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View Full Version : [REL-UBM] Playable USS Fletcher Destroyer


horsa
05-20-08, 10:04 AM
Excited by the playable surface conversions of Xantro and Mikhayl, I set about attempting a conversion to see how easy or difficult the process was. The aim was to then create a “mugs guide” based on my experiences to make the techniques as accessible as possible to as large a number of people as possible. For my learning curve I chose USS Brooklyn and (later) USS Fletcher.

I need to point out that prior to the start I was unfamiliar with both the S3D editor and the workings of SH4 in general ( which I have never really played ).

Currently ( at 2+ weeks) I’m increasingly running into problems which are taking me too long to sort out, so I’m hopefully going to speed up the process by releasing this early beta. My hope is that others will look at it and suggest where changes/corrections can be made. I can then incorporate this extra knowledge into the “mug’s guide”

To be fair it’s difficult to say exactly when these conversions are “complete”. Even the conversions of Xantro and Mikhayl ( and later Rene) go only so far. In a sense they are all “beta”.

Personally I believe these playables are a whole new ball game for SH4. However I also believe they will never be the complete item. There are, IMHO, too many problems and limitations to ultimately make this the complete“ New DC2” or the “New Whatever” . However , they are a lot of fun, and I believe that with further determined and ingenious modding, they could offer a reasonable surface experience for certain types of operation. Their potential will perhaps be best realized in multiplay.

So here it is for what it is worth – a playable Fletcher .

UPDATED TO 1.1 / 21 May 08
DOWNLOAD V 1.1
FROM http://www.mediafire.com/?3xdmcyxmcjz

Fixed Smoke and "floating WO"


From the README


WHAT IT DOES

Looks like a Fletcher in all its SH4 glory ( Model and textures)
Responds to telegraph and rudder.
Has a mannable single 5inch turret and a mannable AA gun position.
AI main guns/AA guns respond to targets.
Has “watch” position in the Bridge with free view camera.
Selectable targets with binocs.
Wake trail and turning props.
Is playable in :-
Some missions - Battle of Midway ( Revised ) , Photo Reconnaisance
Patrols - Philippines
Campaign. ( although the AI of other ships is so poor I’m not sure this is much of an experience )
This ship and the AI ships open fire at longer ranges (W4lt3r fix)

WHAT IT DOESN’T DO OR DOESN’T HAVE

Have sensible damage response. It neither takes damage like it should, nor has anything resembling damage control.
No flag.
No bow wake.
No smoke
No dappled water on the hull.
No ability to release depth charges.
I’ve not really done much with the crew, although there are figures manning the decks and guns, and acting kind of like they should be there.
One of the crew ( the WO I think) is suspended in mid air
Interior view – it’s still a sub
Values for turret movements need adjusting
Doesn’t fire torpedoes like a destroyer ( they are spawned at 0 deg )

Probably lots of other things


Acknowledgements

Mikhayl – Huge credit for the Clemson which was the template for this conversion . Also for the detailed tutorials he has made and the help and advice he has given freely.

Skwasjer – for the absolutely essential S3D editor
JScones - for the incredibly useful JSGME

Xantro – likewise for his help and advice and the example of the Graf Spee.
W4lt3r – The range fix files, and also his tips and advice.

All the many folk who responded to my pleas for help on the forums

"Legal" thingie

You can mod it freely without prior permission, roll it about the floor playfully, cook it carefully over a slow gas oven or give it away to your grannie if you want, but you’ll not be my friend if you release a better version of it and don’t mention that I had some input into its creation. It might be a good idea to mention Mikhayl’s name as well.

Everything used at your own risk etc

Mush Martin
05-20-08, 10:22 AM
Nice and Congrats:up:

ps. Love the Legal:rotfl:

Francesco
05-20-08, 01:18 PM
downloading :)

thx for your work ;)

Lagger123987
05-20-08, 04:15 PM
any screenshots?

horsa
05-20-08, 05:46 PM
http://i306.photobucket.com/albums/nn266/horsa_bucket/FletcherFull.jpg

Main gun position

http://i306.photobucket.com/albums/nn266/horsa_bucket/FletcherGun-2.jpg


http://i306.photobucket.com/albums/nn266/horsa_bucket/FletcherGun02-1.jpg


AA gun position

http://i306.photobucket.com/albums/nn266/horsa_bucket/FletcherAA-1.jpg

Bridge position


http://i306.photobucket.com/albums/nn266/horsa_bucket/FletcherBridge-2.jpg

gimpy117
05-20-08, 09:02 PM
we need a WWI battleship mod...

UrPeaceKeeper
05-20-08, 11:19 PM
we need a WWI battleship mod...

I personally was thinking War or 1812 :) Broadsides baby!

Looks Good! You could take some stuff from the Pocket BB thread and see if you cant modify it for your use. So far we have a ship that has a better damage model than a stock sub but some of the armor plating values would be in the wrong place becaues of the geometry of the ships. But it's a start. Also the flags and what not should also be in the PBB mod.

I would be more intrested in a Iowa or any US BB though :) Simply outa the fun factor :)

Rolf Eschke
05-21-08, 01:40 AM
Hello !
I have a Question.
You say its a Fletcher Destroyer but the Folder Name is USS Clemson and I found this in the Roster Cfg :

DisplayName=USS Fletcher ; DD-186 Clemson.

I dont understand that,
Regards
Rolf

Francesco
05-21-08, 06:28 AM
probably he start working on Clemenson file right?

how can I increase the number of AP shells?

horsa
05-21-08, 06:29 AM
Otherwise it's just a simplistic marine-shooter IMO
Yep, that's about it. The eye candy is so good in SH4 that it almost justifies it on that count. It'll be interesting to see if sufficient momentum gets going to tackle the wider issues that could make it a more serious and replayable sim.
Worth the investment of modding energy ? .... I guess if you're a genuine surface freak the answer is yes, but will it attract enough of the middle ground folk ?


we need a WWI battleship mod...

Well actually that already exists ........
Iron Seas Thread http://www.subsim.com/radioroom/forumdisplay.php?f=226
Website www.Ironseas.co.uk (http://www.Ironseas.co.uk)
...... but total posts of 325 in 8 months tells its own story.
SH4 has lovely graphics and it has the "brand" so even an indifferent representation of Fletcher on SH4 will attract more interest and excitement than a fully functioning realistically rendered WW1 battleship in the old DC.

You say its a Fletcher Destroyer but the Folder Name is USS Clemson

Heh, if you dig even deeper it says Gato as well. :D
All of these playables are based around something else. Mikhayl's Clemson was based on the Gato and what I have done is taken his Clemson and used it as a template (to save debugging time). They are only labels. They could all be renamed but it wouldn't make it any more of a Fletcher than it is. What's important is the ship parameters which have been transfered ( albeit not perfectly). If you use the very fine Graf Spee it is still actually behaving in some ways like a sub ( AI ships think it's a sub for instance) because that's what it's based on

You could take some stuff from the Pocket BB thread

Yep, sure will. :D
All these playables are about finding the way forward with new modding ideas.

I would be more intrested in a Iowa

It will come :yep:

horsa
05-21-08, 06:41 AM
how can I increase the number of AP shells?
Edited out wrong information

ReallyDedPoet
05-21-08, 06:54 AM
Nice work horsa :yep::up:


RDP

Fincuan
05-21-08, 06:57 AM
how can I increase the number of AP shells?
Use S3D and go into data/submarines/USSClemson. Open the sim file there (USSClemson) and explore the turret nodes. I think the ammo counts are in there.

The ammo counts for AI controlled guns are in Data/Library/ShipParts/guns_radars*.sim (replace * with a number, I think there are four of those files). The way I do it is to look at the .eqp file to see what guns are used, then search the gun from those files. The player controlled gun's file depends on the mod, but it should be in the same folder if it's a US ship.

horsa
05-21-08, 07:24 AM
LOL
Sorry Francesco. I was talking complete rubbish. :oops:
I was thinking of the player operated gun ( which wasn't in there either !!)
There's begginers for you ..... :D

Rolf Eschke
05-21-08, 11:25 AM
Hello Again !
This is a powerful Boat with his 5 Guns.
I like it.
But I have no Engine Sound and this Guy is up in the Air...

[http://thumbnails7.imagebam.com/658/dfef8f6572257.gif (http://www.imagebam.com/image/dfef8f6572257)

Regards
Rolf

Francesco
05-21-08, 12:11 PM
LOL
Sorry Francesco. I was talking complete rubbish. :oops:
I was thinking of the player operated gun ( which wasn't in there either !!)
There's begginers for you ..... :D

there is no problem :smug:

now what we need are missions :rock:

horsa
05-21-08, 12:51 PM
this Guy is up in the Air...
Version 1.1 has been added to the header post at the top of the thread
Floating crewman removed
Funnel smoke added.

UrPeaceKeeper
05-21-08, 04:32 PM
Horsa, Rucco just released probably the best thing to happen to the PBB. We now have an accurate damage model. No more random sinking ships! He added the damageable objects in the ship, repairable damage, hull damage, and semi realistic flooding. He did some amazing work! You may wish to PM him and ask the details but I know it involved him sitting next to the USS Iowa and taking hits to memorize where certain hit boxes are and assigning proper armor values to it. I have to say I'm very impressed with the latest files for the PBB. Being one of their "beta testers" I've seen them all from page one of the thread to the current release. Fighting the random sinkings, T3 tankers of doom, and poor AI gunning. I have not found any bugs thus far, just some minor gripes with visuals :) (Darn large smoke cloud from shooting the main guns is white not black like it should be!) The rest is all the visual stuff like the interrior and high resolution bridge and all that jive.

I just returned from a carreer stopper (not really) 150k tons patrol taking 0 hull damage from pesky destroyer escorts shooting sub 5 inch guns, and armed merchant ships. It started off with a photo recon (gasp) of Freemantle to which the fight in and out sucked but no damage was taken to the hull of the ship itself. Took out my observation periscope, no more fun aiming torpedo's, and damaged my radar station and several other small stuff that was repaired or left destroyed. I returned home and tested out his BB test where you duke it out with the truely invincable Iowa Class BB. I can tell you that you cant win with guns and if it ever lands those main guns on your ship your toast!

I forsee something like this mod here to have a similiar realistic damage model. Talk to Rucco on the PBB thread and see if you and he cant work out a realistic damage model. I think we just found our first successfull oportunity to expand to the surface ships for SH4 UBM!!!

Did I mention it's stable so long as you dont hit the submarine specific commands when you finally go under the waves? (Emergency blow, surface, periscope depth, hold depth, and all that cause CTD's)

:arrgh!:

horsa
05-21-08, 05:24 PM
Thanks UPK. This is ( was ?) one of those "black holes" that needed addressing for these new playables. That looks like a significant development .

I've not had time to assess it properly yet, but my brief reading of it suggests that Rucco has taken a serious step to getting past this hurdle.
:up: :up:

gimpy117
06-06-08, 02:17 PM
I think the flie is broken....

Cool-Ice1962
06-07-08, 06:28 AM
Hi, follow problems what I have with two Ships.
:huh: with the Destroyer USS Fletcher and the Battleship Yamato I have no UZO by press the "U" for it. The same with the buttons Binocular --> UZO - NO UZO. If I use the Fubuki or the Graf Spee, the UZO is working fine but here - I can not find the UZO for check the distance to a other ship (Target). Whats wrong there? :hmm:
For to chance the Mods I use the JSGME.
Thx for help

horsa
06-07-08, 08:24 AM
The Fletcher is not a complete conversion, so features will be missing.

gimpy117
06-07-08, 03:15 PM
How so ?

well if you really want to open it it will in 7zip...but the file only is listed as a file and is named only "USS" you can't just click to open.

Charlielima
06-18-08, 03:00 PM
Sounds bitchin. I'll give it a shot. CL

Admiral Von Gerlach
09-20-09, 12:07 PM
Is it possible to add AI versons that will fight alongside him to allow flotilla action? just wondered. thsi looks like remarkable work, thankyou very much.

chrysanthos
02-22-11, 07:59 AM
the only problem i encounter is that after some firing the other turrets sudenly stop no mater how much ammo i have:/ and only the playble turret is still fuctional....any idea why? oh and i have try this mod alone not with others...thank you

chrysanthos
02-22-11, 08:02 AM
and one other thing about USS Brooklyn...she has no damage holes only the damage counter reads...i mean you can see the fire only in destroyed guns

chrysanthos
04-01-11, 05:42 AM
like i said before about the non playble turrets they sudden stoped firing no matter what...why that? they still have ammo though:(

Anthony W.
04-25-11, 06:30 PM
Bump

hellfish6
03-09-13, 11:55 PM
Could anyone re-upload this?

Capt.medina
06-22-13, 03:21 PM
yes pleaseeeeee!!!! i really want my
USS JHONSTON :)

need to go find some ships ships to hunt with her :)

dsawan
06-23-13, 02:58 AM
yep, link dead. if you can repost that would be great

cdp44
06-23-13, 04:00 PM
There is Fletcher class destroyer in my ShipPack. Link here http://www.subsim.com/radioroom/showthread.php?t=188786

Cdp44

Archer7seven
06-23-13, 04:21 PM
There is Fletcher class destroyer in my ShipPack. Link here http://www.subsim.com/radioroom/showthread.php?t=188786

Cdp44

While I see a screenshot of the Fletcher, I don't see an actual download link. It seems to be the only missing though.

I live those ships, keep up the good work.

cdp44
06-24-13, 09:43 AM
Itīs in ShipPack, no stand-alone at this time.

Cdp44