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Xantrokoles
04-27-08, 08:34 AM
After weeks of work I am proud to present the:
Westentaschen Schlachtschiff Admiral Scheer, completly playable!
http://a.imagehost.org/t/0200/sh4_2008-04-27_00-41-58-06.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_00-41-58-06.jpg) http://a.imagehost.org/t/0200/sh4_2008-04-27_00-42-51-34.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_00-42-51-34.jpg)
http://a.imagehost.org/t/0200/sh4_2008-04-27_00-43-29-47.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_00-43-29-47.jpg) http://a.imagehost.org/t/0200/sh4_2008-04-27_00-43-44-75.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_00-43-44-75.jpg)
http://a.imagehost.org/t/0200/sh4_2008-04-27_00-43-59-48.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_00-43-59-48.jpg)http://a.imagehost.org/t/0200/sh4_2008-04-27_01-07-35-26.jpg (http://a.imagehost.org/view/0200/sh4_2008-04-27_01-07-35-26.jpg)

Texture Bugs rubbed out:up:


Playable Pocket Battleship: (Beta1.1) for SH4 1.5

First I wanna thank...


-Mihayl for helping me through the whole project
-Miner1436 for forwarding the Graf Spee skins
-Kriller for his Graf Spee Skins
-MMarques fr his help and sharing information
-W4lt3r for his tipps and information
-Skwasjer for his Silent 3ditor(~80% of the work :-) )
-JSCones for his mod enabler
-And all other who helped :-P



Description:
This is a playable German Pocket Battleship, Panzerschiff, Westentaschen Schlachtschiff, Admiral Scheer
or however you wanna call it.
It will bei a standalone ship in the German Uboat game, and chooseable in single mission, single patrols and in the campaign.

2 Parts:
-Playable Admiral Scheer(Main part)

-Alternative High Res Graf Spee skin by Kriller
(overwrites the Flottillia.upc and the CareerStart.upc file)

-Until now the mod will not be compatible with Lurker's Operations monsun.
please forgot the patch of the version before!

Installation :
You should install it with JSGME
Just have the winrar -auto-decompressing-exe file installing the mod into the Mod folder in your main SH4 directory.
Then enable the mod/mods

Order:[compatible mods]Playable Pocket Battleship Beta 1.0by Xantro-Playable Pocket Battleship-Ops Monsun Patch-additional:Playable Pocket Battleship-Kriller's Graf Spee Skin



Compatibillity:
Just for Version 1.5
Not compatible with my playable Fubuki or Operations Monsun by Lurker_hlb
But it should be compatible with all other mods which support the Uboat game



Known issues:
-Torpedoes are spawned next to the ship in 0 degrees
-Not many Upgradepacks
-There is only one Flak member for representing the flak crews
-flaks can shoot through the model

Features:
-you will see :-D

FaQ:
-Q:why you got this stupid mission? I want better ones!!!
-A:I added them for guys who are not able to make test missions, I hope Peabody will built some later.

-Q:Why can you pick the ship in campaign direct from the beginning?I want it as a award!!!
-A:We have to test the ship. When you don't want it, pick another and test it wetehr you can get it after some patrols.

-Q:How can you start this plane there?
-A:Not until now.

-Q:What's this for an stupid sub interior?
-A:I can't make a ship interior...Stay on your Bridge

Mod commendations:
-W Clear's Environment 4.1
(http://www.subsim.com/radioroom/showthread.php?t=134599)
-SH4 1.5 Free camera Fix for Uboat. TMO, PE/ROW, Vanilla 1.5 from Capitain con Keldunk
(http://www.subsim.com/radioroom/showthread.php?t=132607)
-Ref's SH4 Terrain mod (canals and others)
(http://www.subsim.com/radioroom/showthread.php?t=135442)


Agreement:
Do not use the aforementioned modification for commercional puposes!
U may upload a modificated version


--->http://www.subsim.com/radioroom/forumdisplay.php?f=219


D/L 1.1: (http://www.megaupload.com/de/?d=2IQTWE7N)<Here> (http://www.megaupload.com/de/?d=FNC4BSEZ)

Mudpig's allround fix: (Thank you for this:up:)
<HERE> (http://www.megaupload.com/?d=6R8IBU59)
Just install after v1.1 with JSGME

Rene
04-27-08, 08:36 AM
THANKS Xantro!!
It feels like christmas!!:D

Ishigami
04-27-08, 08:48 AM
Excellent work :up: :up: :up: :up: :up:

Bewolf
04-27-08, 08:50 AM
Man I waited for this. My sincere thanks to you, Xan. This sweetens up my sunday tenfold :D

Rene
04-27-08, 09:27 AM
hi xantro my boat is not displayed correct. the skin is green and red
i installed my sh completely new!without mods only yours
i also used the spree skin ut nothing changed
need your help

Ishigami
04-27-08, 09:29 AM
hi xantro my boat is not displayed correct. the skin is green and red
i installed my sh completely new!without mods only yours
i also used the spree skin ut nothing changed
need your help

Same here :cry:

P.S.: This time I really deactivated all mods, really only yours is running.

Raptor1
04-27-08, 09:41 AM
Yup, Same here, Also I seem to be missing the forward main gun, and apparently you start with no crew if you have OM...

andycaccia
04-27-08, 09:53 AM
@ Xantrokoles

Man, I have no words:o ..
It's wonderful. I'd like to know if it is capable of launching torpedoes or only fires its guns.

Oh..just one last thing...do the crew looks like japanese or it's only my eyes' trick?

lancerr
04-27-08, 10:16 AM
Definitely made my day. A couple of bugs but otherwise an awesome mod. Thanks for all your hard work. Hopefully my notes can help fix some of the issues

My environment
Core 2 Duo, Nviida 7900GS
SH4 1.5 +TMO

Loaded single player mission, switched to german side, picked pocket battleship

My notes.

1. Started off the mission and texture on the hull is like picture 1
2. Took a couple of hits and the ship looks like 2&3
3. After about 5-10 hits from small caliber guns, gotten messages saying periscope destroyed, etc. and then I started sinking

I hope these notes and pictures help. This is going to be a great mod.
http://id.iit.edu/%7Esriramt/Misc/scheer.jpg

onebigstep
04-27-08, 10:24 AM
:cry: same for me : skin red and green, no crew.
tried with and without others mod ???

peabody
04-27-08, 10:25 AM
After weeks of work I am proud to present the:
Westentaschen Schlachtschiff Admiral Scheer, completly playable!
Installation:

You should install it with JSGME
Just have the winrar -auto-decompressing-exe file installing the mod into the Mod folder in your main SH4 directory.
Then enable the mod/mods


I had a problem with the install of the Fubuki, not big problem, now the same problem with Battleship. You install folder is not correct for the default path:

SH4 is not installed in "Silent Hunter 4 Wolves of the Pacific"
I did not change the default path when the game was installed and the correct folder name on my computer is:
"Silent Hunter Wolves of the Pacific" There is no "4" in the folder name so it creates a new folder. Not a big problem for me, I just move it to the correct Mods folder, but a beginner may not know that, and will have trouble installing and it will not show up in JSGME.
Also a suggestion to rename the Readme file to PocketBattleshipreadme so we will know what it is for.
This is a pic of my Battleship:
http://home.roadrunner.com/%7Epeabody/SH4/pbs.jpg

Purple ship problem:
Did NOT happen in Fubuki 1.0
Does happen in Fubuki 1.1 and Pocket Battleship 1.0

So you can narrow it down to something that was changed from Fubuki 1.0 because it did not happen in that version. That may be a lot of changes, but it happen when you went to Fubuki 1.1 and it is still in PBS.


Peabody

lancerr
04-27-08, 10:31 AM
Here are some more notes to help you debug.

1, Unistalled Graf Spee & Realism mod, loaded german side torpedoes mission - CTD
2. Started Campaign, picked Admiral Scheer, changed port to Surabaya. I get assigned IXD2 type Uboat instead
3. Started Campaign, picked Admiral Scheer. Launch mission. Accelerate to 4096 X Time compression, when I get a radar contact I hit the - button to slow time down and I get CTD.

W4lt3r
04-27-08, 10:49 AM
Regarding the early sinking, maybe reinforcing different ship parts that really dont belong there, like the periscope and so.. So they aren't so vulnerable to be "ghost flooded" by small caliber guns.. Although that is just only a bad hypothesis but it might be a start.

I think someone posted info regarding the how to make subs lot more durable.. Maybe same information could be reprocessed when adjusting this ship's durability.

Stormfly
04-27-08, 11:33 AM
hi xantro my boat is not displayed correct. the skin is green and red
i installed my sh completely new!without mods only yours
i also used the spree skin ut nothing changed
need your help

Same here :cry:

P.S.: This time I really deactivated all mods, really only yours is running.

First,

Thank You for this outstanding great Mod ! :up:

second,

ive the same issue with red and green textures here :88) (nvidia 8800GTX, 169.21)


maybe this info is helpful:

Fubuki`s last version from 26 April had also a texture problem (turned purple after it got damaged), so i grab all files from version of 16 April and copyed them over, after that all went ok for me.

Will-Rommel
04-27-08, 11:40 AM
Got the red/green skin too this time. I experienced this with and without Kriller2 skin on.

Keep going Xan! :D

miner1436
04-27-08, 12:08 PM
To get textures you must disable caustics in the UnifiedRenderController.

Stormfly
04-27-08, 12:20 PM
To get textures you must disable caustics in the UnifiedRenderController.

big thx... it works now, just had to restart SH4 after setting it... WOW great Ship :o :D

Nokia
04-27-08, 12:28 PM
Thank you Xantrokoles for this wonderfull mod! The ship works just perfect!
The only tiny problem I got was that when the skip started to burn it turned pink and black. Othervise perfect!

http://img227.imageshack.us/img227/1434/sh42008042720145078wq1.jpg
http://img178.imageshack.us/img178/6837/sh42008042720250304au6.jpg

Rene
04-27-08, 12:36 PM
hey thanks for your advice. may the hunt begin:D

W4lt3r
04-27-08, 12:40 PM
"UnifiedRenderController", where can i find this.. I dislike that green/black/yellow skin a bit ^^' ,also. Is it just me or is the engine sound just constant "whizz" like..

And why the hell radar range is limited to 15km? ^^' At my settings and perfect weather, my watch crew can see up to 18km. :lol:

Still though, good job. Gotta give ya that.

lancerr
04-27-08, 12:41 PM
What's the unified render controller?

Raptor1
04-27-08, 12:54 PM
Go to the mod folder, then Data/Submarine/KMS_AdmiralScheer, Open up KMS_AdmiralScheer.dat with s3d, go to 6: Node - NBC_GrafSpee, then UnifiedRenderController, open the Caustics tree and set Enabled to false (Yay I answered a modding question)

Xantrokoles
04-27-08, 01:09 PM
Loaded single player mission, switched to german side, picked pocket battleship

My notes.

1. Started off the mission and texture on the hull is like picture 1
2. Took a couple of hits and the ship looks like 2&3
3. After about 5-10 hits from small caliber guns, gotten messages saying periscope destroyed, etc. and then I started sinking

I hope these notes and pictures help. This is going to be a great mod.

For the texture Bug you all may look at the first post for the 1st bugfix:smug:
Thanks to Miner and Mikhayl
Maybe anyone could tell me wether it works now;)

:damn: When I had deleted the periscope some ppl would cry about the interior animation bug, so I leave it

@ Xantrokoles

Man, I have no words:o ..
It's wonderful. I'd like to know if it is capable of launching torpedoes or only fires its guns.

Oh..just one last thing...do the crew looks like japanese or it's only my eyes' trick?

:rotfl: On the German AI_ships there were Japanese sailors...I won't built new ones


I had a problem with the install of the Fubuki, not big problem, now the same problem with Battleship. You install folder is not correct for the default path:

SH4 is not installed in "Silent Hunter 4 Wolves of the Pacific"
I did not change the default path when the game was installed and the correct folder name on my computer is:
"Silent Hunter Wolves of the Pacific" There is no "4" in the folder name so it creates a new folder. Not a big problem for me, I just move it to the correct Mods folder, but a beginner may not know that, and will have trouble installing and it will not show up in JSGME.
Also a suggestion to rename the Readme file to PocketBattleshipreadme so we will know what it is for.


Thank you for the info, I will make a note on the first post
The readme name has to stay until we got the most bugs away:yep:



"UnifiedRenderController", where can i find this.. I dislike that green/black/yellow skin a bit ^^' ,also. Is it just me or is the engine sound just constant "whizz" like..

And why the hell radar range is limited to 15km? ^^' At my settings and perfect weather, my watch crew can see up to 18km. :lol:

Still though, good job. Gotta give ya that.


I will set the unified render controller, and you will make a 'real radar and visual AI range mod'

<---- BUGFIX v 1.1----> (http://files.filefront.com/Playable+Pocket+Battleshixexe/;10090357;/fileinfo.html)

Just install into you SH4 Modfolder!!!

link will be added into the first post when anyone gives me the ok that it works:up:

EDIT: The OM crew problem will be solved tomorrow, I have to go

W4lt3r
04-27-08, 01:16 PM
Oh, well, why not use the visual settings in the first DD mod, i think it should be compabilitible with this one..
Then the radar. Well i just have to edit the maximum range value in the mod's folder and send you the modified file...

But i'll get to that tomorrow, today i have to figure out how to deal that ghost crew problem.

Xantrokoles
04-27-08, 01:22 PM
Oh, well, why not use the visual settings in the first DD mod, i think it should be compabilitible with this one..
Then the radar. Well i just have to edit the maximum range value in the mod's folder and send you the modified file...

But i'll get to that tomorrow, today i have to figure out how to deal that ghost crew problem.

Ghost crew?

W4lt3r
04-27-08, 01:24 PM
Aka no crew at all, it's a term from another game ^^.. And i just tried this bugfix but the skin error still remains.. and just got under attack by a catalina and i had 4 men at the gun crew section, they didnt fire and i couldnt even designate the catalina as a hostile.. Well, it's gonna be a rough ride but. It takes time.

Ok, figured AA issues i guess.. altho now i ran into a large convoy and got sunk by 1 DD that did about 12 hits on me.. Shees, Graf wasn't that weak at all..

That armor is something we REALLY have to figure out...

Stormfly
04-27-08, 02:00 PM
Aka no crew at all, it's a term from another game ^^.. And i just tried this bugfix but the skin error still remains.. and just got under attack by a catalina and i had 4 men at the gun crew section, they didnt fire and i couldnt even designate the catalina as a hostile.. Well, it's gonna be a rough ride but. It takes time.

Ok, figured AA issues i guess.. altho now i ran into a large convoy and got sunk by 1 DD that did about 12 hits on me.. Shees, Graf wasn't that weak at all..

That armor is something we REALLY have to figure out...

...try to disable ship caustic effects in game options, grafiks settings, restart sh4

@Xantrokoles

hi, a pity but still no luck with the 1.1 patch. The only setting that will help against the red and green textures is disableing caustic effects in game options, but this wont help against the pink damage texture here.

peabody
04-27-08, 02:05 PM
For the texture Bug you all may look at the first post for the 1st bugfix:smug:
Thanks to Miner and Mikhayl
Maybe anyone could tell me wether it works now;)

I will set the unified render controller, and you will make a 'real radar and visual AI range mod'

<---- BUGFIX v 1.1----> (http://files.filefront.com/Playable+Pocket+Battleshixexe/;10090357;/fileinfo.html)

Just install into you SH4 Modfolder!!!

link will be added into the first post when anyone gives me the ok that it works:up:



Didn't work for me, and now it CTD when I exit a mission. My ship still looks like a flower garden and then the program crashes when I end the mission.

I edited the Fubuki Carrier Mission so it is now Pocket Battle Ship mission. It is in the Mission Designer's forum. At least you will have a quick mission to play for now until we sort out the bugs.

Peabody

W4lt3r
04-27-08, 02:16 PM
Proper skin now.. Now is just that radar issue, along with the horrible AI gunners... Sure, i'll leave AA to them but i want to control both 11"ers, and have that TBT at least working, so it would be possible to get exact range to the target, i'd be 1 shotting Light cruisers and below left and right.. Landed all 3 shells on approaching DD's front. The superstructure ripped to 2 pieces :rotfl:

So, rear 11"ers to player use also, and the bridge enabled would help a lot.. It's a pain since this doesnt have any method on measuring the range, next to the using ruler on map, oh well.

Bewolf
04-27-08, 02:27 PM
For the texture Bug you all may look at the first post for the 1st bugfix:smug:
Thanks to Miner and Mikhayl
Maybe anyone could tell me wether it works now;)

I will set the unified render controller, and you will make a 'real radar and visual AI range mod'

<---- BUGFIX v 1.1----> (http://files.filefront.com/Playable+Pocket+Battleshixexe/;10090357;/fileinfo.html)

Just install into you SH4 Modfolder!!!

link will be added into the first post when anyone gives me the ok that it works:up:


Didn't work for me, and now it CTD when I exit a mission. My ship still looks like a flower garden and then the program crashes when I end the mission.

I edited the Fubuki Carrier Mission so it is now Pocket Battle Ship mission. It is in the Mission Designer's forum. At least you will have a quick mission to play for now until we sort out the bugs.

Peabody
exactly the same here.

http://www.tigress.com/silber/arbeit/buntoscheer.jpg

this is how it looks now. the only other mods I use for this is environments 4.1

Oh and one other problem. Besides the texture thing, I ot bombed 1 or 2 times. No damage was displayed in the damage control, but my engines suddenly lost have their power. that same ahppend again later, again half the power. NO damage displayed whatsoever and hull integrity was at 100 percent. I assume that is a problem with the inbuilt damage model?

miner1436
04-27-08, 02:36 PM
Im getting purple damage too.

slapi75
04-27-08, 03:02 PM
nice work!!!!

andycaccia
04-27-08, 04:05 PM
A really good work.
I'd like to see a big american or japanese BB now, just to make the game definitively a "naval combat simulator" and not only a submarine one.

Reagrding sailors, are you sure it's not possible to change the jap model and use the german crew from u boats instead?

Lil' Subsim
04-27-08, 04:12 PM
I want to give the mod maker a big thanks for making this wonderful and very fun mod.:up: :up:

miner1436
04-27-08, 04:16 PM
A really good work.
I'd like to see a big american or japanese BB now, just to make the game definitively a "naval combat simulator" and not only a submarine one.

Even better, how bout we make every ship playable:rock: :rock:

John W. Hamm
04-27-08, 04:27 PM
Yea the bug fix add on didn't work for me either

andycaccia
04-27-08, 04:31 PM
A really good work.
I'd like to see a big american or japanese BB now, just to make the game definitively a "naval combat simulator" and not only a submarine one.

Even better, how bout we make every ship playable:rock: :rock:

The best question is "how hard/long will be making all ships playable?"

No, speaking seriously...we have a working merchant (us small oiler by Mikhayl), a pocket BB with fully working equipment/weapons and now we have also a german armed merchant cruiser.

Now the hunt for convoys is not a submarine's exclusive anymore..

John W. Hamm
04-27-08, 04:34 PM
A really good work.
I'd like to see a big american or japanese BB now, just to make the game definitively a "naval combat simulator" and not only a submarine one.

Even better, how bout we make every ship playable:rock: :rock:

The best question is "how hard/long will be making all ships playable?"

No, speaking seriously...we have a working merchant (us small oiler by Mikhayl), a pocket BB with fully working equipment/weapons and now we have also a german armed merchant cruiser.

Now the hunt for convoys is not a submarine's exclusive anymore..

And just think if we had some people who could mod some interiors Damn that would be cool:rock:

John W. Hamm
04-27-08, 04:37 PM
Aka no crew at all, it's a term from another game ^^.. And i just tried this bugfix but the skin error still remains.. and just got under attack by a catalina and i had 4 men at the gun crew section, they didnt fire and i couldnt even designate the catalina as a hostile.. Well, it's gonna be a rough ride but. It takes time.

Ok, figured AA issues i guess.. altho now i ran into a large convoy and got sunk by 1 DD that did about 12 hits on me.. Shees, Graf wasn't that weak at all..

That armor is something we REALLY have to figure out...

This is either because you have Monsun or RFB1.5 Beta loaded

andycaccia
04-27-08, 04:50 PM
I guess interiors are very hard to make but not impossible. I have never been onto a warship, but I think they had an "open" command room on the deck tower and also one inside a heavily armored bunker. This second one is not far from a submarine control room. Visors, radars, various controls from engines/rudders to firing sistems, all inside a steel bunker. Quite claustrophobic I guess..

John W. Hamm
04-27-08, 04:55 PM
where is the \Data\Submarine\KMS_AdmiralScheer\ KMS_AdmiralScheer.upc file? I can't find one... actually with out this file I don't even understand how this mod is playable... maybe i'm just blond;)

I also noticed that it is the same for your destoyer Mod, what exactly are you using in place of this file... I.E. how does the game know what crew to put where in what compartment... I ask this because I am tring to make the BB compatible for use with RFB 1.5 beta so I can have crew when I play and I have no file edit so that I can make the changes

Will-Rommel
04-27-08, 10:13 PM
Thank you Raptor, the solution you provided to counter Red/Green skin worked!

But, the ships is still going purple when taking damage.

W4lt3r
04-28-08, 03:45 AM
Sure john, i have that on because im stationed at western france, no matter do i have only the pocket BB active or not. Anyway to change it back to the indian ocean theatre?

bratwurstdimsum
04-28-08, 05:31 AM
PLEASE Ignore ... I worked it out ... XAN no graphics problems at all just a perfect mod! Where can I send you a donation? (Seriously).

bratwurstdimsum
04-28-08, 06:29 AM
Wow...what a game. :rock:

Got some interesting observations though

1. The panzerschiff's maximum speed was 26 knots
2. Damage doesn't seem to register, the damage control teams have nothing to do!
3. I sent the PBB up against an IOWA BB and no damage seemed to register on it, even at point blank range.
4. When I eventually did die, it was very sudden with no warning :doh:
5. Its so cool to see somebody else die when ramming them instead of yourself!!! :rock:

Below: Being rammed by a Carrier whilst being hit at point blank by an IOWA BB and 2 cruisers but no damage showing up on damage control!

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211733_500.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211829_734-1.jpg

suddenly BANG!

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211813_296.jpg


I love ramming Destroyers: :rotfl:

http://i22.photobucket.com/albums/b340/bratwurstdimsum/Image1.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211141_265.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211143_968.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211151_765.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211317_203.jpg

Bewolf
04-28-08, 06:59 AM
The no damage thing I noticed myself. It also appears that no crew is required in the first place to really run the ship.

Something else I noticed..quite a few times my guns only started to fire when I manned the main turret. Whenever I lft it the guns stopped firing. That problem was most prominent in fog situtations.

The ongoing texture problem also takes a lot of fun away, but I am sure that will be soled in due time.

All in all this mod is mrvelous and for the first time gives some good feeling for surface action. Especially beeing located on the tower observing the fight and your own guns firing from above is breathtaking. Despite the problems......great thanks to the modders here once again.

skwasjer
04-28-08, 07:45 AM
The texture problem is due to a missing material in the .dat. I've just checked the .dat file and it indeed does miss a material. A bunch of faces of the model reference a material at index 1 (0-based, so the 2nd material in the parent node), but if you check the parent node, it only has one material. Most surface ships in SH4 use 2 materials, usually with same texture but different material properties. Basically, it can be fixed by adding the 2nd material (the chunks, as well as adding the id to the parent node of the model).

Bewolf
04-28-08, 07:53 AM
The texture problem is due to a missing material in the .dat. I've just checked the .dat file and it indeed does miss a material. A bunch of faces of the model reference a material at index 1 (0-based, so the 2nd material in the parent node), but if you check the parent node, it only has one material. Most surface ships in SH4 use 2 materials, usually with same texture but different material properties. Basically, it can be fixed by adding the 2nd material (the chunks, as well as adding the id to the parent node of the model).

Maybe, if you could give a short, easy to understand and noob proof write up how to do this....I'd be eternally grateful =)

I just wonder why this works with others

John W. Hamm
04-28-08, 08:19 AM
Sure john, i have that on because im stationed at western france, no matter do i have only the pocket BB active or not. Anyway to change it back to the indian ocean theatre?

I quoted the wrong area and just now noticed, i must have been half asleep, what I wa refering to was the Missing crewman for this Mod if you are using Monsun or RFB 1.5, as far as having only the pocket BB to use would fall under the UPCCampaignData/CareerStart.ups file which I am assuming he altered this way for a reason however I haven't even looked at it to this point so it is only speculation.

(Edit) nope the upc file is okay it must be a conflict with another mod have you stripped your mods out and only loaded the BB?

John W. Hamm
04-28-08, 08:21 AM
The texture problem is due to a missing material in the .dat. I've just checked the .dat file and it indeed does miss a material. A bunch of faces of the model reference a material at index 1 (0-based, so the 2nd material in the parent node), but if you check the parent node, it only has one material. Most surface ships in SH4 use 2 materials, usually with same texture but different material properties. Basically, it can be fixed by adding the 2nd material (the chunks, as well as adding the id to the parent node of the model).


So does this mean you will fix it ???, or someone ???? I have no understanding of 3D modeling, only scripting

lancerr
04-28-08, 08:49 AM
Thanks Raptor - fixed my problem.
Also, I was trying to run it with TMO - that's a no go and I had lots of CTD. Removed TMO and it runs like a charm.

The gameplay is absolutely fantastic.

COuple of notes.
1. Ship seems to be riding high on the waves. I can see my rudder and shafts on most types of weather except flat seas
2. Echo what bratwurstdimsum said - damage is minmal, then suddenly catastrophic

Otherwise, great game. Now if it could just become TMO compatible, that would be awesome since TMO somehow seems to have enabled the AI to send ships and planes chasing after you.

http://id.iit.edu/%7Esriramt/Misc/scheer2.jpghttp://id.iit.edu/%7Esriramt/Misc/scheer1.jpghttp://id.iit.edu/%7Esriramt/Misc/scheer3.jpghttp://id.iit.edu/%7Esriramt/Misc/scheer4.jpghttp://id.iit.edu/%7Esriramt/Misc/scheer5.jpghttp://id.iit.edu/%7Esriramt/Misc/scheer6.jpg

Bubbe
04-28-08, 09:48 AM
Hi, where i can find the link to download?
Thank's

John W. Hamm
04-28-08, 09:50 AM
Hi, where i can find the link to download?
Thank's

Page 1:up:

Bubbe
04-28-08, 10:05 AM
yes i have find it, http://www.megaupload.com/it/?d=2IQTWE7N but what i must do for download it? i have not see where i must push...:rotfl:

lancerr
04-28-08, 10:23 AM
There's a little text box on the top that says "Please Enter XXX here" where XXX are three letters. Enter the letters into the box and then you'll be taken to the download link.

Bubbe
04-28-08, 10:27 AM
:gulp:
THANK'S

horsa
04-28-08, 12:00 PM
Wow, I never thought this was possible in a sub sim . Great fun. :D

Raptor1
04-28-08, 12:49 PM
Everything seems to be working fine for me except that i'm missing the forward main turret, anyone else having this problem?

Will-Rommel
04-28-08, 01:30 PM
Raptor, do you have the turret missing in Operation Monsun?

I ask because i experienced two problems with OM :

1- There's no crew to man the ship when starting a career.
2- The Deck watch compartment isn't existing. So no bridge view!

Raptor1
04-28-08, 01:35 PM
No, I don't have OM

peabody
04-28-08, 01:42 PM
The "fix" didn't work for me. My ship still looked like a VW van from the 60's "Flower Power" :rotfl:the only way I could get it to work is to disable caustics in the game setting like suggested in this thread, but that affects the game itself, so there is apparently still a problem somewhere with the texture. Just for debugging info, not complaining.

Peabody

John W. Hamm
04-28-08, 02:22 PM
The "fix" didn't work for me. My ship still looked like a VW van from the 60's "Flower Power" :rotfl:the only way I could get it to work is to disable caustics in the game setting like suggested in this thread, but that affects the game itself, so there is apparently still a problem somewhere with the texture. Just for debugging info, not complaining.

Peabody

Well the problem has been pointed out by a couple of people but yet no one has created the fix?? I have no idea how to do it otherwise I can assure you i would

Xantrokoles
04-28-08, 02:23 PM
Ok guys texture Bugs are now fixed
please look for the 1st post, or download here:
<-.-> (http://www.megaupload.com/de/?d=FNC4BSEZ)

I sorried for the issues, but I had the caustics disabled and the 3d ship damage set for low result for more fps, so I hadn't this bug:know:

Will-Rommel
04-28-08, 03:09 PM
Get me right, this is not a patch, it's the full mod so i can delete the previous 1.0 BB without messing the files?

Xantrokoles
04-28-08, 03:13 PM
Get me right, this is not a patch, it's the full mod so i can delete the previous 1.0 BB without messing the files?
Yes, Sir
When he Download is sucessed you can delete:lol:

I should delete some files in my mod folder:hmm:
8,36GB simply test mods and mods

Desktop:
16,78GB (most things are mod rest 3d models and so on)
:rotfl:

Rene
04-28-08, 03:15 PM
xantro how do i edit the drilling ammuniton
i want more shots^^
300 is not enough for me

great job well done;)

Raptor1
04-28-08, 04:11 PM
Can anyone tell me what file sets the gun mounts so I can try fixing my turret problem?

John W. Hamm
04-28-08, 04:21 PM
Can anyone tell me what file sets the gun mounts so I can try fixing my turret problem?

xantro how do i edit the drilling ammuniton
i want more shots^^
300 is not enough for me

Actually can you just create a guide that can walk someone through adding a ship, if you did this game would have a ton of playable ships in no time.

Seawolve44
04-28-08, 05:00 PM
:ahoy:Nice! I tested the Admiral Scheer out, first I received the odd color issue, but I used the s3d, changed the caustics, she runs beautifully! :sunny:Very good work Xantrokoles! this shows promising possiblities for a surface warfare capability.:D

-Seawolve44-

The Fishlord
04-28-08, 05:03 PM
Ok guys texture Bugs are now fixed
please look for the 1st post, or download here:
<-.-> (http://www.megaupload.com/de/?d=FNC4BSEZ)

I sorried for the issues, but I had the caustics disabled and the 3d ship damage set for low result for more fps, so I hadn't this bug:know:

Hmm I've DLed both this link and the other two on the first page, none of them work. I load up SH4 but while it's loading (with the picture of the U boat by sunset) at the end it pops up with a message saying it can't find the file named something like "rightperiscopeside".

Is anyone else having this problem?

Will-Rommel
04-28-08, 05:09 PM
No, it's all fine right now. Maybe your installation conflict with another mod?

Rene
04-28-08, 05:26 PM
i also found an answer for my prob:D but there is also the damage mistake

The Hornet
04-28-08, 05:32 PM
About the battlestations alarm... is there a certian file within the .dsd that could be deleted?

John W. Hamm
04-28-08, 06:10 PM
About the battlestations alarm... is there a certian file within the .dsd that could be deleted?


I don't know about you but once mine starts it never stops.

The Hornet
04-28-08, 06:11 PM
I don't know about you but once mine starts it never stops.

Mine too, I ended my carrear because of the dang thing.

thasaint
04-28-08, 07:59 PM
Thanks Raptor - fixed my problem.
Also, I was trying to run it with TMO - that's a no go and I had lots of CTD. Removed TMO and it runs like a charm...

works fine for me with TMO as long as i install TMO first

lancerr
04-28-08, 10:44 PM
I installed it after TMO as well but still was getting a lot of crashes.

thasaint
04-29-08, 12:43 AM
WOOT I LOVE THIS MOD!

http://img175.imageshack.us/img175/2596/pocketbbmaingunoh7.th.jpg (http://img175.imageshack.us/my.php?image=pocketbbmaingunoh7.jpg)

http://img505.imageshack.us/img505/4836/pocketbbstormyv8.th.jpg (http://img505.imageshack.us/my.php?image=pocketbbstormyv8.jpg)

http://img225.imageshack.us/img225/7764/pocketbbwall2st8.th.jpg (http://img225.imageshack.us/my.php?image=pocketbbwall2st8.jpg)

http://img505.imageshack.us/img505/1238/pocketbbwall3xl7.th.jpg (http://img505.imageshack.us/my.php?image=pocketbbwall3xl7.jpg)

Rolf Eschke
04-29-08, 03:17 AM
This is absolute Fantastic !!
Thank You Very much for Your work !!
I made some Screenshots
http://www.subsim.com/radioroom/showthread.php?p=851148#post851148
We should have Stuff like that for SH3 too,
Regards
Rolf

horsa
04-29-08, 04:59 AM
Mine works fine now with the new version :up: :up: Now she looks sweet even when sinking :D

If you fancy some cruiser action I've posted a River Plate mission on SH4 Mission Designer's forum.

The_Pharoah
04-29-08, 05:35 AM
*sigh*

I was brought back down to earth so to speak....

I had been trolling off the eastern coast of sth africa sinking lots of merchant ships at random (they weren't escorted!) and I wanted a bit more of a challenge. anyway, so I get a report of a task force steaming out of sri lanka I think it is...

lo and behold I finally manage to track it down (thinking 'hmmm, a couple of pesky DD's and maybe a cruiser and then hopefully a carrier or two) only to find :huh: :dead: :huh::

- about 5 battleships
- 3 cruisers
- about 5 or so DDs (thats all I saw).

the DD's did quite a lot of damage before I sank them all only to be slaughtered by the BBs at about 8000 yards....omg.....:nope:

maybe next time I'll stick to raiding. :arrgh!:

Rolf Eschke
04-29-08, 05:44 AM
@horsa

I tried Your River Plate Mission.Nice,but the Spee is the Winner...
http://img216.imagevenue.com/loc109/th_65865_SH4Img12008-04-29_12.45.28_984_123_109lo.jpg (http://img216.imagevenue.com/img.php?image=65865_SH4Img12008-04-29_12.45.28_984_123_109lo.jpg)

Regards
Rolf

horsa
04-29-08, 05:58 AM
Heh :D .... not always ...... in SH4 it seems very variable ...... although realistically the Spee shouldn't win this one.

British propoganda made out this was a great victory of three "little" cruisers against the "mighty" Graf Spee. I've re-enacted this one in Fighting Steel and DC and the Spee always loses if she fights to the death. At the end of the day she was actually only a cruiser (albeit with 11 inch guns) and couldn't afford "fleet" actions.

As to SH4 I'm wondering how realistic we can get the values for these wonderful surface ships ??? ... crucially, is it possible to balance range, armour and hitting power ???

:hmm: :hmm:

W4lt3r
04-29-08, 06:17 AM
"lo and behold I finally manage to track it down (thinking 'hmmm, a couple of pesky DD's and maybe a cruiser and then hopefully a carrier or two) only to find :huh: :dead: :huh::

- about 5 battleships
- 3 cruisers
- about 5 or so DDs (thats all I saw)."

I ran into a similar taskforce, 1 South dakota, 1 Colorado, New mexico, Fleet carrier, 2 Northamptons, Baltimore and about dozen DDs. Took some time to home in those shells at the DDs but after got all those out of the way, went to engage the BBs and hit most of them to 2nd front turret, causing them to "explode" by magazine hit. After the BBs we're done, Fleet carrier went down nicely with 2 salvos to middle sections on the waterline.

CAs did some evasives but they went down after 3 salvos both ^^

Return to base, amount of tonnage sunk: 157925 tons of warships, and a Knight's cross to the chest.

Thank god it was night and slightly foggy, so they we'rent able to see me.. (i got my "aggro" adjusted to 13km, while my gunners can lock up to 15km range.

Rolf Eschke
04-29-08, 07:58 AM
The End of the Graf Spee...

http://thumbnails6.imagebam.com/562/56ce1d5616098.gif (http://www.imagebam.com/image/56ce1d5616098) http://thumbnails6.imagebam.com/562/8ac1df5616099.gif (http://www.imagebam.com/image/8ac1df5616099) http://thumbnails6.imagebam.com/562/1e9b595616100.gif (http://www.imagebam.com/image/1e9b595616100) http://thumbnails6.imagebam.com/562/ba7edc5616101.gif (http://www.imagebam.com/image/ba7edc5616101) http://thumbnails6.imagebam.com/562/3107945616102.gif (http://www.imagebam.com/image/3107945616102)

Regards
Rolf

linerkiller
04-29-08, 08:08 AM
wow...i cant wait to try it:arrgh!: :arrgh!: !
Please..make also a TMO-OM compatible version...;)

bratwurstdimsum
04-29-08, 08:16 AM
Well I created my own game and pitted an American task force against the Graf Spee.

3 heavy cruisers, 3 destroyers and 2 aircraft carriers. the Pocket Battleship won hands down.

I love this game but we got to start getting damage going, its getting too easy!

0% hull damage throughout despite some choice hits in the mid section and the crane and seaplane falling into the sea. No malfunctions or destroyed systems either.

Also some holes in the side of the ship to show the hits would be perfect :sunny:

Xantrokoles
04-29-08, 08:29 AM
Well I created my own game and pitted an American task force against the Graf Spee.

3 heavy cruisers, 3 destroyers and 2 aircraft carriers. the Pocket Battleship won hands down.

I love this game but we got to start getting damage going, its getting too easy!

0% hull damage throughout despite some choice hits in the mid section and the crane and seaplane falling into the sea. No malfunctions or destroyed systems either.

Also some holes in the side of the ship to show the hits would be perfect :sunny:

I had to delete the 3d damage, because there where purple texture bugs:o
And I can not make a ship game out of a hardcoded submarine game:88)

Bubbe
04-29-08, 08:46 AM
:-? Help me! i've installied this mod, but sh3 crashed....

Raptor1
04-29-08, 09:20 AM
I'm putting the final touches on my Battle of the Barents Sea mission, should be ready in a few hours

@Bubbe: SH3? Are you sure you have the right game?

Xantrokoles
04-29-08, 10:06 AM
:-? Help me! i've installied this mod, but sh3 crashed....

Sorry this mod is for Silent hunter4

I'm putting the final touches on my Battle of the Barents Sea mission, should be ready in a few hours

Sounds like a big one:arrgh!:

Can you work with campaign files and so on?

I wanted to make a DD campaign for SH4 1.4 and 1.5 with RSRD campaign layers and Mikhayl's Clemson( http://www.subsim.com/radioroom/showthread.php?t=135979 )+ a Fletcher and maybe a Somers:up:
Although I could do it, help would be great...

W4lt3r
04-29-08, 10:44 AM
:-? Help me! i've installied this mod, but sh3 crashed....
http://i232.photobucket.com/albums/ee150/W4lt3r89/51rqea.jpg

When this forum has been SH3 mod workshop and i've just managed to find the .sim file for german parts that contain the range's and other similar things for radar, hydrophones and other similar things, now i just need to find that radar part, the Deutchland/Graf Spee uses and alter it ^^

Raptor1
04-29-08, 11:41 AM
Okay, My Barents Sea mission is on the Mission Forum

Xantro, I don't know wheter I can edit the campaign, I'll have to look at the files

Bubbe
04-29-08, 12:02 PM
Sorry i've do a write mistake i've sh4 whith patch 1.5!
when charge it the game crash! can you help??

Rene
04-29-08, 01:43 PM
hey xantro is it possible to make the bismarck playable or is it difficult to do so because their is noch skin for it?

again great job xantro and team well done:up:

aitoruco
04-29-08, 01:43 PM
The mod is great, incredible, but i have a little big problem, i install the mod, works perfectly but i haven´t binocular to select my target and my crew shot at the enemy which i don´t want shot,and in a lot of pictures i see than people have bridge on their ship.

Raptor1
04-29-08, 01:45 PM
hey xantro is it possible to make the bismarck playable or is it difficult to do so because their is noch skin for it?

again great job xantro and team well done:up:

It is possible to make a playable Bismarck, But it's hard since there is no Bismarck in Stock SH4

Cool-Ice1962
04-29-08, 03:38 PM
xantro how do i edit the drilling ammuniton
i want more shots^^
300 is not enough for me

great job well done;)
thats right 300 AP is not enough and where are the HE ammunition, there are 0 :huh:

Will-Rommel
04-29-08, 04:46 PM
If you want more shells, just do as follow :

1- Open the tool made by skwas ; S3D. (Find it somewhere on this forum)

2- With S3D, open the BB mod folder and find : Data/Library/GerSubPart/AdmiralSceer_Geschütz.sim

3- Unroll wpn_cannon/ammo_storage/AP

4- Click on ''amount'' and just edit it so you have the quantity that fits you best. Personally i'm fine with 500.

5- Save the changes. :know:

P.S SH4 should not be running while you edit those elements.

thasaint
04-29-08, 07:07 PM
there a fix to the no crew in op monsoon yet?

and is making damage show up in damage control so it can be repaired possible? i fought a couple of convoys in a campaign, and the little piddly guns eventually slowed my engines to a crawl... wish there was a way to fix it

not complaining though, i love this mod, i haven't played a submarine since this came out!

skwasjer
04-29-08, 07:22 PM
Well I created my own game and pitted an American task force against the Graf Spee.

3 heavy cruisers, 3 destroyers and 2 aircraft carriers. the Pocket Battleship won hands down.

I love this game but we got to start getting damage going, its getting too easy!

0% hull damage throughout despite some choice hits in the mid section and the crane and seaplane falling into the sea. No malfunctions or destroyed systems either.

Also some holes in the side of the ship to show the hits would be perfect :sunny:

I had to delete the 3d damage, because there where purple texture bugs:o
And I can not make a ship game out of a hardcoded submarine game:88)

Xantro, again (see my post earlier), this is due to a missing material. The parent node of some of the models only have one material linked, while they should have two (well, in this case they should).

Fincuan
04-29-08, 07:27 PM
Here's (http://staufa.bounceme.net/files/SH4/Mods/Playable Pocket Battleship Crewfix for OpMonsun.rar) a quick and dirty fix for the OpMonsun crew problem. Note that this fixes only the problem with no crew, allowing you to play single missions and war patrols. It won't fix any incompabilites with career mode. It's JSGME compatible, enable after Pocket Battleship.

thasaint
04-29-08, 07:40 PM
ah yeah i meant in career mode sry i wasn't specific :)

Fincuan
04-29-08, 08:19 PM
Well there's no crew at all on your ship(career mode or anything else) if you use the Pocket Battleship together with OpMonsun and without any fixes. The "dirty fix" is updated btw, one file was missing. Link above.

peabody
04-29-08, 10:55 PM
:-? Help me! i've installied this mod, but sh3 crashed....
Sorry this mod is for Silent hunter4

I'm putting the final touches on my Battle of the Barents Sea mission, should be ready in a few hours
Sounds like a big one:arrgh!:

Can you work with campaign files and so on?

I wanted to make a DD campaign for SH4 1.4 and 1.5 with RSRD campaign layers and Mikhayl's Clemson( http://www.subsim.com/radioroom/showthread.php?t=135979 )+ a Fletcher and maybe a Somers:up:
Although I could do it, help would be great...

If you want anything realistic, better beef up the US DDs, or tone down the Japanese. I made a mission with the Clemson, got 94% hull damage by a tanker and it took ten minutes or more to sink it. I can do better than that with the subs deck gun. And the Clemson was set on Elite. I made a mission with the Fubuki and while I was sinking one side of the Task force another AI Fubuki sank four ships on the other side and one was a Fleet carrier. With the Clemson I shot at a Fleet Carrier until I was out of ammo and it wasn't even smoking.

Peabody

CapnHeck
04-29-08, 11:36 PM
Hey all. Longtime lurker here. I've got a graphical glitch issue with my Admiral Scheer and wonder if anyone has any insight.

I had the "Holy Smokes Whoa!" brown and green pattern --with purple damage-- that a lot of folks have had and posted.

Now, running Pocket Battleship 1.1 only --NO other mods whatsoever running-- my ship is completely black, with the turrets a uniform grey, as is the eagle on the ship's stern.

My computer is a dual core Alienware with 2 gigs of very fast RAM . . . but my card is a GeForce 8800 Ultra. I've heard terrible things about SH4 1.5 running with my card, and have encountered a few. But usually turning off high textures and post-FX fixes things...

ANY help or insights from GeForce 8800 users would be MOST appreciated. And yep, I'm running brand new drivers and have read the GeForce tweaks thread. But I'm still here and still could use a hand.

Thanks!

John W. Hamm
04-30-08, 12:52 AM
Hey all. Longtime lurker here. I've got a graphical glitch issue with my Admiral Scheer and wonder if anyone has any insight.

I had the "Holy Smokes Whoa!" brown and green pattern --with purple damage-- that a lot of folks have had and posted.

Now, running Pocket Battleship 1.1 only --NO other mods whatsoever running-- my ship is completely black, with the turrets a uniform grey, as is the eagle on the ship's stern.

My computer is a dual core Alienware with 2 gigs of very fast RAM . . . but my card is a GeForce 8800 Ultra. I've heard terrible things about SH4 1.5 running with my card, and have encountered a few. But usually turning off high textures and post-FX fixes things...

ANY help or insights from GeForce 8800 users would be MOST appreciated. And yep, I'm running brand new drivers and have read the GeForce tweaks thread. But I'm still here and still could use a hand.

Thanks!

You should read further back in this thread this problem has been fixed, odd I have an GeForce 8800 as well I have no problems... just lucky I guess

John W. Hamm
04-30-08, 01:12 AM
there a fix to the no crew in op monsoon yet?

and is making damage show up in damage control so it can be repaired possible? i fought a couple of convoys in a campaign, and the little piddly guns eventually slowed my engines to a crawl... wish there was a way to fix it

not complaining though, i love this mod, i haven't played a submarine since this came out!

Some day I will get around to looking at Monsun and seeing why it doesn't work with so many other Mods...

however the problem will be with the rank names of the crew in your
\MODS\USS Clemson\Data\Submarine\USS_Clemson\USS_Clemson.upc File.

This file tells the Game what crew to put where, However the Crew titles that Monsun uses in each of those positions is not the same as the ones that stock games uses (which is what this Mod uses), thus the game does not know what to put there...so it puts nothing.

You will have the same problem for the same reason if you install RFB 1.5Beta

You can fix it by camparing the Upc files of other ships in the Monsun files I.E. under s\Silent Hunter Wolves of the Pacific\MODS\Monsun(or what ever this file is named)\Data\Submarine\(choose any ship in there) and go to its UPC file and look for the lines (there will be many and many variations just pick one, or several, or use them all)
IDLinkCrewMember= (you can only use one desigantion per each) I.E. =PO2C
And what ever is there is what would need to be in the same place but in the Clemson file. Sorry I didn't go into very much detail but this is it in a nut shell.
If Xantro or Mik should ever decide to make a fully playable ship (I.E. include damage cntl and other things) then I will personally take the time to go through all of the files and make a patch for each ship that will make it able to work with RFB and Monsun. until then I hope this helps you

CapnHeck
04-30-08, 04:29 AM
[/quote]
You should read further back in this thread this problem has been fixed, odd I have an GeForce 8800 as well I have no problems... just lucky I guess[/quote]

Well, I've re-read the thread twice and I see no mention of a graphical glitch like the one I'm reporting. It's late. Am I punchy and missing it? :doh:

As I said, this is not the "Flower Power" glitch. This is the entire ship being a flat black, with only the turrets and stern eagle being grey. No texture of any sort anywhere. Just your basic model sans texture. Like a trillion dollar Stealth Panzerschiff! :p (I wish.)

As for the 8800 issues, http://forums.ubi.com/eve/forums/a/tpc/f/6921019045/m/8931084046
That's a forum at ubi.com's community tech support that mentions it. The game crashes when major explosions i.e. torpedo impacts are displayed. :down:

Xantrokoles
04-30-08, 04:45 AM
Sorry i've do a write mistake i've sh4 whith patch 1.5!
when charge it the game crash! can you help??
If you have only enabled this mod and it still chrashes,and it is still not working you have to explain it more detailed

It is possible to make a playable Bismarck, But it's hard since there is no Bismarck in Stock SH4
I think I could get , but belive me that a BB is boring...
The Bismarck/Admiral Hipper mod wasn't as funny as the Sboat mod...

thats right 300 AP is not enough and where are the HE ammunition, there are 0 :huh:
When you give me a proof, that the Admiral Scheer had more HE munition, I will change that

Xantro, again (see my post earlier), this is due to a missing material. The parent node of some of the models only have one material linked, while they should have two (well, in this case they should).

I looked through the stock sub and sea .dat files , but the only thing I found was one material link to one material(the DMG one)
But I think I didn't understand this(thats why I am not a good modder)
Thank you anyway!!!:up:


Here's (http://staufa.bounceme.net/files/SH4/Mods/Playable%20Pocket%20Battleship%20Crewfix%20for%20O pMonsun.rar) a quick and dirty fix for the OpMonsun crew problem. Note that this fixes only the problem with no crew, allowing you to play single missions and war patrols. It won't fix any incompabilites with career mode. It's JSGME compatible, enable after Pocket Battleship.

Thank you for this.
Although I did the same thing, I can't understand why my conning is not working:-?

If you want anything realistic, better beef up the US DDs, or tone down the Japanese. I made a mission with the Clemson, got 94% hull damage by a tanker and it took ten minutes or more to sink it. I can do better than that with the subs deck gun. And the Clemson was set on Elite. I made a mission with the Fubuki and while I was sinking one side of the Task force another AI Fubuki sank four ships on the other side and one was a Fleet carrier. With the Clemson I shot at a Fleet Carrier until I was out of ammo and it wasn't even smoking.

Peabody

Ahhh...thinking about this:yep:

Hey all. Longtime lurker here. I've got a graphical glitch issue with my Admiral Scheer and wonder if anyone has any insight.

I had the "Holy Smokes Whoa!" brown and green pattern --with purple damage-- that a lot of folks have had and posted.

Now, running Pocket Battleship 1.1 only --NO other mods whatsoever running-- my ship is completely black, with the turrets a uniform grey, as is the eagle on the ship's stern.

My computer is a dual core Alienware with 2 gigs of very fast RAM . . . but my card is a GeForce 8800 Ultra. I've heard terrible things about SH4 1.5 running with my card, and have encountered a few. But usually turning off high textures and post-FX fixes things...

ANY help or insights from GeForce 8800 users would be MOST appreciated. And yep, I'm running brand new drivers and have read the GeForce tweaks thread. But I'm still here and still could use a hand.

Thanks!
I can not help you, but I am sure it is not because of a mod bug:dead:


Some day I will get around to looking at Monsun and seeing why it doesn't work with so many other Mods...

however the problem will be with the rank names of the crew in your
\MODS\USS Clemson\Data\Submarine\USS_Clemson\USS_Clemson.upc File.

This file tells the Game what crew to put where, However the Crew titles that Monsun uses in each of those positions is not the same as the ones that stock games uses (which is what this Mod uses), thus the game does not know what to put there...so it puts nothing.

You will have the same problem for the same reason if you install RFB 1.5Beta

You can fix it by camparing the Upc files of other ships in the Monsun files I.E. under s\Silent Hunter Wolves of the Pacific\MODS\Monsun(or what ever this file is named)\Data\Submarine\(choose any ship in there) and go to its UPC file and look for the lines (there will be many and many variations just pick one, or several, or use them all)
IDLinkCrewMember= (you can only use one desigantion per each) I.E. =PO2C
And what ever is there is what would need to be in the same place but in the Clemson file. Sorry I didn't go into very much detail but this is it in a nut shell.
If Xantro or Mik should ever decide to make a fully playable ship (I.E. include damage cntl and other things) then I will personally take the time to go through all of the files and make a patch for each ship that will make it able to work with RFB and Monsun. until then I hope this helps you

Sry, I haven't told you I knewed this:roll:
but after fixing this I got other problems...
Btu why don't you make a career toutorial?

W4lt3r
04-30-08, 05:37 AM
Xan, i just read some german sites and seemingly the 6 x 10,5 cm Flak L/65 C33 that the deutchland has, you have setted them to be anti ship weaponry. while they we're designated as long range heavy flak :roll:

Why not just adjust them to be part of the AA crew, giving them "bigger flak "boom"" compared to the 25mm, 38mm, 40mm AA the thing has..
Well, just being accurate.

And seemingly Scheer HAD Heavy explosive ammunition for the 11"ers, amount of 150 per turret.. Also why the front gun is only in the library of the mod and the rear gun is only designated as a standard 11" gun that the AI Pocket Battleship uses?

Fincuan
04-30-08, 06:15 AM
Also why the front gun is only in the library of the mod and the rear gun is only designated as a standard 11" gun that the AI Pocket Battleship uses?

I can answer that for him: The front gun can be controlled by the player, which requires some modifications vs. AI-only controlled guns, while the rear gun can't be controlled by the player.

Hyvää vappua btw :()1:

gimpy117
04-30-08, 06:32 AM
i'm not being told when my ship is taking damage!!
anybody else having this

( i don't have the realism mod on cuz i don't want subs to be affected)

Bewolf
04-30-08, 06:49 AM
i'm not being told when my ship is taking damage!!
anybody else having this

( i don't have the realism mod on cuz i don't want subs to be affected)

That is a general problem. I am not sure if there is work done about it. But then again there is only so much possible with the hardcoded stuff in this game by what ppl say.

Rene
04-30-08, 07:36 AM
xantro could you and your team try to make the bismark playable just to show how much power the ship has?and how cool it could be to command the legendary bismarck as the captain

horsa
04-30-08, 07:50 AM
Ok I've searched everywhere but .....

...... could you tell me where to find the data for the hitting power of the AI shipguns/Ammo ?

I've found the data for playable ships in UPCDATA/UPCUnits/weapons

Thanks :D

W4lt3r
04-30-08, 08:09 AM
If you're looking to adjust ammunition amount, the player controlled gun's ammunition can be found in the mod's folder on the path : Data\Library\Gersubparts or shipparts
There should be Scheer_Cantrecallthisword. dat/sim files, open the .sim file with S3d and find the ammo in drop down menu.

AI guns: Data\Library\Shipparts, there Guns_Radars.sim files, (01 contains some more AA guns, 02 doesnt contain anything regarding pocket BB). Just scroll down it and eventually you might cross for "AAGun", check it's name if it's IJN or USN.

I adjusted my own IJN Gun's ammo cap 10 times higher.

I could send you my modified ammunition files but it also alters some standard AI guns (5" IJN DUALS) fire rate for example. :roll:

Xantrokoles
04-30-08, 08:54 AM
1. Thank you for responsing for me :arrgh!:, thanks mikhayl for the infos
2. The 10,5 are automaticly setted as anti shipping guns
3. I guess W4lt3r will bring out a addon mod for the AI, and the ammunition:lol:
(hope so)
otherwise you got to wait for my next release!:doh:

horsa
04-30-08, 09:00 AM
Hi W4lt3r

Thanks for the reply and also the work you do generally on these data values. :up:

Sorry my post was misleading because it's not directly about the playable Graf Spee. I'm trying to balance up encounters between ships like the Graf Spee and other bigger ships

I'm OK with ammo levels. What I'm trying to find is the hitting power of a gun .. specifically the AI bigger ships - CAs and BBs. I can find references to the smaller guns but nowhere can I find ( for example) data for the 14 inch guns of the non-playable KGV.

If I look in radar_guns (SIM) there is no reference (that I recognise) to how much hitting power the weapon has. As you can see it has range, recoil time, clip size etc but no hitting power (unless the algorythm uses shell speed to somehow calculate the effect of shell impact - although I doubt it)

I'm wondering if the game doesn't really attempt to simulate the hitting power of the AI big weapons and just has some generic effect.
Maybe the bigger ships are just blazing away with eye candy.

I can see how a playable ship can be given more powerful weapons using the UPV/Units/weapons file, but I can't see how it can be adjusted for the AI big ships.

http://i306.photobucket.com/albums/nn266/horsa_bucket/Radar_GunsScreen.jpg

horsa
04-30-08, 09:14 AM
Ah ... THAT'S how it's doing it.

There's bit more sophistication in its methods than I gave it credit for. :lol:

Thanks Mikhayl ....

W4lt3r
04-30-08, 09:29 AM
The AI crew and standard escort/hostile ship AI is setted quite well for distant gun battles, im yet to adjust the sensor/radar range for the Pocket BB though. I have to verify wich one it is and then readjust it to the standard 32km range it had on that radar.

For the guns, i'll copy my current guns_radars sim files and re-edit those ammo values to bit more sensible, and bringing back the standard fire rate for those IJN 5" Duals ^^' i tweaked them to fire every 0.2 seconds.

But i got a get ready for a party i got invited to. I guess i'll do that adjustment tomorrow.

Also i dont want to bring an un-realistic amount of ammunition for the 11"ers, since that 300 shells (and then there is the current non-existent 150 HE ammunition) is well enough for me. But i'll create a step by step tutorial how to adjust to the values you like.

lancerr
04-30-08, 09:35 AM
Odd behavior on the armor for the Pocket BB.

In a shoot out with a DD, I ended up sinking which I thought was really strange and it inspired me to go poking within the files. I have a questin for you Mikhayl and Xan.

I've noticed that all the SH3ZonesCntrl nodes in the .zon file have an armor level of -1. That's supposed to correspond with general armor but what do I need to do to increase that value?

I'm also assuming these zones represent sections of the ship, correct?

W4lt3r
04-30-08, 09:40 AM
I've noticed since this was released, that annoying armor bug so i tend to engage those DDs at longer ranges then 12km, altho it's a pain to time those shells directly at them, when they travel roughly 920m/s.. But once you get hang of it, you can easily land all 3 shells on them.

But i havent touched the .zon files at all, but i'll do some tests tomorrow, unless someone else has time to do few tests with altered armor values today.

Hm.. *Goes to quickly check standard pocket BBs .zon files and compares them with playable one*

*edit* Just compared the .zon files of the deutchland (stock) and graf spee's. All values were identical, even nearly same on Iowa.. I dont know what that "Type" means though. some parts it has usually value of 15 or so but some then are even over 180.. would that indicate thickness of armor? who knows..

lancerr
04-30-08, 09:45 AM
I'm trying my hand at simple mods after all the hard work you've done.

I'm trying to change the sound of the pocket BB to make it more BB like. I went through the files and noticed the sounds referring to a Ship.NCL_Dido._mix file but can't find that file in the sound director.

There are also references to files like Dido.Engine and Dido. Propellor.

Where do I find the files that the BB is using for engine sounds? Thanks.

lancerr
04-30-08, 10:02 AM
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

Bewolf
04-30-08, 10:05 AM
Yep that's correct, for each "box" in the .zon file, you can check the corresponding zone number in zones.cfg. I think that when the armor level in the .zon file is set to -1, the armor level value is taken from zones.cfg. If you look at both .zon and zones.cfg you can see the potential pain it would be to rework all the zones to make them repair-able and still have a "realistic" sinking behavior :)
I don't know exactly what is "general armor", it's possible that a zone that has "-1" will use the armor level set in the "collisionable object" controller in the .zon file, but I'm not sure about that.

Tell me how to do it, and I will spend my week end in doing so. :up:

Yes, I am that hot for this ship :D

Raptor1
04-30-08, 10:06 AM
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

You know some of these ships could fire over the horizon?

Bewolf
04-30-08, 10:08 AM
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

AFAIK changing visual range is hard, as the earth in this game is not "round", but flat, an what you percieve as "over the horizone" actually is a plane going upwards, "gulping" parts of the ships on the horizone.

lancerr
04-30-08, 10:13 AM
Is there a simple way of increasing the magnification of the Gun's view finder (or range finder or whatver they are called)?

W4lt3r
04-30-08, 10:22 AM
Hm, so you'r crew cant spot units further then that range in perfect weather conditions? Guess you need a copy few of my altered .cfg files to be able to see those pesky ships up to 15 kilometers, trust me. I managed to alter the visual ranges, lock on capability and gunnery crew's own ability to fire up to 15km, and im quite proud of that achievement.

Strangely though, i just checked my own .cfg files (sensors, CrewAI) and compared them to the mod one's. And they're completely the same.. guess the base file has something to do with it but i'll gladly upload my own files.

And as answer to the one above me, i think there is a topic regarding the gun sight magnifications...

peabody
04-30-08, 10:28 AM
xantro could you and your team try to make the bismark playable just to show how much power the ship has?and how cool it could be to command the legendary bismarck as the captain
Making the Bismark would be a lot of work for only one mission.:rotfl:.Just joking, but that is history, I didn't write it.

Peabody

lancerr
04-30-08, 10:28 AM
Here's a little test I just did - very interesting.

I wanted to see what the visual range of detection was for Stock 1.5 with no mods other than the pocketbb mod.

Went into friendly port - Fuso happens to be there. My guys spot him at 13000 meters. No problem - it's not 30K but that's fine.

Then, I start firing to see when I can see shell splashes - Start at 10000, nothing - keep decreasing by 1000 yards till I can see splashes and then increase by 500 to narrow it down - guess what??

The shell splashes are only visible at 4500 yards (not even at 5000). That's ridiculous since DD's start firing at 6000 and if you want to have good gunnery, your optics have to be able to show where your shots are falling.

Any ideas on how to tackle this?

lancerr
04-30-08, 10:29 AM
W4lt3r (http://www.subsim.com/radioroom/member.php?u=239700) - that would be great. I just did a little test and missed your post. Would appreacite your files.

lancerr
04-30-08, 10:33 AM
W4lt3r (http://www.subsim.com/radioroom/member.php?u=239700) - Thanks found the Optics mod.

lancerr
04-30-08, 10:37 AM
Mikhay - Thanks. Clipping distance is what exactly since it says .1m? .1M? for near clipping?

lancerr
04-30-08, 10:45 AM
Got it- thanks a lot for that info.

I'm assuming if I wanted to make an optics mod for the bb (without affecting standard sub play), that i would create a new node in cameras.dat - let's say BBgunview and add a reference to BBgunview in some file in the PocketBB mod directory?

Bewolf
04-30-08, 10:50 AM
It's not difficult in itself, but for such a big ship it would require either big compromises or big work. Basically, for a normal sub, in the .zon file you have boxes with x-y-z coordinates based on their parent 3D model (the hull for most of them). Each box also have an individual armor level and a "zone type". Say that zone type is "206", open zones.cfg, 206 is "UbtEngineRoom", go to that zone's text block and you have the detailed info (flooding time, hitpoints, armor etc). The upc/upcge file of your sub does the connection between the sub model hitboxes/zones and the damage screen (among other stuff), for example find the "engine room bulkhead" for a u-boot, you will see that it's linked to the zone "206".
Each submarine zones is linked to a compartment or a functionnal subsystem (engine, torp tube, radio, whatever).
The problem with the AI ships is that they use totally different sort of zones useless for subs (like fireworks and stuff). Basically you would need to delete all the "boxes" in the .zon file and redo them from scratch. Then create new zones in zones.cfg adapted to the battleship or modify the existing submarine zones and link them to the boxes in the .zon file.
To get your new hitboxes coordinates you just need to export the hull and view it in 3dsmax or the like, decide where you want to put which compartment/subsystem box and set the coordinates for each box in the .zon file with S3D.

Good luck :D

Though that left more question then it actually answered, I am not intending to give up that fast. Would a prog like wings 3d work? And where do I find the 3d model of the ship?

Raptor1
04-30-08, 10:56 AM
The ship's 3d model is located in the dat file, you can extract it with the latest s3d

lancerr
04-30-08, 11:12 AM
Another question - shell splashes. Do you know how they are calculated in SH4? Is it based on Ammo type + Speed + Angle of Incidence?

The reason I ask is that I notice varying levels of shell splashes, even from teh same gun so it seems more than a standard setting for all ammo.

The reason I ask is that I'm trying to increase the shell splash height of the 11 inchers.

Bewolf
04-30-08, 11:15 AM
@Lancerr, I'm afraid that bit isn't possible, the number of cameras available seems to be hardcoded.

Bewolf, yep I guess any 3d soft will do. You need to open the .dat file and export the model as obj with S3D, and import in wings3d (don't bother with the uv map stuff). Then you use the coordinates relative to the model to define the size and position of the boxes in the .zon file. for example, say your 3D model is 6 units long on the Z axis (60 metres in game). If you set "z max 6" and "zmin 5" for the box in S3D, the box will be 10 metres long from the tip of the bow. The problem is that you have no visual indication :) You also have to be careful of the parent ID of the "zonesctrl" controller. If it's linked to another node like a lifeboat, you need to pick the coordinates from the lifeboat model.

Rgr. I am a complete noob at that but darn if this won't work I'll bite myself. The Scheer needs propper damage control :D

miner1436
04-30-08, 01:32 PM
Could you place star shells in the place of HE shells on the big guns? The AA shells work fine, I enabled them as a test.

W4lt3r
04-30-08, 01:42 PM
I think it is possible.. just swapping the Shell IDs in the gun's own folder.. But then how long their fuse lasts and so.. You might end up revealing you'r own position to the enemy if they dont fly far enough :o

Xantrokoles
04-30-08, 02:27 PM
Data/UPCDataGE/UPCUnitsData/Weapons.upc:
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer<-- add here your wanted ammuniton
AmmoTypeLoaded= NULL ;Needed as a save info on the current state of the submarine
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=1
WeaponCrewMembersSlots= 7
ExternalLinkName3D= 11in_Soclu
Hitpoints= 100
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun

W4lt3r
04-30-08, 02:30 PM
Holy cow, now i can pimp my Deutch to be a Pocket Yamato Battleship instead :D
Thanks Xan. I'll have that Improved Radar up by tomorrow.

Wait a minute.. if we know this... Can we finally have an submersible Iowa class Submarine? :lol:

*Edit* Just tried and seemingly did i screw up somewhere.. i changed the changed ammunition into 16inHEUS, 16inAPUS and then changed the shell IDs in the Pocket BBs weapon sim file... I didnt really see any difference in damage.

Can someone verify does this work?

clayp
04-30-08, 04:35 PM
How about a playable AMERICAN BB!!!!!!!!!!!!!!!!!!!!!!!!!!!!

W4lt3r
04-30-08, 04:38 PM
How about a playable AMERICAN BB!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Iowa should be next in line. Incase you hadn't followed this mod for a while..

miner1436
04-30-08, 04:43 PM
A BB would be boring, you would be invinceable without AI torpedos and they are slow. A light cruiser would be more realistic.

W4lt3r
04-30-08, 04:44 PM
A BB would be boring, you would be invinceable without AI torpedos and they are slow. A light cruiser would be more realistic.
Well, if it's an Light Cruiser. Atlanta it must be. gotta love 14 5" barrels per side. although the 2 wing turrets are gonna be a trouble.. Unless we take oakland and just increase the aa amount in the place of the wing turrets.. also the thing carried tri or quad hold mk 17 torpedoes i guess..

Length: 541 ft 0 in (164.9 m)
Beam: 52 ft 10 in (16.1 m)
Draft: 20 ft 6 in (6.2 m)
Speed: 33.6 knots (62 km/h)
Complement: 673 officers and enlisted
Armament: 16 × 5 in (125 mm)
9 × 1.1in guns (22.5mm)
8 × 21 in torpedo tubes

Or then the Oakland:

Length: 541 ft
Beam: 53 ft
Draft: 26 ft 6 in
Speed: 32.5 knots
Propulsion: 75,000 shp, Geared Turbines, 2 screws
Complement: 802 officers and enlisted
Armamament: 12x 5 in, 12 x 5 in,
8 x 40 mm,
16 x 20 mm guns,
6 x 21 in torpedo tubes

I'd suggest though making the oakland, so it shouldn't be too much of a hassle with the wing turrets. and it has moar AA guns too.
But to get this ship to become proper Atlanta/oakland, we have to get those dual purpose cannonade systems to work as AA guns and Anti ship guns.

I just only took the info from wikipedia, i'll study tomorrow proper sites on the Atlanta/Oakland.

The Fishlord
04-30-08, 08:15 PM
A BB would be boring, you would be invinceable without AI torpedos and they are slow. A light cruiser would be more realistic.

To tell you the truth I would LOVE an Iowa or Yamato (maybe that's overkill, Fuso then). I want a giant ship that can one-on-one a task force without significant damage. These two fit the bill. Since the big guns take so long to reload on the Graf Spee just about four DDs engaging at long range can often kill you.

miner1436
04-30-08, 08:53 PM
To tell you the truth I would love to be in command of this
http://img259.imageshack.us/img259/83/sh4img20080428210008195ka3.jpg (http://www.subsim.com/radioroom/)

clayp
04-30-08, 09:31 PM
How about a playable AMERICAN BB!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Iowa should be next in line. Incase you hadn't followed this mod for a while..


Thank you sir,I forgot to ask if it can be made for 1.4.....:yep:

gimpy117
04-30-08, 09:56 PM
lol

just stormed midway with it

killed bout 6 dd's 1 BB 3 Ca's 2 elcos 2 fleet carriers, 3 or 4 armed trawlers, and 4 or 5 merchants for over 130,000 tons!!!

and i'm still alive...

have a screenie to prove it....

anybody wanna help with posting?

lancerr
04-30-08, 10:42 PM
Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)

The_Pharoah
04-30-08, 11:42 PM
Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)

After reading 'The war at sea 1939 - 1945' which basically details EVERY major sea action, there's a couple of important things which we'll need:

1. radar
2. air attack (esp from single engined a/c carrying torps and/or bombs) - this was especially deadly (eg. Prince of Wales / Repulse)
3. spotter planes (eg. the Pocket BB carries it - this is what the japs used instead of radar)
4. gunnery directors (collectively fired the main weapons - this is where the range finding, etc becomes important)
5. smoke screens
6. Destroyers doing torp runs
7. tankers (ability to refuel in mid-ocean)
8. Task forces (ability for you to control a task force just like the convoy commander screen in MP play)
9. land-based targets

you put all these things together in some form or other (ie. in combination to that mentioned above) and you've got yourself a WORLDWIDE naval sim!! we already have the world and ocean :D

Raptor1
05-01-08, 12:02 AM
Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)
After reading 'The war at sea 1939 - 1945' which basically details EVERY major sea action, there's a couple of important things which we'll need:

1. radar
2. air attack (esp from single engined a/c carrying torps and/or bombs) - this was especially deadly (eg. Prince of Wales / Repulse)
3. spotter planes (eg. the Pocket BB carries it - this is what the japs used instead of radar)
4. gunnery directors (collectively fired the main weapons - this is where the range finding, etc becomes important)
5. smoke screens
6. Destroyers doing torp runs
7. tankers (ability to refuel in mid-ocean)
8. Task forces (ability for you to control a task force just like the convoy commander screen in MP play)
9. land-based targets

you put all these things together in some form or other (ie. in combination to that mentioned above) and you've got yourself a WORLDWIDE naval sim!! we already have the world and ocean :D

Most of these things are already in the game, others might be possible (Except for commanding Task Forces, but I explained in the other thread that it's possible for you to play a single ship, that is a part and not leading a Task Force...Oh, and the scout plane might be impossible too)

Snaptrap
05-01-08, 01:42 AM
I'd like to see a "repeat last command" feature when dealing with repetitive editing or something that will allow you to add multiple array items at one time.

Xantrokoles
05-01-08, 02:51 AM
We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!:yep:

The_Pharoah
05-01-08, 05:07 AM
We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!:yep:

excellent idea Xan. looks like there's definitely a lot of support for this mod!

John W. Hamm
05-01-08, 05:20 AM
We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!:yep:

excellent idea Xan. looks like there's definitely a lot of support for this mod!


It's here I posted it a couple of days ago http://www.subsim.com/radioroom/showthread.php?t=136013

lancerr
05-01-08, 07:06 AM
BTW - the change for ammo to support HE should be made here

Mod folder/Data/Library/GerSubParts/AdmiralScheer_Geschutz.sim

Got to the wpn_Cannon node
Expand ammo_storage
Under HE add the following data to the corresponding values

For shell enter 0x5a10c7abc98196cc
For amount enter whatever you want

lancerr
05-01-08, 07:29 AM
Mikhayl - I can't seem to find Particles.dat - I only see .fx files under Data/Sea/Particles folder.

deamyont
05-01-08, 07:31 AM
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?

andycaccia
05-01-08, 09:09 AM
I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?

Xantrokoles
05-01-08, 09:23 AM
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?
With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim

andycaccia
05-01-08, 09:32 AM
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?
With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim

Thanks I have found them, but i wish to check also the AA guns and the aa ammo amounts as well. Moreover, the shells used by all the weapons. Where should I look for theese?
Thanks in advance!:D

W4lt3r
05-01-08, 12:26 PM
I modified the standard german AA guns ammo caps and then the IJN small arm guns (25mm Single and twin), wich can be found either in gersubparts at library folder. The IJN AA guns can be found in data/library/shipparts guns_radars.sim and guns_Radars01.sim

Just search for "AAGUN" in the guns radars.

Ishigami
05-01-08, 01:32 PM
Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody :up:

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)

Xantrokoles
05-01-08, 02:32 PM
Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody :up:

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)

Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign:yep:

andycaccia
05-01-08, 03:15 PM
Sorry to bother you all with my requests again... I can not repaire my damage. I fought agains some armed merchants and then I noticed my BB was slowing down, but nothing in the damage screen was red nor repairable. How can I make the ship fully functional in the damage section as u boats are?

W4lt3r
05-01-08, 05:07 PM
Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..

haegemon
05-01-08, 05:49 PM
Is it planned to model interior compartments (bridge, gunner compartment, etc) ?

Ishigami
05-01-08, 05:51 PM
Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign:yep:

Hhmm looking forward to it. :hmm:

miner1436
05-01-08, 05:54 PM
Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..

Can you get the star shells working? They would be most useful for those moonless nights.
http://img170.imageshack.us/img170/1563/sh4img20080501171943359cd4.jpg (http://www.subsim.com/radioroom/)

W4lt3r
05-01-08, 06:01 PM
I dont know how to get the thing to appear in the ammo selection menu. and seems also that the player controlled gun only has AA/AP Ammunition avaiable, since the IDs for HE is non-existant and i dont know how to tweak the ammo bar to bring that star shell.

And then a question would be how long they'd travel until bursting into light ball... Donno

But im still in midway of reinstalling this damn thing.

I'll get to it tomorrow (had the damn radar adjusted as well..) Now i have to do heap load of AI recoding again, since my computer did not want to make a copy of the files i wanted it to :damn:
Takes only 2 days though.. unless some parts of the AI is already in the mod.. at least the sight is.

I guess there was a mod that brought the SS shells for player controlled gun.. I'll check it's files and see if i can find a clue how to bring them to the 11"ers..

And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

Fincuan
05-01-08, 07:36 PM
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

andycaccia
05-02-08, 05:47 AM
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

I noticed this strange feature, but how can I modify the shell power without changing the power of other ships using those shells too??

I have the feeling those 280mm guns are a bit underpowered...:x

Xantrokoles
05-02-08, 06:36 AM
Is it planned to model interior compartments (bridge, gunner compartment, etc) ?

No 3d modeller is interested(that's why we got no other rooms in the sub interior)
I only made an change by erasing the dive planes and the periscopes
Not great but much better:yep:

Andycaccia: please start reading this thread from the beginning, because you asked two questions, which are answered already!:nope:(damage problem)


I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

When you delete 105mmHEGer you can't use HE munition anymore, so it must have a sence...

lancerr
05-02-08, 08:19 AM
Btw - Star shells don't do squat in Sh4. I attacked a convoy escorted by two DD's. After a hit from my 11inch, the first DD launched a star shell right on top of itself but it did not affect the lighting of the scne at all. All you saw were the star shells but you couldn't make out any of the ships at all.

W4lt3r
05-02-08, 10:08 AM
Someone said that the star shells have lightning setted up but the opacity is 0 (particles.dat) thus does not make any lightning difference to the surroundings.

lancerr
05-02-08, 10:46 AM
I don't see any lighting effects in particle.dat - even for somethng like BigFire - I'm not sure what's controlling the effect that particle emissions have on lighting conditions.

All that seems to be definied in Particles.dat are the different types of particle emitters, how long they emit, the size of particles etc.

The emitter object themselves must be affecting light but I'm not sure.

W4lt3r
05-02-08, 11:00 AM
I'll take a look into it and post what i find in a few days.. it takes a while 'till my pal can return that DVD to me. Yes, i used No-CD patch but he ensisted on trying the game before deciding will he buy it. I guess he wants, since 2 days ago guided him here to the mods and well. he's been having a hay day with 'em i guess.

But im sure the Star shell's lightning to surroundings must be in somewhere in that file. Im sure of it.

aitoruco
05-02-08, 11:08 AM
Wow...what a game. :rock:

Got some interesting observations though

1. The panzerschiff's maximum speed was 26 knots
2. Damage doesn't seem to register, the damage control teams have nothing to do!
3. I sent the PBB up against an IOWA BB and no damage seemed to register on it, even at point blank range.
4. When I eventually did die, it was very sudden with no warning :doh:
5. Its so cool to see somebody else die when ramming them instead of yourself!!! :rock:

Below: Being rammed by a Carrier whilst being hit at point blank by an IOWA BB and 2 cruisers but no damage showing up on damage control!

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211733_500.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211829_734-1.jpg

suddenly BANG!

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211813_296.jpg


I love ramming Destroyers: :rotfl:

http://i22.photobucket.com/albums/b340/bratwurstdimsum/Image1.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211141_265.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211143_968.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211151_765.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/SH4Img2008-04-28_211317_203.jpg

how i can set the bridge view and boniculars

andycaccia
05-02-08, 12:21 PM
That is because this ship doesn't have a fully working damage model. Id' like to have one (or to make one on my own if nobody will complete this mod), because i' really enjoying this mod. It's funny to sail as Theodor Krancke with his KMS Admiral Scheer and blow entire convoys. the problem is taht I want to see damages and especially *repair* them.

But how??

andycaccia
05-02-08, 12:25 PM
@
BTW aitoruco, can you tell me which mod are you using for the orders bar?

Ishigami
05-02-08, 12:49 PM
how i can set the bridge view and boniculars

Bridge = F5
Binoculars = Use the mouse wheel on the Bridge to zoom

btw aitoruco, can you tell me which mod are you using for the order bar?

It is a costum menu made by SH4 menumaker, you can find it in the toollist of the modlist on top of this forum.

aitoruco
05-02-08, 01:07 PM
how i can set the bridge view and boniculars
Bridge = F5
Binoculars = Use the mouse wheel on the Bridge to zoom

btw aitoruco, can you tell me which mod are you using for the order bar?
It is a costum menu made by SH4 menumaker, you can find it in the toollist of the modlist on top of this forum.
yeah ishigami, i dont know that bridge and binoculars can be deploy with F5 and mouse. OH my God i can see the light on the tunnel!!!...err...my question is about on my screen cant get into F5.

aitoruco
05-02-08, 01:24 PM
Thanks for the "intelligent" response and im sorry but there are a lot of way to say "stupid" and i thought than
Bridge = F5
Binoculars = Use the mouse wheel on the Bridge to zoom
is a reasonable way to say me that one.:shifty:

Ishigami
05-02-08, 01:39 PM
Maybe you should have explained your problem a bit better? But I guess expecting everyone to read your mind is a solution too…
Some people don’t have the experience to get what you meant with that short sentence. I’m sorry to have replied to you, but don’t worry it will never happen again.

d5j55
05-02-08, 02:29 PM
AWSOME its making me want to work on mine even more

miner1436
05-02-08, 04:04 PM
I got shot one time in the hull and my engines died, the damage control said they were fine though.

andycaccia
05-02-08, 04:48 PM
I got shot one time in the hull and my engines died, the damage control said they were fine though.

That's because the damage model is not working. I do not know how the damage system works exactly, I had the same problem. It is really annoying, but unless we find a way to make damages repairable we'll find ourselves sitting in the water at 0kts or flooding and blowing without any apparent damage...

Can someone explain how to make this wondeful ship *fully* functional?

lancerr
05-02-08, 07:20 PM
Mikhayl and Xantrokeles - I finally understand the patience to make these mods work,

I've finally worked up enough patience to try and mod the files and wow -does it take a lot of effort - so both of your work (and all others who create mods for u) is much more appreciated.

I've got my 3d editor set up, getting better at modding and hopefully, I can start contributing something meaningful.

I'm working on a couple right now -
1. trying to figure out why Starshells don't light up the scene like fires
2. Trying to increase the visual distance at which splashes are seen

And then, these are nice to have's

1. Range to target counter on the Deck Gun control
2. Centralized gunnery control from the UBT - similar to how you can launch torpedoes, the fire button should be able to control primary and secondary armament - If anyone remembrs TF1942 - the gunnery control there is what I'm trying to replicate.

Anyway - thanks for all your support.

The_Pharoah
05-03-08, 12:31 AM
1. Range to target counter on the Deck Gun control
2. Centralized gunnery control from the UBT - similar to how you can launch torpedoes, the fire button should be able to control primary and secondary armament - If anyone remembrs TF1942 - the gunnery control there is what I'm trying to replicate.

yeah I actually use the TBT to estimate range for the main guns (usually its a race before the AI shoots it off) but I use the range less 500 yards which becomes quite accurate.

andycaccia
05-03-08, 04:25 AM
Regarding the damage model I have read the previous posts...thanks and excuse me for my continuous asking.
Seems quite hard to do, but I'll see what happens.

just one last thing: the ammunitions used in the 280mm guns. I Followed instructions and added HE grenades, but the code for the shell mus be wrong because those he shells I have now are less powerful tha AP ones. Must be shells from a smallr gun than the 280mm. I suggest to keep the ap only

But ho do I know what shell is related to what cannon?

The_Pharoah
05-03-08, 05:43 AM
I did my own 'battle of narvik' mission but with the PBB - I basically steamed into Cape Town at 1am and had a running gun battle with all the ships located therein...my oh my what a treasure trove!! I sank 7 ships (2 cruisers, 1 DD, and the rest merchant ships - about 90000 tonnes in total). There was a BB hiding behind buildings which was good for me as I ran out of ammo for my front guns. :oops:

got home with a total 135000 tonnes!!! :arrgh!:harrrggghhh.....

I love this PBB.

The_Pharoah
05-03-08, 05:55 AM
hi guys

I've added more ammo for the main guns - how do I add more ammo for the AAA for the whole ship? I actually ran out of AAA ammo and was defenseless against high flyers.

also, be great if we could:

1. control the 5"" guns (ie. the smaller ones) or atleast
2. choose which guns to fire ie. main guns vs secondary armament.

W4lt3r
05-03-08, 07:47 AM
Gah, I have to get my game back tomorrow, i could have done the needed changes on the AA guns that you basically wouldnt run out of ammo.. Since i multiplied them 100 times from the original.. so they got like 56000 ammo per gun.

Once i get my game back from my friend (Oskari) i'll edit those values instantly and upload a tweak patch that adjusts the ammunition values on the AA guns, main guns and slightly tweaks the reload speed on main guns (3 seconds faster reload), reduces AA gun reload time with 1.2 seconds, increases shell velocity for AA shells with 20 m/s and the Tertiary guns's shell speed is upgraded to 850 M/S, since i noticed them to be roughly 400 m/s wich is ridiculously slow.

linerkiller
05-03-08, 08:00 AM
ouff...finally i'm back....:ahoy:

I have tried the mod yesterday...wow...that ship is a power of the nature!:arrgh!:
Just a (small) observation:
The depth gauges in the game interface should be removed, as Mikhail did in his S-boot mod. And in my opinion some new loading screens would be :|\\ .

But the whole thing is absolutely stunning...keep up the good work Xantro!:up:

linerkiller
05-03-08, 08:04 AM
and the supply/agent-insertion missions are now a bit :88) ....maybe removing them would be a noticeable improvement....:yep:
...if it's possible obviously:up:

The_Pharoah
05-03-08, 09:16 AM
Gah, I have to get my game back tomorrow, i could have done the needed changes on the AA guns that you basically wouldnt run out of ammo.. Since i multiplied them 100 times from the original.. so they got like 56000 ammo per gun.

Once i get my game back from my friend (Oskari) i'll edit those values instantly and upload a tweak patch that adjusts the ammunition values on the AA guns, main guns and slightly tweaks the reload speed on main guns (3 seconds faster reload), reduces AA gun reload time with 1.2 seconds, increases shell velocity for AA shells with 20 m/s and the Tertiary guns's shell speed is upgraded to 850 M/S, since i noticed them to be roughly 400 m/s wich is ridiculously slow.

thanks mate. look forward to it. afaik, the big ships had an almost endless supply of shells (almost! :hmm:). their biggest problem was fuel.

andycaccia
05-03-08, 10:29 AM
Gah, I have to get my game back tomorrow, i could have done the needed changes on the AA guns that you basically wouldnt run out of ammo.. Since i multiplied them 100 times from the original.. so they got like 56000 ammo per gun.

Once i get my game back from my friend (Oskari) i'll edit those values instantly and upload a tweak patch that adjusts the ammunition values on the AA guns, main guns and slightly tweaks the reload speed on main guns (3 seconds faster reload), reduces AA gun reload time with 1.2 seconds, increases shell velocity for AA shells with 20 m/s and the Tertiary guns's shell speed is upgraded to 850 M/S, since i noticed them to be roughly 400 m/s wich is ridiculously slow.

Well said man!
Just remember to add, if posible, a small guide with waht files are to be modified and which values are the ones used for those guns.
I'm looking forward to use this "patch":arrgh!:

deamyont
05-03-08, 05:22 PM
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-? With version 1.1(newest d/l on the first page, the texture bugs must be fixed!


Changing my graphic settings in-game can get me two versions of it:

http://img.photobucket.com/albums/v424/Deamyont/sh4pbbtrubble.jpg

This is so frustation. I'd love to enjoy your wonderful work at the fullest. :damn:

Raptor1
05-03-08, 05:26 PM
It seems that click the "DL 1.1: " part of the link sends you to the old version and the rest sends you to the new version...
(http://www.megaupload.com/de/?d=2IQTWE7N)

W4lt3r
05-03-08, 05:26 PM
Quote from Raptor1's message at page 2, 4th post.
"Go to the mod folder, then Data/Submarine/KMS_AdmiralScheer, Open up KMS_AdmiralScheer.dat with s3d, go to 6: Node - NBC_GrafSpee, then UnifiedRenderController, open the Caustics tree and set Enabled to false"

Do that change deamyont with S3D and then just disable + re-enable BOTH the 1.1 PocketBB mod and the Graf Spee skin
That got my skin working.

Raptor1
05-03-08, 05:29 PM
Make a small change in the mod's .dat file, instructions found on page 3 i guess. After that reload the mod 1.1 version, then after that put the graf spee skin on. Once this is done you should get the high def skin for the beauty :up:

Make that page 2 :up:

The_Pharoah
05-03-08, 05:32 PM
actually after downloading xantrokole's texture fix (can't remember which page), this has fixed the 'hippy boat' texture for me. :up:

deamyont
05-03-08, 05:47 PM
Quote from Raptor1's message at page 2, 4th post.
"Go to the mod folder, then Data/Submarine/KMS_AdmiralScheer, Open up KMS_AdmiralScheer.dat with s3d, go to 6: Node - NBC_GrafSpee, then UnifiedRenderController, open the Caustics tree and set Enabled to false"

Do that change deamyont with S3D and then just disable + re-enable BOTH the 1.1 PocketBB mod and the Graf Spee skin
That got my skin working.

It's just that I can't get S3D to work (even though I have everything it takes to run it), that's why I asked in the first place. I'd not ask if I could fix it myself.

I'd love if anyone of you could upload it with s3d setting applied anyway :)

Sylvanas
05-03-08, 05:52 PM
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-? With version 1.1(newest d/l on the first page, the texture bugs must be fixed!


Changing my graphic settings in-game can get me two versions of it:

http://img.photobucket.com/albums/v424/Deamyont/sh4pbbtrubble.jpg

This is so frustation. I'd love to enjoy your wonderful work at the fullest. :damn:
The black texture is because this mod (and quite a lot of others) don't have any low resolution textures (that's what got me the blackness at least).
The easiest way (and probably the only one) is to just go to the KMS_AdmiralScheer map and copy the normal texture files then just renaming them.

Example: NBC_GrafSpee_O01.dds -> Copy of NBC_GrafSpee_O01.dds -> NBC_GrafSpee_O01_lr.dds

Hope this fixes the first problem for you!

About the funky skin... I haven't seen that problem since I downloaded the fix...


-Sylvanas.-

miner1436
05-03-08, 06:34 PM
Tow minor things ive noticed, there is no swastika on the stern eagle and the rails are invisible from decks of the ship.

Raptor1
05-03-08, 06:41 PM
Tow minor things ive noticed, there is no swasticka on the stern eagle and the rails are invisible from decks of the ship.

Do you realize how much trouble it would be to export the model, open up Max, import the Model, and then model the Swastika in?

miner1436
05-03-08, 07:21 PM
Yea I know it would be hard, but I bet someone will do it.

thasaint
05-03-08, 07:48 PM
Tow minor things ive noticed, there is no swasticka on the stern eagle and the rails are invisible from decks of the ship.
Do you realize how much trouble it would be to export the model, open up Max, import the Model, and then model the Swastika in?

couldn't it be just textured on?

Xantrokoles
05-04-08, 03:18 AM
The good thing is, that the eagle is a seperated 3d model:smug:

But thasaint is right, it would be more simple to change the texture:yep:

andycaccia
05-04-08, 03:48 AM
I have changed the ammunition type used in this BB with more powerful ones, I guess they're the ones used on the yamato and Iowa. Now the firepower is more adeguate...

I tryed to make my own ap and he grenades for the 11" guns but I failed...I need more practice/infos about creating new objects with s3d. Great tool that one.

thyro
05-04-08, 04:16 AM
Another small and annoying glitch that I find with this BB is...


Guns need better alignment ... guns left to AI do waste tons of shells due to small deviation to the left side of any target. This specially noticeable when BB and target are in straight line (even constant distance or not)... in rare ocasions one or other hits the target.

To aggravate the playability... AI ships seem to have a much perfect guns alignment and hardly misses the BB... this alignment glitch issue joined to the hull/unrepairable bug does make this ship somewhat unplayable.

A part from that, she is good looking and gives couple minutes of fire fun. Many thanks for the opportunity ;)

Xantrokoles
05-04-08, 04:26 AM
Hi Xantro, if you pick a look at my version, it has the textured swastika :) (ok it's poorly done and barely visible but it's here)

Sorry Mikhayl...I looked on your emblem texture and the 3d model and I found no swastika..:hmm:

Xantrokoles
05-04-08, 05:00 AM
Ahhhhh now I see it!!:lol:
But I won't give it out:shifty:
NOT because it is so ugly made!

It is because when I do it, I will be abused as a Nazi or similar:nope:

But W4lt3r can add it in his addon:)

W4lt3r
05-04-08, 05:32 AM
Heh, im not gonna add a texture addition. Just some gun tweaks... And seems my friend has loaned MY game to his other friend :damn:, and he aint at home in next few days. It's gonna take me a while to get it back.. Gah..

Maybe i should just buy new copy of the game so i could get things rolling faster..

The_Pharoah
05-04-08, 05:34 AM
It is because when I do it, I will be abused as a Nazi or similar:nope:


it takes more than just adding a swastika to a uboat game in WW2 playing for the axis to be labelled a nazi so I wouldn't worry about that if I were you.

I just thought that it was illegal in germany or something.

andycaccia
05-04-08, 06:17 AM
It is because when I do it, I will be abused as a Nazi or similar:nope:


it takes more than just adding a swastika to a uboat game in WW2 playing for the axis to be labelled a nazi so I wouldn't worry about that if I were you.

I just thought that it was illegal in germany or something.

Besides, who cares?
Don's worry about the swastika, hakenkreuz or "crux gammata" or whatever name you want to call it with...it's for a good cause after all...:arrgh!:

andycaccia
05-04-08, 06:23 AM
About guns precision...what's the file controlling this?
But more than the heavy guns, it's the whole AA arsenal thet misses every shot...
it's impossible to shot down something...ok I know it's hard in real life, but this is too hard.
Fortunatly the enemy's AIming is even worse...

The Fishlord
05-04-08, 09:22 AM
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

andycaccia
05-04-08, 12:25 PM
Another small and annoying glitch that I find with this BB is...


Guns need better alignment ... guns left to AI do waste tons of shells due to small deviation to the left side of any target. This specially noticeable when BB and target are in straight line (even constant distance or not)... in rare ocasions one or other hits the target.

To aggravate the playability... AI ships seem to have a much perfect guns alignment and hardly misses the BB... this alignment glitch issue joined to the hull/unrepairable bug does make this ship somewhat unplayable.

A part from that, she is good looking and gives couple minutes of fire fun. Many thanks for the opportunity ;)

What are the files that control gun precision? I think it should be imporved.. it's quite hard to hit something, but the enemy fires at you like a sniper...my poor pocket battleship:nope:

Xantrokoles
05-04-08, 12:37 PM
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

Raptor1
05-04-08, 12:58 PM
The new feature is , that the torpedo batteries turn arround before firing:up:

You mean that actually works?

andycaccia
05-04-08, 01:52 PM
You say we have FULLY WORKING TORPEDO LAUCHERS??:o

GOOOD!!!!

Please, apply this featrure at the pocket BB as well, if it is not too hard/complicated!!

Homerthedoomer
05-04-08, 02:00 PM
First of all let me just say how incredibly great this mod is! My deepest respect to xantrokoles!!!
Alas there are still some issues that are somewhat spoiling the fun for me:

1. in the first release I got weird greenish-pink colours, but could nevertheless enjoy the view from the bridge. In version 1.1 however the bridge view is gone and the only way to behold my beautiful pocket bb is with the free camera.

2. My aa crews don't fire at enemy planes... after they've been identified I can choose engage target from the menu but nothing happens.

3. Is there a way to tell your gunners which target they should attack? I got sunk countless times because some Bernard in the fire control department decided that some far off coastal freighter would make for a more valuable target than the destroyers right under my nose...

Apart from that: amazing mod! Keep up the good work!

gimpy117
05-04-08, 02:11 PM
more AA ammo would be nice, i ran out after only 2 planes!

The Fishlord
05-04-08, 03:57 PM
3. Is there a way to tell your gunners which target they should attack? I got sunk countless times because some Bernard in the fire control department decided that some far off coastal freighter would make for a more valuable target than the destroyers right under my nose.

I can't answer any other questions except this one...what you do is you use the bridge binoculars. Point them at the ship, and when the crosshairs turn red, click the "Engage target with deck gun" button at the bottom left. They designate it as their primary target then.

Homerthedoomer
05-04-08, 04:15 PM
Thanks for your answer but since there's no bridge on my bb I can't use the binoculars... :-?

Homerthedoomer
05-04-08, 05:13 PM
I tried that, but no change... I guess a complete reinstall is in order :88) thanks anyway!

Lagger123987
05-04-08, 05:17 PM
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

Now, I don't recalled someone working on an Elco PT boat to be playable.

The Fishlord
05-04-08, 07:22 PM
I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game.

But is the Iowa ready for release? No matter how boring and invincible it is I want as many surface ships in SH4 as possible!

If it's completely ready I know there will be SOME people who like it...

peabody
05-04-08, 09:42 PM
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!
I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

How is the Iowa boring and the PBS is not? If you release the Iowa and make a Fletcher and then a Ise, we already have a Clemson. I have a Clemson online multiplayer mission. You guys make enough and we can get missions going, don't have to be online, but would allow multiplayer if you wanted it. And with the multiplayer, we could have a sub attacking that Iowa. You can shoot your own ships ya know. That is assuming these will play together. I know you commented your Fubuki would not work with the PBS.

Peabody

lancerr
05-04-08, 10:32 PM
Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.

And all I can say is that after spending several hours with S3D, it's a lot easier and harder than I thought. One good way to learn how to create new ships will be to reverse engineer Xantrokles and Mikhayls work and make small changes. They both seem perfectly willing to help so I say that witha little patience, we should be able to start releasing playable BB's, CA's etc.

Snaptrap
05-05-08, 02:18 AM
I might do something like this much later. I'm considering adding a playable Imperial Star Destroyer though.

peabody
05-05-08, 02:20 AM
Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.
Don't misunderstand, I think thier work is great!! I have written missions for both the PBS and Fubuki at his request. I just thought it strange he found the Iowa boring but not the Pocket BB.
And I only made the comments about what we could do with the other ships because he said they were already made.

" I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready."
And added that we had boats from Mikhayl so we almost have a navy, if the boats will work together, I don't know if they will but I'm sure he probably does.

I was not complaining a bit!! just saying "this is what we already have" and if we had a BB for the enemy (and German boats won't work in multiplayer) we could have our own war AND use subs against BBs which would make it less "boring". Just a suggestion, no complaints at all. I know the work they do is very tedious!!!! And I appreciate it.
I am not a writer and sometimes people misunderstand what I am saying.

Peabody

Xantrokoles
05-05-08, 06:49 AM
Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.

And all I can say is that after spending several hours with S3D, it's a lot easier and harder than I thought. One good way to learn how to create new ships will be to reverse engineer Xantrokles and Mikhayls work and make small changes. They both seem perfectly willing to help so I say that witha little patience, we should be able to start releasing playable BB's, CA's etc.

Approve this:yep:

Peabody:
I understand you. But I won't agree with the ponit: 'We got it already'
Cause it takes hours and hours of work making the ships compatible with each other, when you start with the same base.
I will give you a Fletcher, but then I am out of this projects too:)
But Mikhayl makes a great tutorial and there are lots of people wanting to study it:D

lancerr
05-05-08, 07:12 AM
Peabody: Great - we are on the same page. I often get misunderstood as well so I sympathize.

I actually cant wait to start modding - I used to be much more active modding a long time ago and there's something incredibly powerful about at least understanding at a surface level, how the game engine works.

I wonder if the Devs for this game would post some basic docs on modding this game - a lot of the work that's being done seems to be throught trial and error.

I was even dreaming of an application last night (yeah I know..sad) that would use the game engine in a small external application with GUI controls for seeing immediate changes to the file settings (for example, visual distance or shell splash) and with controls for visually selecting (or drag selecting) objects and defining hit zones.

ANyway - I can keep dreaming, I know.

lancerr
05-05-08, 08:31 AM
Thanks Mikhayl.


Question regarding your 3d models. Did you end up modelling them or are you using existing models within the game and adding playable elements?

The Fishlord
05-05-08, 09:28 AM
Approve this:yep:

Peabody:
I understand you. But I won't agree with the ponit: 'We got it already'
Cause it takes hours and hours of work making the ships compatible with each other, when you start with the same base.
I will give you a Fletcher, but then I am out of this projects too:)
But Mikhayl makes a great tutorial and there are lots of people wanting to study it:D

My point is that if you can test the Iowa ingame enough to realize it's boring, it must be pretty far down teh development track. Right?

So why not release it? Just put out a notice saying "Not compatible with any mod except environment mods". (If that's what you mean by compatibility, I'm a novice at modding)

I'm trying to get to know how to mod as much as I can but it's slow going...

andycaccia
05-05-08, 12:00 PM
Yes, I agree with fishlord. Even if it is boring and not complete it may be fun for someone. And of course it will be a goo staring point for all modders here who want to make their own "surface" sh4 mod.

John W. Hamm
05-05-08, 02:18 PM
Yes, I agree with fishlord. Even if it is boring and not complete it may be fun for someone. And of course it will be a goo staring point for all modders here who want to make their own "surface" sh4 mod.



one persons trash is another mans treasure!!

horsa
05-05-08, 04:47 PM
I've been having a go at creating a playable surface unit by looking at the existing examples . Still a lot to learn but making progress.

Can someone help me with this problem - black textures. I think this is because my file can't find the ( external )textures.
Any pointers anyone ??

http://i306.photobucket.com/albums/nn266/horsa_bucket/BrooklynBlack.jpg

gimpy117
05-05-08, 05:13 PM
I've been having a go at creating a playable surface unit by looking at the existing examples . Still a lot to learn but making progress.

Can someone help me with this problem - black textures. I think this is because my file can't find the ( external )textures.
Any pointers anyone ??

http://i306.photobucket.com/albums/nn266/horsa_bucket/BrooklynBlack.jpg

is that a broklyn light cruiser????

horsa
05-05-08, 06:00 PM
Thanks Mikhayl :up:

It would have been some time before I went looking there - my concentartion was all on the DAT file.

horsa
05-05-08, 06:02 PM
is that a broklyn light cruiser????
Yes - but for the moment with 4" single guns and a host of other things that shouldn't be there.

gimpy117
05-05-08, 07:27 PM
is that a broklyn light cruiser???? Yes - but for the moment with 4" single guns and a host of other things that shouldn't be there.

nice...too bad it's not as powerful as the Scheer...at least it's a compromise!

miner1436
05-05-08, 09:22 PM
Heres an almost complete BB, just got a few bugs to work out: Needs textures, working props & rudder and textures. If you can help me with this please PM me.


Image---> http://img440.imageshack.us/my.php?image=sh4img20080505221901562zd3.jpg

miner1436
05-06-08, 07:22 AM
Hi Miner, for the textures you can look at my post above, it should solve the problem I think. For the prop & rudders, if you have imported them, you then just need to link them in the .sim file (obj_hydro - propellers - rudders). Just copy the values from the original AI ship sim file (don't import the chunk, just copy manually the numbers & names)

I tried the texture fix but for some reason it only textures the sub-objects like the smoke stack and such, the main hull is still black.