebuilt the whole file strucutre, but testing with the DD sounds nice.:)
The bug is not as good, because I have no idea why exactly at this time...
I am sorried...
Are there still Texture problems?
JetSnake
04-16-08, 08:25 AM
Whats the crush depth?:arrgh!:
There aint texture problems, and just did first testing on the long range combat, and seemingly the gunners know how to angle the guns at least and fire at long ranges.. although marking the units to fire is a pain at ranges 10km or beyond, but i'll see if i can find the modifier that makes the gunners auto-pick their targets beyond that range.. Then we would see some nice Ship to ship combat.
Also the standard AI, it seemingly doesnt want to engage in long range combat (+8 km), since moment ago i ran across 4 destroyers and light cruiser, only the cruiser attempted to fire back but it was quite quickly silenced with the shots to it's magazines. The destroyer's then didnt even want to attempt to engage me..
I'll see if i can find the modifiers on standard ships and alter their visual contact and firing ranges (The guns tho aren't a problem here.. most of the guns got +10 km range), so it's in the AI.. I'll post some more info later today or tomorrow how im getting this going.
*edit* Im yet to test the reaction range of Battleships and Heavy cruisers, just checking out what range they'll start firing at.. although i think that the BB will fire slightly before 10 km range, on hypothesis.
Xantrokoles
04-16-08, 03:25 PM
Whats the crush depth?:arrgh!:
last time:
-current depth 250meters
we are to deep, sir!
hull damaged, sir
-ahhhh kayy cool WTF
...bling death
but this was when I killed a neutral tanker next to me:rotfl:
Okay, Got the aggerssion range tests done on following ships:
Yamato, Iowa, Colorado, Ise, Kongo, Mogami and Baltimore.
Most of the BBs started firing on range between 9km and 10 km, so around the horizon (did custom battle with BBs sitting roughly 9.8km from each other).
While the cruisers tend to open fire at around the 9km range, again depending on the weather conditions. I cannot confirm do they use radar quidance on cannons or not, since it's tough to say are there shells coming from beyond horizon or not.
So our little pocket BB can get into a fair fight against some Bigger BBs ^^
Raptor1
04-17-08, 02:19 AM
That sucks, real BBs could fire up to 20-30km... (Yamato's 18.1"ers could fire up to 42km)
I know about that, but since this game doesnt support radar directed firing system, the visual range is the main effect here. Unless someone has a mod that increases the maximum view range to 20km.. I cant figure out how to do that, and since the models start to "turn on" at range of 13km, i wouldnt mind if you cant see the target model itself, as long as you could lock the target for cannon crew to fire at..
Yippee.. Again i crashed at 1943, June 26th, time 17:00.. And this was my 3rd patrol in the Fubu... What is going on?!
*Update* Found the Factors that affect ALL Standard AI ships, what range they start firing at, error angles and how long they wait after shells hit the water before launching new salvo! Looks like im gonna get some nice duels against DDs in my Fubu.. If i can bypass the error that causes me to CTD.. Maybe if i start at 1944 year, i could avoid it.
Also, When you're gonna get to work on the Iowa, after that can you pleease make an Atlanta-class Light cruiser (Oakland would be best i think, because it doesnt have the 2 turrets on the sides, unlike the Atlanta)
M. Sarsfield
04-17-08, 08:58 AM
Nice work and thanks for the updates! Lots of good mods are coming to a head at the same time.
Excellent. Just yesterday I was watching footage of WW2 surface ships and wondering what it would be like to command one in Silent Hunter fashion :).
Great work! I am already on my third patrol and enjoying the change in play style ^^
I have not had any issues at all and I am running NSM4,Greenlamp,PE2, and the Language fixer for German voices.
M. Sarsfield
04-17-08, 01:27 PM
NSM4 is a bomb waiting to go off. I'd wait for a 1.5 release for that one - I'm missing it, too <sniff> :cry:. Can't wait for the upgrade.
I still enjoy it even after being blown in half by a tanker with one round.... :lol:
lancerr
04-18-08, 05:47 PM
A game like this... wow!
http://www.youtube.com/watch?v=Zbz6Oa5PQuA&feature=related
The_Pharoah
04-19-08, 05:02 AM
oh man I can't tell you how much I've waited to 'drive' a destroyer in this game. I've just been spending my last few days playing the Fubuki in campaign missions and having an awesome time. It does get harder with lots of a/c though. :(
Are there any more single missions out there specifically for this mod? ie. ship vs ship action?
I sincerely hope that someone would make a mod whereby we have driveable US DD's and can actually recreate the surface warfare that occurred around Guadalcanal early in WW2 (1942 onwards).
I've been reading a lot of books around this and have been wanting to recrea
WalterJConklin
04-19-08, 08:34 AM
You have devised a great mod. Your quite inqenius to modify the existing sub oriented platform to support playable battleships which will greatly expand the roll of the game. I will probably get a lot of flack for this but I am much more of battleship fan. I may get SH4 just for your mod.
Ishigami
04-19-08, 05:16 PM
Awesome mod! I have no problems. :up:
I’m really looking forward to your Pocketbattleship. :yep:
By the way is it possible to achieve realistic degrees for torpedo attacks?
- I don’t know much about DDs but weren’t they supposed to fire torpedoes from like 90° bearing and not 0° and 180° like a U-boat? Pocketbattleships had torpedoes too so that may be something to look into. :hmm:
And what about depth charges? – I haven’t found those, are they impossible?
Another idea is to delete that NPC on the bridge. He annoys me more than he adds to the atmosphere. :-?
I’m too stupid to mod :88) so I don’t know if something like that is possible, just an idea.
Anyway great job! :up:
I hope someone joins you for the interior.
By the way is it possible to achieve realistic degrees for torpedo attacks?
- I don’t know much about DDs but weren’t they supposed to fire torpedoes from like 90° bearing and not 0° and 180° like a U-boat? Pocketbattleships had torpedoes too so that may be something to look into. :hmm:
And what about depth charges? – I haven’t found those, are they impossible?
Another idea is to delete that NPC on the bridge. He annoys me more than he adds to the atmosphere. :-?
I do not think the game supports the realistic drop degree for the torpedoes since game thinks that player is a "submarine" and drops the torpedoes like that, since it would also require recoding of the TDC, Attack Map, as an example. IF it is possible, it's quite big of an hassle.
Depth charges MIGHT be possible, havent been proven though but they'd be quite useless since is it possible in this that you could run into an hostile sub?
And the NPC on bridge (IMO) Is essential for the spotting system to work, since he is in charge of spotting everything on the 90*Port - 50* Starboard (there is another spotter near the torpedo launchers on starboard side of the deck). Although that is only a hypothesis.
And if you are unsatisfied with the gun ranges and AI ranges, i can help you out with how to change the values that you can fire to 15km range, along with hostile ships (I can see hostile smoke from about 17km away at clear weather, thanks to Black smoke mod)
Ishigami
04-19-08, 07:36 PM
Hhmm yes please, higher range would be nice. :hmm:
And what is that black smoke mod? – Is it in the mod list?
Too bad about the other ideas. :88)
Rolf Eschke
04-20-08, 12:47 AM
Hi XANTROKOLES !
I changed the DSD File,so that you have now the Destroyer Engine Sound .
http://www.mediafire.com/?m03gertutfn
I like this Mod,Great Work !
Regards
Rolf
The_Pharoah
04-20-08, 02:57 AM
Hi XANTROKOLES !
I changed the DSD File,so that you have now the Destroyer Engine Sound .
http://www.mediafire.com/?m03gertutfn
I like this Mod,Great Work !
Regards
Rolf
noob question - where do I put this file?
Axlwolf
04-20-08, 03:51 AM
<Posted by error in "Playable PocketBB" Thread,reposted here>
Speaking of torpedoes,it seems that many Japanese destroyer used the 61 cm/24 inch torpedoes.
In this site:
http://www.navweaps.com/Weapons/WTJAP_WWII.htm
The most interesting part is the explosive charge,almost double of the normal G7 torpedo.The range...well,they could travel 20 km at 50 knots...
It would be a marvelous thing to add to an already marvelous mod.
I hope those information could be useful.
Keep up the good work Xantrokoles :up:
Rolf Eschke
04-20-08, 05:00 AM
@ The Pharaoh !
The File goes to
...Silent Hunter4\Data\Submarine\NDD_Fubuki
mfG
Rolf
The_Pharoah
04-20-08, 05:07 AM
thanks mate.
Now if only I can find some SP surface combat missions to go with the old Fubuki! :D
Just hunt task forces. I was damn lucky and ran into one that had a fleet carrier, 2 DDs and a CL as an escort. DDs rushed at me and got nuked, no hits suffered. I took advantage of my watchmen ability to spot the ships and "ranged" the cruiser, resulting it sank by magazine explosion. After that the carrier was an easey peacey ^^
*Edit* Also, im now packing the modified files that allows you'r watchmen and you to lock on ships at maximum range of 15km (gunners fire that far now also)
http://www.subsim.com/radioroom/showthread.php?t=134073 (Black smoke mod 1.5, You gonna love it when you fight at very long ranges)
Range increased up to 15km, visual also. Hostile ships will fire from ranges 13km and closer, depending on weather conditions.
DL Link:http://www.megaupload.com/fi/?d=EW0HIXWW
Just Put it into Mods folder and start through JGSME. If you got issues, i'll see to them. And if you got some suggestions, i'll gladly take 'em into consideration.
O right, and i increased the ammunition on IJN 5" duals, maybe i putted too much (50000 shells or so instead of 240 ^^') but since you need to fire so many salvos to even hit a carrier from 14 km range that you're gonna need them.
Ishigami
04-20-08, 10:09 AM
Thanks for sharing :up:
Eidt: Ok now I have a problem I believe it is my system not the mod itself. If I for example add black smoke, your mod about the firerange or another example the diverate mod from PE2 the game, even my PC will crash (bluescreen).
I'm using Windows Vista Ultimate 64bit on an E6600 from Intel with a 8800GTX (ForceWare 169.25) and 4Gb RAM.
SH is version 1.5 of course.
Any ideas why adding another mod will result in an bluescreen?
Xantrokoles
04-20-08, 12:26 PM
-Depthcharges are out of my skill:dead:
-Torpedoes can be started 0° or 180°:-?
-Haven't I added the DD sound into the *.dsd file?:doh:
-Thanks W4173R:up:
-Ishigami: I don't know why, but may u can post your problem in the support forum;)
Well, if it happens like that, you can just take the files in the rar file and copy them to their correct folders. That ought to avoid the problem.
.cfg's to -> Data/CFG
the .sim file to -> Data/Libary/Shipparts
And make backup of the following files:
Sim.cfg, CrewAI.cfg and guns_radars.sim
After that just start the game (without having the thing turned on JGSME)
The Fishlord
04-20-08, 01:07 PM
Okay I'm confused about installing this.
Can someone give me easy to follow, step by step instructions on how to install it using JGSME?
I'm trying to install it but I don't see an option to play with it in the campaign (or anywhere). HELP THIS LOOKS AWESOME
First, this mod is 1.5 compabilible only.
1st install. Extract the rar folders (DD) into you'r SH4 MODS folder, and activate through JGSME.
To get my range adjustments. (JGSME version didnt seem to work)
How to install:
You can extract the contents to you'r SH4 folder, it should promt you for overwriting, and just accept it. After that is done and the DD mod is activated in JGSME, start campaing in U-boats, and select the "sub" as fubuki class.
It should be open at 1943 but be advised, i myself have crashed in 1943 June 23th 17:00 exact time several times, so i'd suggest on going the 1944 campaing.
The Fishlord
04-20-08, 04:48 PM
THIS MOD IS AWESOME!!
Only one problem. I ran out of shells for the guns so I went to refit at one of the floating bases, it crashed as soon as I clicked refit. Any way to fix that?
EDIT: Did some testing. It seems that it only crashes if you have expended torpedoes and try to refit. Correct me if I'm wrong.
miner1436
04-20-08, 11:38 PM
How do these new textures look?
http://img237.imageshack.us/img237/6065/sh4img20080421004146673vz7.jpg (http://imageshack.us/?x=my6&myref=http://www.imageshack.us/)
Oh yea and I found this sticking out of the forward funnel.
http://img291.imageshack.us/img291/5540/sh4img20080421011649017rq3.jpg (http://www.subsim.com/radioroom/)
This thing too.
http://img153.imageshack.us/img153/1333/sh4img20080421021438401nf1.jpg (http://www.subsim.com/radioroom/)
Lil' Subsim
04-21-08, 12:21 AM
is there a playable umm...cruiser with rockets that go straight into the air then hit the ship or land thing?
Rockets are not supported by the game, and the crew is currently working on the Deutchland-class Pocket battleship as the next playable ship. After that i've heard that he is gonna work on the Iowa Class Battleship.. Pocket BB ought to come out in 2 weeks or so i hope :hmm:
*edit* and those new textures look sweet! When yer gonna upload a pack that has those?
The_Pharoah
04-21-08, 05:02 AM
Rockets are not supported by the game, and the crew is currently working on the Deutchland-class Pocket battleship as the next playable ship. After that i've heard that he is gonna work on the Iowa Class Battleship.. Pocket BB ought to come out in 2 weeks or so i hope :hmm:
*edit* and those new textures look sweet! When yer gonna upload a pack that has those?
oh yes baby...can you say Commerce Raider?? :arrgh!:
I'm really looking forward to surface battles ie. BB vs BB or esp cruiser vs cruiser. :rock:
Take a look here.
http://www.subsim.com/radioroom/showthread.php?t=134600
Hm, seemingly there is a glitch in some of my CFG files, since enemy ships fire at 9km or closer, strange.. Also my sim.cfg has faded from my CFG Folder. I copied it back there with range readjusted to 13km aggression range.. strange:hmm:
Or then do i have that file in wrong folder ^^' i could have done such trivial mistake but i did windows search and it doesnt find it in my SH4 Data folders.. Only on my Backup folder at my desktop.
Xantrokoles
04-21-08, 07:27 AM
Thanks Miner, Walter and Kriller
We need guys like u!
-New version is out-
---> first post
Oh snap, i just DLed that and noticed i had putted into my own .rar WRONG guns_radars.sim ^^' (It wasn't supposed to be the 02 one), but it only had massive amount of ammunition changed to it..
I gotta fix that up for the next upload, ehheh. Well it was my first uploaded mod so mistakes happen.
But, maybe on this week i'll see if we can get some external tube storages for that ship, so our brave DD skippers wouldnt have to run to a resupply ship every day or so ^^'
Ishigami
04-21-08, 08:42 AM
Nice a new version! :up:
Which guns_radars.sim is now the "latest"?
If I’m allowed to make a suggestion about what you may want to look into after the Iowa may I mention the IJN Takao-class heavy cruiser Maya?
One of the most "beautiful" warships ever build and I think it would be a nice match after a destroyer and "two" battleships to have a real heavy cruiser. :hmm:
Btw. about my problem: The Bluescreen mentions a file belonging to my videocard driver. For the time being I switched from PE2 to Environments 4.3 Mod.
Xantrokoles
04-21-08, 09:26 AM
@ w4lt3r
okay, please upload then the complete file, not an patch:up:
I will overwrite the link in the first post:yep:
@Ishigami
not two battleships...the Panzerschiff is a cruiser;)
And I guess we don't need more Ijn ships
BTW the US campaign is larger
To your bug:
Good, that this mod isn't guilty for it :smug:
Ishigami
04-21-08, 10:58 AM
I know that a pocket battleship is hardly a real battleship that’s why I used exclamation marks. But with 6x 11 inch guns it’s very well armed for a cruiser of its size, afaik only American large cruisers were better armed.
I had bug with the new textures. I got a hit from enemy frigate and the texture of the structure charged their colour to purple. It may be related to the damage model as the hit left a hole in the body:
http://www.pictureupload.de/originals/pictures/210408181421_DDFubikiBug.jpg
Sorry about the full picture but Imageshack is down atm.
Ofc judging from my name I’m Japanese fanboy so I never have enough IJN vessels :sunny:
Axlwolf
04-21-08, 11:13 AM
Xantrokoles,i have tryed the new 1.1 version,and i have some small issues:
1)I still have the garbled icons from 1.0(but i've fixed those a bit)
2)I have garbled texture on the rudder and screw
3)My ship became purple after one piercing hit,those that do an hole on the 3d model.I've verified that three time.The hull got pierced an my ship become purple.
It's a bit embarassing on the battlefield ;)
4)Another small thing:when i suffer the "purple damage" the game seems to refuse to restart another mission.I can exit to the main menu but as soon as i select another mission,the loading bar go ahead a little and then CTD
Anyway,the new skin is marvelous,keep going :up:
I really love this mod!
<EDIT> Ishigami seems to have my "purple" problem too and i see a hole under the third torpedo launcher(from bow)
New issue regarding the ranges.
IF You are using Enviromental 4.3 mod, It also configures sim.cfg file, as well as the 1.1 DD mod.
To Avoid conflict, I suggest deleting MANUALLY Sim.cfg from Playable DD 1.1 folder and altering Following part in the Enviromental 4.3's Data/CFG Folder:
[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]
Into
[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=12000 ;[m]
Max fire wait=12 ;[s]
Please be advised if you suffer from short range fighting with AI ships, this should fix the issue, i'll upload an fix for this in the week, while i still attempt to adjust the accuracy rate of the gunners to bit more better, so it doesnt take 100 salvos to sink an ship.
miner1436
04-21-08, 02:48 PM
I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.
miner1436
04-21-08, 06:39 PM
I worked for 30 minutes on my favotire destroyer the Asashio, then I ran out of space to import 3D objects :doh: .
Watching firmly from the bridge.
http://img176.imageshack.us/img176/6640/sh4img20080421193454627di9.jpg (http://www.subsim.com/radioroom/)
http://img176.imageshack.us/img176/598/sh4img20080421193428924km9.jpg (http://www.subsim.com/radioroom/)
Discovered today another glitch in Gunner AI, they do not readjust the gun's "heading" and angle if they miss at medium to close range, while they do on long range. Today they shot like 20 salvos to a cargo ship that was 1400 meters away to my front portside, so i had to manually change my ship's heading to bring those guns to bear..
I'll have to check those .cfg AI files again, maybe readjusting close/medium ranges would change this bug.
The_Pharoah
04-22-08, 07:06 AM
I like the look and feel of the DD ver 1.1. I don't like the fact that I can't use anything ie. the main guns or AA - that was my fav part. unfortunately like a real navy captain, all you do is make the decisions and direct the ship for the best possible shot, etc but meh, I like to shoot stuff! :arrgh!:
I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. :( I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).
but yes, definitely an awesome step forward. hopefully in the near future we can have:
1. a working fire directing centre or whatever it was called
2. more DD-based campaigns including lots of ship vs ship action, land bombardment, escort, ferry runs down the slot, etc.
3. ability to use all the armament on the DD (main guns, AA, MGs, depth chgs hopefully)
4. different types of surface vessels - heck, how about an armed merchant?
*sigh* the list is endless but i'm thoroughly enjoying it.
peabody
04-22-08, 08:03 AM
I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.
I only have one crew member left, they won't tell me how to shut off the alarm so I threw them overboard. I'm not up on the terms is the UZO the way you tell then what target to shoot, if it is, mine doesn't work and I have version 1.0 I think, I just d/led the new one.
Peabody
I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. :( I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).
If the ranges on the fuel and AA, i can deal with those. And i suggest on taking Vierlings instead of the Type 90 Trips, because they got more range, turn faster, YOU CAN USE ONE OF THEM.. And the AA range can be easily changed, seems it is still on the 1.5 km Longest firing range, wich is kinda ridiculous for those slow Type 90's while they we're actually quite fast turning.
I'll adjust the range of the DD tomorrow and well.. how about 3x the normal range, if you want more fuel that is..
*edit* Ok, just did another war patrol and seemingly i had adjusted the close and medium ranges way too high, resulting in the massive in accuracy / unwillingness to readjust the cannon's angles and aiming points when missing a target in close range. Now they at least attempt on making corrections, but this only reduced how often this happened, so it wont eliminate the problem.
And i myself became a victim to the purple texture fubuki after taking a hit from Clemson Class destroyer's front 5" single cannon.
The ship does take damage but it's damage model doesn't update.. a fix we should look into before putting the pocket BB together?
Xantrokoles
04-22-08, 09:48 AM
I can use the UZO and I can unactivate the battlestations, so I am sorry I can't
help you...:-?
U wanna realease the Ashiao?
is it based on my mod?:88)
Axlwolf
04-22-08, 10:13 AM
@ The_Pharoah
In the 1.0 version i found 17 knots as the best for long range.The ship get more than 10000 km(It seems near a real fubuki,but i found some various source,it seems the range was around 8000-9000 km)
I think it should be still right in 1.1
miner1436
04-22-08, 03:26 PM
I can confirm that when you get hit you turn purple, then when you want to play again it does CTD. As for the Asashio, well I would finish it but I ran out of import space for the node under NDD_Fubuki F.
miner1436
04-22-08, 03:38 PM
I ran out of nodes to import the 3D models to.
miner1436
04-22-08, 03:57 PM
Im not really sure on how to import whole nodes, only parts of them.
Gah, just tried TMO with this mod, and it crashed when got to the mission objective zone, and seemingly it also has disabled me from using the 5" dual deck guns.. Only conflict detected with this mod and the TMO is that both change something in the Sensors.cfg folder.
Anyone got the thing to work with TMO, that you could really engage something with those deck guns?
Axlwolf
04-23-08, 07:54 AM
@ W4lt3r,i play with Trigger Maru Overhaul for 1.5,my only problem was the icons on the lower left part of the screen.
@ miner1436,i love the bridge screenshot,i hope something similar could be implemented in the Fubuki.Good work.
@ Xantrokoles,sometime i get a CTD in a custom mission i've created,.
In this mission the Fubuki was part of a japanese task force against an american TF,with some added dive bomber.Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close) i get a CTD when i get pounded really bad by a Pennsylvania BB.
The CTD doesn't happen everytime,sometime i sink normally.I think is related to too much damage in too little time or something similar.
Good work! :up:
I think i just thought out why the hell that ship turns purple... Is the damage model adjusted correctly? because visible damage can be seen on the 1.1 version, but 1.0 was fine, although did that thing even have damage model. Dont know but, guess checking out the damage model's settings and checking is the error there.
Donno, just my idea.
Axlwolf
04-23-08, 08:44 AM
Maybe its a texture problem?it happen only when the hull get punctured.Some sort of conflict?
Xantrokoles
04-23-08, 09:03 AM
@ Axwolf
I don't think this mod is the reason for this CTDs:)
The bridge on the Fubuki is not this way, it doesn't work.
When I did some tests with the Fletcher, this worked very well:yep:
http://img176.imageshack.us/img176/6640/sh4img20080421193454627di9.jpg
Excellent stuff. Let's hope by some miracle that if SH5 - if it is made - allows control of surface craft.
peabody
04-23-08, 08:57 PM
Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close)
I wonder if the reason they attack you is because actually you are a sub? I wrote a convoy mission and the planes only attacked the merchants not the escorts. Maybe they have an order? Sub first, if no sub then merchant and last warships? Not trying to hijack the thread, just a thought.
I just put a couple of Fubuki missions up in Sh4 mission designers forum, if anyone is interested. I wrote them without the upgrade to the Fubuki, I hope they still work.
Peabody
peabody
04-23-08, 11:02 PM
I just installed the new version of Playable dd and when I took a hit, mine also turned purple and after the mission I got a CTD. Never happened in version 1.
I got the UZO figured out, my fault. I thought the UZO was the TBT.
And I also noticed that when I click on the TBT on the dash it doesn't work, I have to use the button on the console, which is ok, it just worked in version 1.
But the horn starts up without me even putting the men at battle stations and it won't shut off. I haven't tested it yet but is it possible if you encounter the enemy and it gets turned on automatically and that is why we can't shut it off?
So far a lot of fun, just a few bugs.
I got sunk once and the message is:
6:09 Current depth 1460 ft.
6:09 Antenna's fixed sir.
Good - Glad to hear it.:rotfl:You don't think it might have been a better idea to fix the leak? I actually hit bottom, I could hear the noise, sounded just like when you take a sub in shallow water and hit bottom. So it has a pretty good crush depth. And the funny thing, it didn't end the game like it would have with a sub. I thought it would since this is built on a sub.
Peabody
Brilliant, I cant play this mod at all with TMO 1.5, always when i get a visual contact, i get CTD.. No matter is my DD mod 1.0 or 1.1, crashes anyway..
And i dont have any other mods activated then TMO (started this first) then started DD mod. *Sigh*
The_Pharoah
04-24-08, 04:49 AM
yep I've been getting CTDs quite a lot - could be because of TM. when I installed DD ver 1.1, it actually overwrote some of the TM files.
I'd rather lose the TM than DD :D
Xantrokoles
04-24-08, 07:19 AM
Sry guys, I haven't recognized ay of these bugs:-?
Although this is good for me, I can't help you...
The mod does not work with TM.
@ peabody
Thanks for the Missions:smug:
http://www.subsim.com/radioroom/images/icons/icon1.gif Fubuki DD Missions
Here are two new missions for the "Playable Fubuki Destroyer" Actual the missions are similar, with only one major difference.
You are near a harbor so the refit is available if needed. It was a quick throw together until I get more info on what people want. Let me know what you think. Feedback is important. If no one is interested then there won't be any sense in me making any more.
Fubuki Carrier Attack (http://home.roadrunner.com/~peabody/SH4/Fubuki%20Carrier%20Attack.zip)
You Must Be Kidding (http://home.roadrunner.com/~peabody/SH4/You%20Must%20Be%20Kidding.zip)
Also this Fubuki mission was posted in another forum and it should go here.
SMG01 Convoy Guardian (http://home.roadrunner.com/~peabody/SH4/SMG01%20Convoy%20Guardian.zip)
Try them out and let me know what you think.
Peabody
:up:
peabody
04-24-08, 10:44 AM
Sry guys, I haven't recognized ay of these bugs:-?
Although this is good for me, I can't help you...
The mod does not work with TM.
@ peabody
Thanks for the Missions:smug:
:up:
I enjoy doing missions, sometimes it can be a pain, I have already noticed a couple of mistakes in the ones I made. But I just did something that happens quick so people will give the MOD a try and not have to spend hours trying it out.
As for the turning purple and the horn that won't shut off: Just for information, I have added 1.5 and I have no other mods installed. I disabled the two mods I had before installing 1.5.
And I used the new version and ran the .exe but it didn't install to the MODS folder. It created a second Silent Hunter folder with a MOD folder inside that, I had to move it to the MODS folder. I don't know if that information is any help as to what is wrong but I wanted you to have as much information as possible. I don't know anything about modding so maybe I did something different that caused the problem.
Peabody
miner1436
04-24-08, 11:12 AM
I will build the Asahio class after the next release.
peabody
04-24-08, 11:53 AM
I just ran your Indic 1943 mission twice and these are the results maybe they will help figure out the problem, the merchants are set to poor so I had a hard time getting one to hit me:
1. Got hit, it made the ship shake. I checked "hull damage" it was 7. Did not turn purple. I got hit again, "hull damage 20" , it turned purple. So it seems to make a difference how much hull damage you have. You said you don't have the bug but maybe you are not getting enough damage for it to show. The merchant were so poor at shooting I had to drive right up beside one before it would hit me, maybe that is why you don't have the problem, the merchants don't hit you enough to make the ship turn purple. Try setting the merchants to "Novice" or "Competent" and see if you get enough damage to turn purple.
2. About the horn:
On my first try, the horn did not sound at all. I even activated "Battle stations: no horn. I completed the mission by sinking the required tonnage, mission ended but I selected "Return to game" the horn started immediately. And I could not stop it.
On the second play: I sank the escorts and headed for the Merchants. They started with small arms fire and I got "We are under attack, sir" and the horn started sounding by itself (I did not click Battle stations) and it would not stop even after all the ships were sunk.
On the first play I went and clicked the "Man the Deck guns" and "Fire at will" and after they were depressed the game selected them by itself and since it was a second click it caused them to "cease fire" even though they were not selected when I clicked on them.
In the second play of the mission I did not click them and they just kept flashing and would not go to depressed, so the guns wouldn't fire for at least 2 minutes until the buttons were depressed. (I didn't time it exactly but it was a while that they just flashed and did not depress)
I'm not complaining just trying to help you figure this out.
Peabody
M. Sarsfield
04-24-08, 12:32 PM
In stock I've seen the gun crews get hung up like that, too, where the buttons flash and it takes forever for them to respond.
WalterJConklin
04-24-08, 04:24 PM
Thanks for creating this mod. ANy plans for doing some American battleships? Wal
peabody
04-24-08, 04:35 PM
In stock I've seen the gun crews get hung up like that, too, where the buttons flash and it takes forever for them to respond.
Probably nothing to worry about then, I don't use the gun crews much in the stock (using a sub) so I didn't know that.
Peabody
The Fishlord
04-24-08, 05:25 PM
Thanks for creating this mod. ANy plans for doing some American battleships? Wal
Yes, Xantrokoles is doing a Graf Spee class pocket BB, but after that he plans for an Iowa class BB. Not sure what would happen after that; but your work is great so far! Don't stop!
Maybe if you get tons of time on your hands and have nothing to do, you could code a merchant ship. Every mission would be to drop off supplies at a port, and you might have to deal with marauding...well, no subs, so that takes the fun out...
The_Pharoah
04-24-08, 06:47 PM
Thanks for creating this mod. ANy plans for doing some American battleships? Wal
Yes, Xantrokoles is doing a Graf Spee class pocket BB, but after that he plans for an Iowa class BB. Not sure what would happen after that; but your work is great so far! Don't stop!
Maybe if you get tons of time on your hands and have nothing to do, you could code a merchant ship. Every mission would be to drop off supplies at a port, and you might have to deal with marauding...well, no subs, so that takes the fun out...
I wouldn't mind a merchant even for the fun factor ie. doing milk runs between ports delivering cargo and stuff.
I am looking forward to the bigger ships, esp the cruisers as apparently these were the real corvettes of the sea ie. speed like a DD and guns like a BB :rock:
I'm currently reading a book which describes all the major naval actions of WW2 (just finished the 2 Narvik battles) - man, this mod has HUGE potential. Hopefully Ubi will actually do something official on it. This is like IL2 for the navy! lol.
just the thought of recreating all those naval battles is enough to give me goose bumps eg. Battle of savo island, marianas, etc etc. *drools*
Xantrokoles
04-25-08, 02:59 PM
[...]
Thank you peabody for your very detailed description of your problem.
I did lots of test with different damage, but I never get a purple ship or similar:hmm:
Usually the mod should work without other mods solid...:shifty:
I am sorried that I can't help you:-?
[...]
[...]
Merchants sounds boring:)
I am sticking with my pocket BB
and the Iowa is driving and textures and so on are working(damn this cutter is huge)
But I really don't want to built more BB's because it doesn't make fun to be undestroyable...
I though of an Fletcher for the large dismantled Us campaign:smug:
Ishigami
04-26-08, 12:37 PM
I did lots of test with different damage, but I never get a purple ship or similar:hmm: Usually the mod should work without other mods solid...:shifty:
I am sorried that I can't help you:-?
I disabled the environment mods due to my driver problem hence I try v1.1 again.
I though of an Fletcher for the large dismantled Us campaign:smug:
A lovely idea. :up:
“I always felt it was the Fletcher class that won the war [...] they were the heart and soul of the small-ship Navy.” (Lt. Comdr. Fred Edwards, Destroyer Type Desk, Bureau of Ships, 1942)
A nice resource page: Fletcher-class Destroyers (http://abbot.us/DD629/fletcher/)
Including original blueprints of the whole ship!
I hope a texture artist is joining you again. There are some great painting schemes for Fletcher-class destroyers out there. I think the weathering of the stock one is to strong and the colours of hull and superstructure don’t match up…
Edit:
Ok I tested v1.1 again and got the same bug again. :-? With the second or third hit the damage of the hull was 33 and the textures changed to purple.
The structure got visual damage below the waterline, hardly visible in the screenshot (center of the ship).
http://img159.imageshack.us/img159/5546/fubukibugqc4.th.jpg (http://img159.imageshack.us/my.php?image=fubukibugqc4.jpg)
Xantrokoles
04-26-08, 01:26 PM
Ishigami I tested it again and again and there is no purple paint:down:
What HUD mod are you using?
Who has the same problem?
Ishigami
04-26-08, 01:57 PM
My mods:
http://img117.imageshack.us/img117/4226/modsoc1.th.jpg (http://img117.imageshack.us/my.php?image=modsoc1.jpg)
The retextured hud dials are the high resolution dials v1.5, I actually mixed the dark version with the light version to get the dark version on American subs and the light version on German subs.
The camera mod is the camera mod included in environments 4.3.
No mod included got anything to do with the destroyer (no file error reported from JSGME) so they shouldn't matter?
I've run this mod without any other mods on. And i still got the purple ship error.. strange.. :hmm:
The_Pharoah
04-26-08, 03:05 PM
The only mod I have installed is DD ver 1.1 and my ship turns purple when hit a few times as well.
Will-Rommel
04-26-08, 05:17 PM
I wonder if it's a graphic card issue, because i never experienced this. :huh:
Xantrokoles
04-26-08, 05:55 PM
:damn:
It must be something with the DMG_... node, but I don't know why Will-Rommel and I haven't got this bug
peabody
04-26-08, 09:44 PM
:damn:
It must be something with the DMG_... node, but I don't know why Will-Rommel and I haven't got this bug
How about if we try a different way. We are telling you what we have, how about you tell us what you two have for MODs and video cards and we'll see if we can find something that is the same for you two but different for us? In fact maybe I could try installing whatever mods you have and see if I still have the problem.? But, like I commented before I did play with version 1.0 and never had the purple problem but I did have the horn problem. The only sound related things I have that may be different, my motherboard has built in sound and I never put in a separate sound card, and the other, I had Row Sound effects v8 but uninstalled before I installed the Add-on and did not put them back in.
Peabody
cgjimeneza
06-09-08, 07:50 PM
Im taking your files home tonight... have a clean install of 1.5 done and waiting for it
Task Force
10-02-08, 06:09 PM
Anyone ever thought about makeing a new skin for this ship.:D
SilentAngel
03-28-09, 08:33 AM
Also getting the pink/purple bug here.
both with stock 1.5 and with pe4.
using an nvidia graphics card.
Pottoply
06-07-09, 09:08 AM
The old download link doesn´t work. Can you please make a new one?
karljacent
06-22-09, 09:58 AM
hi the link dont work how can i get this looks nice
runningdeer
06-22-09, 06:34 PM
Hey guys...
I'm wondering what a 'pocket' battleship is...a pocket mod.
Thanx all.
141st_Alper
06-23-09, 07:26 PM
Guys anyone can fix the link? And still no news about depth charges :( ?
SilentAngel
06-27-09, 03:41 AM
@runningdeer, The allied nicknamed the german battleships 'pocket' battleships because they where the size of cruisers fitted with the guns of battleships.
If you wikipedia the admiral Scheer, the most famous pocket battleship you can learn about it more:)
@141, the surface warfare mod got usable depth charges either done or nearly done.
karljacent
06-27-09, 10:29 AM
can someone fix the link please
Sledgehammer427
06-28-09, 03:11 AM
I believe I still Have the .rar, I will see if I can post up the mod on my filefront page
yup, I still got it, it will be up on my FF page in 10 minutes
karljacent
06-29-09, 08:36 AM
thankyou Sledgehammer427 (http://www.subsim.com/radioroom/member.php?u=232719)
ApplePie
09-19-09, 06:20 PM
"File is Unavailable."... (((
chrysanthos
02-10-11, 02:31 PM
no hard feelings but is this your download?
Oops! An unexpected error (-1) has occurred. really? come on:/
AOTD_MadMax
02-11-11, 03:31 PM
Maybe you are interested to use these new IJN-DD´s for your mod ?
1.) Akatsuki
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Akatsuki.jpg
2.) Fubuki ( early war )
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Fubuki1.jpg
3.) Fubuki ( late war )
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Fubuki2.jpg
4.) Hatsuharu
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Hatsuharu.jpg
5.) Shiratsuyu
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Shiratsuyu.jpg
6.) Kagero
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Kagero.jpg
7.) Yugumo
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Yugumo.jpg
8.) Kamikaze
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Kamikaze.jpg
9.) Matsu
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Matsu.jpg
10.) Shimakaze
http://www.aotd-flottille.de//FOTRS/Upgrades/Bilder4/Shimakaze.jpg
You can get them when FOTRS-Upgrade is out !
Regards
Maddy
Treetop64
03-21-11, 12:35 AM
This mod looks great. Are there any links that are still alive so that this can be downloaded? :yep:
~~Edit: Never mind, saw the link on his sig.
jocoadic
06-10-12, 10:57 AM
link is dead
Hylander_1314
06-10-12, 06:47 PM
Well, yeah, that happens. The original post, is over 4 years old.
PANCHO-VILLA
09-03-12, 12:35 PM
Please. Someone could upload a new download link. Thank you.
PANCHO-VILLA
09-08-12, 06:38 AM
SOMEONE PLEASE INCLUDE THIS MOD TO UPLOAD A NEW DOWNLOAD LINK. 1000 THANKS. :D
chrysanthos
10-21-12, 03:22 PM
just see this comments....anyone wants the fubuki link? damn i hate this purple bug damage:/
chrysanthos
10-22-12, 10:52 AM
i have just test the ship.....its not xantrokoles model it is another one....if you want link just tell me ok?
chrysanthos
10-28-12, 02:07 AM
is anyone here???:o
PANCHO-VILLA
11-24-12, 05:34 PM
If please. Thank you. :up:
chrysanthos
11-25-12, 09:15 AM
so can i upload it yes or not?
PANCHO-VILLA
11-26-12, 09:13 AM
yes. :yep:
chrysanthos
11-26-12, 09:20 AM
ok here we go
http://www.gamefront.com/files/22501712/IJN_Fubuki_destroyer_for_Sh4_1_5_test_no_pass_rar. ..anyway this is not
xantrokoles model....i dont know where i find it really;)
PANCHO-VILLA
11-26-12, 04:18 PM
I sorry. I have problems in the download. I get an error when trying to download. You could check it. Thank you.
chrysanthos
11-27-12, 09:10 AM
dont you worry i will;)
chrysanthos
11-27-12, 09:12 AM
oh and before i try to fix it you should try on opera brower right link open to new tab....if this not work too let me know....
chrysanthos
11-27-12, 09:13 AM
how about this?
http://www.gamefront.com/files/22501712/IJN_Fubuki_destroyer_for_Sh4_1_5_test_no_pass_rar
PANCHO-VILLA
11-27-12, 09:27 AM
Sorry. Do not know if my problem or GameFront. Have the ability to mediafire? :/\\!!
PANCHO-VILLA
11-27-12, 09:38 AM
Game Front:
I can download? Game Front from anywhere in the world?
A: Front Game downloads are not supported in the following territories (...): Argentina, Mexico, Chile, Spain, Thailand, Poland, Colombia, Brazil, France, Venezuela, Italy, Peru, Uruguay, Malaysia, Turkey, Indonesia, India, Ecuador, Costa Rica, Honduras, Hungary, Philippines, Portugal, Romania, Russia, Serbia, Singapore, Sweden, Japan
I'm from Spain. Big problem. :down:
Admiral Von Gerlach
11-27-12, 02:30 PM
download link is gone, sadly Gamefront now only hosts files for a month without dl and then deletes them. I will be happy to do a mirror on my mediafire archive if someone can repost the file..the GF download link in the first post is gone
chrysanthos
11-28-12, 03:55 PM
hey try this....i think i got it now...
http://www.mediafire.com/?73bcxyvorcbylde
chrysanthos
11-28-12, 03:59 PM
i totaly forgot i have mediafire too:D
PANCHO-VILLA
11-28-12, 04:12 PM
Thanks chrysanthos.:yeah:
chrysanthos
11-28-12, 04:13 PM
hehe dont mention it;)
chrysanthos
10-15-14, 05:53 AM
i have just found a little jewel.....a playble DD Akizuki!!!!!!
Bladekill1298
08-10-15, 06:53 PM
new download link plz?
kms bismarck
03-04-17, 12:36 PM
Please give a new link, becouse the Mediafire link is dead... And I really want this mod...
Please reply soon
propbeanie
03-04-17, 02:00 PM
Go to the downloads page here and click on the "Search" for that page, and type in something like "playable". You should get some Japanese DD show up, like the Akizuki and Asashio, among a couple of others. I do not see a Fubuki in there though. I might have it on my computer(s) somewhere, and I'll look around some and get back with you (and Neal) if I find it...
kms bismarck
03-05-17, 07:37 AM
Okay, thanks for the quick reply, I hope you will find it.
Have a nice day:)
chrysanthos
02-23-18, 01:17 PM
oh hello there how are you...yes i have been away since five or more years....personal problems....anyway what ship you said? oh and one other thing...about japanese playble ships should given to people who respect them only....
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