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View Full Version : Playable BB North Carolina...(Can career)


CaptSovhan
12-22-08, 03:54 AM
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Playable BB North Carolina. Last-update January, 08, 2009.
Maker. CaptSovhan, Member of http://www.subsim.com
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It is Mod which you can play a battleship Nroth Carolina in the SH4 Uboat mission 1.5 Version.
This ship can be damaged and destroyed. and also can play the career whit it.


> Fix list.
. + 01142009
. . - Iowa Deckgun 3D model.

. + 01092009
. . - No Flare in 20mm Cannon.

. + 01082009 Afternoon
. . - Innate Surface Search Radar.
. . - Increase Crew slots.
. . - Increase Visible Range.
. . - No Photo Recon.
. . - Damaged Engine, slow down ship.

. + 01052009
. . - All Unique chunk ids for 3D model (non conflict)
. . - New Single mission.

. + 01032009 Afternoon
. . - All new damage model again and effects. (good balance)
. . - Increase SubGun ammo (5inch gun).
. . - Historical maximum speed 27.55 knot.
. . - Unique Chunk ids for deckgun and conning. (not ship yet)
. . - Add Critical damage point.

. + 12302008
. . - Edit some values in zones.cfg file.
. . - Own deck gun 3D model.

. + 12242008
. . - All new damage models.

http://i555.photobucket.com/albums/jj447/CaptSovhan/sh42009-01-0415-56-02-75.jpg
At the Single mission.

http://i555.photobucket.com/albums/jj447/CaptSovhan/sh42008-12-3013-26-18-07.jpg
On the bridge.

http://i555.photobucket.com/albums/jj447/CaptSovhan/sh42009-01-0803-26-01-73.jpg
Parts.

. - The top of the bulkheads in the every parts are Post side bulkheads on the ship.
. - Seconde bulkheads are center and thirds are Starboards bulkheads.

http://i555.photobucket.com/albums/jj447/CaptSovhan/sh42009-01-0803-25-56-01.jpg
Crews.


Download > http://hosted.filefront.com/CaptSovhan/ < For the SH4 U-boat Mission 1.5 version.

Link to > http://www.users.on.net/~jscones/software/products-jsgme.html < JSGME.


Thank you. and happy new year!

John_Molotov
12-22-08, 11:42 AM
Excellent. Is it possible to move the bridge view to the ships conning tower like in the playable Yamato, because now there is no outside view exept the turret view.

peabody
12-22-08, 01:01 PM
deleted

tomhugill
12-22-08, 05:36 PM
Hey what method did you use to get the damage model working? And does anyone know if its possible to stop the game crashing if you want to put an ai one in a mission

@ peabody understand where your coming from but maybe a pm would do :)

claybirdd
12-22-08, 05:38 PM
sweet:up: Thanks for the hard work I am sure to try this out over the holidays.

Task Force
12-22-08, 05:52 PM
Will it work with RFB?:hmm:

peabody
12-22-08, 06:15 PM
Deleted

tomhugill
12-22-08, 06:23 PM
Usually for these to work with RFB you have to add a crew upc files else there wont be any crew on board

friedrichwang
12-24-08, 09:22 AM
Very good ship and could you rebuild a IOWA battleship like this ?
I do hope every playable Battleship has a real damage model like yours.

peabody
12-24-08, 11:19 AM
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Playable BB North Carolina. Last-update 2008 12 24.
Maker. CaptSovhan, Member of http://www.subsim.com
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I bring the Deck Gun from the "IOWA" mod and use it into the this mod whitout the permission.
I feel sorry about this... and i will try to make its own Deck gun and i will change it next time.

Thank you and Merry chirstmas. if u cristian.


I have no problem with you using the deck gun, but it would be nice if you had asked first. So go ahead and use it. My Christmas gift to you. And I will delete the other comments.
Merry Christmas to you too!!

I do hope every playable Battleship has a real damage model like yours.
There are quite a few ships that don't have correct damage models. I know back when I built mine I did not know how to do it, I was only a beginner at modding and there was a lot of stuff I didn't know how to do. Now some people have figured it out, but I have been busy with other stuff so none of my ships have correct damage models. They will take damage but it does not show in the management screen.

Peabody

ivank
12-24-08, 12:02 PM
Peabody doesnt equal noob at modding!
Peabody = PRO-Modder!!!!

You are great! Thank you for all your help.

peabody
12-24-08, 01:13 PM
Peabody doesnt equal noob at modding!
Peabody = PRO-Modder!!!!

You are great! Thank you for all your help.
Thanks Ivank, but I still consider myself a beginner. There is so much I do not know!!!

Merry Christmas or Happy Hanukkah or Happy Holidays, whatever applies.

Peabody

tomhugill
12-24-08, 01:49 PM
Hey capt , what kinda values did you change for the damage model? Did you alter the zone.cfg at all? Also i found with my yamato that when i tried to put 3 different zones for the guns if one gun got damaged they all did

Task Force
12-24-08, 02:55 PM
Usually for these to work with RFB you have to add a crew upc files else there wont be any crew on board

ok, guess ill have to hand pick my crew.:lol:

friedrichwang
12-24-08, 08:26 PM
There are quite a few ships that don't have correct damage models. I know back when I built mine I did not know how to do it, I was only a beginner at modding and there was a lot of stuff I didn't know how to do. Now some people have figured it out, but I have been busy with other stuff so none of my ships have correct damage models. They will take damage but it does not show in the management screen.

That's my means,thanks for your words.
Lots of the playable ships does not show the damaged parts so I can not repair the damaged parts in the management screen and Lots of the playable ships does not have the UZO attack station or periscope so that I can not measure the distance to target for gunfire.
And I do hope the Bismarck, Hipper, Scharnhorst and the IOWA have the same damage managent interface like the North Carolina.

BTW, the North Carolina's max speed is really higher than it's historic speed.
I remember that the North Carolina can only reach 29kts in test and can only reach 28 kts with fully load.

CaptSovhan
12-25-08, 03:22 AM
Hey capt , what kinda values did you change for the damage model? Did you alter the zone.cfg at all? Also i found with my yamato that when i tried to put 3 different zones for the guns if one gun got damaged they all did
for all new damage medel I have changed the values in the three files, .zon and zone.cfg, and .upc file.
I think, it need new structures at COMPARTMENTS STRUCTUREs in the .upc file for each guns .
If the guns are in the same Compartment then they'd have been damaged as like one.


I have no problem with you using the deck gun, but it would be nice if you had asked first. So go ahead and use it. My Christmas gift to you. And I will delete the other comments.
Merry Christmas to you too!!

Thank you, peabody. IOU.

tomhugill
12-25-08, 05:30 AM
So you have added 3 different deck gun entry to the zone.cfg file , like deck gun 1 , 2, 3?

CaptSovhan
12-25-08, 06:03 AM
So you have added 3 different deck gun entry to the zone.cfg file , like deck gun 1 , 2, 3?

Yes. i did. maingun, foregun and backgun... ;

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


I have no problem with you using the deck gun, but it would be nice if you had asked first. So go ahead and use it. My Christmas gift to you. And I will delete the other comments.
Merry Christmas to you too!!

Thank you, peabody. IOU.

CaptSovhan - I am trying to work out how to do the damage modelling - I've downloaded quite a few surface ship mods and am trying to work out how to get the damage modelling working and repairable. From your reply above you say you modified the .zon .upc and zone.cfg files ? I presume you mean zones.cfg in \data\ ? If so then I am a little curious as the download for the North Carolian did not have a modified zones.cfg ??

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

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

Any help much appreciated ... am just struggling to work out how this area works. TIA.

W4lt3r
12-29-08, 04:39 AM
First, nice work with the ship. I really like it, but there are some flaws.

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

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

I can link you my gun range mod if you need it, though making one of your own isn't that hard.. Just need to alter two cfg files, that's all.

tomhugill
12-29-08, 06:47 AM
@ Poly filler , heres how the damage modeling works (to the best of my abilitys):

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

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

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

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

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

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

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

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

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

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

I hope this ramble helps you if you have any questions give me a pm :rock:

CaptSovhan
12-30-08, 04:03 AM
http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-01.jpg

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-02.jpg

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-03.jpg

polyfiller
12-30-08, 06:45 AM
Tom, Capt, many many thanks for the info. I think between Tom's excellent text and Capt's screenshots, I understand how it works now.

Capt - one quesiton - to look at where the max & min coordinates are in the 3d model, do you open the model with a 3d editing program, or as Tom suggests, you roughly guess which box is where ? Also, when I open the .zon files, there seem to be a huge number of boxes. I guess for the damage zones, I'm looking for the really big boxes ? What if the rear of a ship is made up of two halves (I know from Freelancer modelling big ships that it's a common tactic to model one side of a ship and then duplicate / mirror to create the whole. In this instance is it OK to assign the same damage ID (per your example) to more than one box ?

Many thanks again. Am going to have a go at this later today (think I'll start witht he Admiral Sheer - seeing as I like playing that).

polyfiller
12-30-08, 11:24 AM
OK guys - having sifted through the files for the Admiral Sheer and the North Carolina & Yamato, I think I'm working out how to do things. Strange thing is both the NC and Yamato take damage to equipment in compartments, but only the Yamato has entries in the .ZON file for all the equipment types e.g. ExternalDamageZoneTypeID3D= 52 = radar in the zones.cfg. Strange.

Problem with the Admiral Sheer is that it's only got one compartment entry in the .ZON and UPC which match (207 = command room). I've started to do some rought guestimating of max, min coordinates to add the missing zones.

Now a really stupid question..... how do I add a new zone to the property tree in S3d ?? Or do I need to use somethign else ??

Thanks again.

tomhugill
12-30-08, 01:43 PM
The admiral scheer wasnt properly damage modeled and there the problem of the whole lot going kaboooom which is a relic of the AI ships damage model. If you use the same compartment id eg 122 on more than one damage box i think that they will all take damage , or at least thats what shows up on the damage screen. This could just be limited to the damage show on the damage screen , as the ai ships use the same compartment id for many comparments.

Also if anyone can help I need to find a way to slow down repair times , as at the moment damage is fixed far to quickly , some one managed this with SH3 but i havnt been able to find out what to do in SH4:down:

polyfiller
12-30-08, 07:51 PM
Tom - thanks again for the reply. I've made some progress and have a damage model working for the Admiral Sheer. It needs some refinement. I found out how to add extra zones in the zone file (left click and select add array item) ... rather embarassed about that one ... should have spotted it ! Interesting thing is my test mission is against 4 cruisers (2 heavey, 2 light) and the damage zones hardly work unless I reduce the armour value for each zone to between 35 and 38. Suspect there is an indicator to how weapon poer relates to armour in this somewhere. Will investigate further tomorrow.

Anyhow in terms of refining the damage model, I'm thinnking of including zones for main armour belts and other stuff. Am trying to work out how to add or trigger a hit on a main magazine.

I know what you mean about repair times. I've left mine set to unrealistic for now in the realism settings while I'm testing all this damage zone stuff. What would be really cool is to change how long it takes to repair different items.

Thanks for the help Tom & Capt ... am making progress now :)

maddenman
12-30-08, 11:07 PM
is there anyway to add more ammo to the side guns?, they seem to run out of ammo real quick

CaptSovhan
12-30-08, 11:51 PM
it seem to be late, it's my think about damage zones...

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-04.jpg
they have same ids '112=FlotabilityGenB'

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-05.jpg

Quick repair and wrong explosion, many type errors are start from here...

tomhugill
12-31-08, 05:38 AM
Those or the zones which control sinking for the AI ships , things like flotabilitygenb , flotptb etcbest to delete them. Btw how are you getting a 3d reepresentaion of the damage boxes

polyfiller
12-31-08, 06:43 AM
Again useful info about those zones being for AI only - thanks Tom ... and I have the same question Capt - how are you displaying those zones ?

Without an easy 3D representation of zones, it's a real pain questimating where to put a zone by reviewing the .dat file in S3D. BTW does anyone know how to rotate the model up/down in S3d - so that I can see how low / high a point is ?

Tom - will post update later when I've done more with the Admiral Sheer - I'll be looking carefully at how you made the Yamato sinkable and using that to help me complete the Admiral.

wildcard1988
12-31-08, 08:24 AM
Great work on this always wanted to sail around and blow the hell out of ships with the tripple 16's but how do u get them to auto target and fire? my crew are at battle stations and jus sit there twiddling their thumbs so i have to get off my nice comfey bridge and do it myself

tomhugill
12-31-08, 10:02 AM
Well they do work in playable ships , but i dont think they can be used at compartments or bulkheads

polyfiller
12-31-08, 01:53 PM
Tom - made some progress today.... however run into problems with the way the admiral sheer has been converted from SH3. In short I'm having trouble getting anything in the conning tower to take damage. The sheer differs from the yamato in that it has a seperate unit parts for the conning tower... and for the sheer it looks like it's in a bit of state. Specifically the parent node id for the damage zones is not the parent node for the 3d model for the conning tower ... because the .dat file is not structured right.

Not sure what the best move is next. I tried creating a version of the sheer without the seperate unit parts (added nodes to the main ship.dat file like O01, O02, O03, O04, C01, D01, D01 and the WCS_01_dummy nodes ... for watch crew ??). Then added seperate deck watch compartment and flack compartments to the UPC (using definitions from the yamato). No joy though - CTD at mission launch. There must be more nodes in the conning tower.dat file I need in the main ship.dat file I'm not aware of.

On the up side I think I got things like steering controls working (you implemented in the yamato but they never showed up in the damage model in the control room). I add a specific entry in the equipment.upc file of type hydraulic pump and named it helm control and also one for bridge telegraph). Will post detail if you want.

Trouble I'm having is that when equipment shows as damaged int he damage screen it's still working e.g. all engines out - still able to make 20 Kts ! Any ideas ?

Despite the issues above it's nice to see the sheer take damage in most areas via the zones I added. Just wich the conning tower was easier to sort out !

tomhugill
01-01-09, 10:20 AM
Actually the admiral Scheers was added in the U-boat missions add on so is native to sh4. As for the crashing issues i found adding blocks from other ships didnt work as you will inevitably have conflicts , my method was to first get the overall compartment structure sorted then model each compartment in the upc and the zone file. So that its easier to trace conflicts. Might be the best way to go if your having CTD issues. Im not sure what you mean by conning tower , do you mean the bridge? As regard to the node thing , I only used the nodes as a center point for my damage zones as found tht there where enough nodes there already to put in the damage zones i needed. The nodes and the damage boxes arent really inter-linked i just use them to position my damage boxes. If you think of the damage boxes as just being invisible points in space and not really realated to the 3d model (except for positioning) you cant go wrong!

I did put in a steering controls and engine controls in one version I think but I decided they didnt seem to much and the little icon just looked like a pump so I took them out. When your steering controls/engine controls are fully damaged do things stop functioning?

Wierd about the engine damage , In the yamato you couldnt take full engine damage without the whole engine compartment being destroyed which caused a massive fuel leak (but then this happened the engines did stop working). This was something I never managed to control but I thought it was a nice unintended feature so I left it in.

I think i might revisit my damage models due to these advances people are making , adding ammo and fuel bunkers etc and more separate new zones for separate engines etc. Would be good to get things functioning to the degree submarines do , where ruders etc and be totally destroyed crippling you (bismark anyone) :rock:

tomhugill
01-01-09, 12:55 PM
Also i think you need the crewsensors.cfg i think thts the file tweaking so the ai gunners will engage other ships

polyfiller
01-02-09, 12:47 PM
Tom - by conning tower I mean the files in \data\objects and the unitparts5KMS_Admiralsheer.upc in the UPDATAGE\UPCUNITS data. There seems to be tow approaches to adding playable ships; 1) Define everything in the main ship UPC and DAT files and 2) Define seperate data for the deck watch in the UPCUNITS data file. All that seems to be in the UPCUNITS file is a definition of deck wath and AA. The matching KMS_AdmiralScheer_Turm01.dat file in \objects cotains, among other things, the mount points for TDC, deck watch, radar antenna and the like. I figured if I could add these points to the main ships .DAT file, I could dispense with the conning tower. I got the ship to work without the conning tower by commenting out this section from the main UPC file;

;[UserPlayerUnit 1.UnitPartSlot 1]
;ID=KMS_AdmiralScheerConningSlot
;NameDisplayable=Conning Tower Mount
;Type=NULL
;AcceptedTypes=KMS_AdmiralScheerConningTower
;IDLinkUnitPartIntervalDefault1= NULL, NULL, KMS_AdmiralScheer_Turm01
;ExternalNodeName3D= Z01

However what I can't do is make a single change to the main ships .DAT file using S3D without causing the game to CTD when I launch a mission. To test my process, I used S3D to add an additional node O02 to the Yamato.dat file - worked no problem. Do the same to the admiral sheer and it CTD's. I even tried editing just a single position entry for one item in the .DAT file (changed -1.00018329 to -1.00018328) ... just as a test and again it causes CTD for the admiral sheer. So what it looks like is happenning is that S3D is corrupting a block of the sheers .DAT file when it saves it. GRRR.

Thanks for the pointer to the NCA_Deutschland. What I'm trying now is working out how to make an AI ship playable using S3D by referring to the Yamato files and also the admiral sheer file (for positioning). So what I'm gonna do is use the Deutschland.dat file and make it playable from scrtach, and then link the .zon file I has been working on for the sheer. This should be fun.

Don't suppose anyone has any ideas why S3D is goosing the Admiral Sheer.dat when I save it ??

Tom - I'll test the damage impacts on the "phoney" rudder controls I added again - I think I got it so as if the rudder controls in the control room were damaged, then I couldn't change course. I'll check and let you know. As for the phoney engine controls (called it Bridge Telegraph or something) ... I don't think that did work i.e. could still change speed when damaged). Will take a look and let you know.

polyfiller
01-02-09, 01:07 PM
Tom - quick update. Appears there was a problem with S3D. Skwasjer has just released V0.9.4 and has corrected the issue. I am now in the process of adding all the required conning tower nodes (for deck watch positions, TDC, radar mounts etc) to the main .DAt file ... and expect to be able to get the whole ship, including the conning tower, to take damage.

Having made the above progress, I'm going to try and play around with getting engine damage to slow the ship.

woofiedog
01-04-09, 02:43 AM
Had a chance to try out this great ship and you did a fantastic job with this addition to the surface fleet for SHIV. Thank's for all of this hard work! :up:

duckdevil
01-05-09, 06:01 AM
Looks very nice man, keep up the good work :up:

Is it either possible, to play this nice ship on SH4 1.5 withouth U-Boat Missions ?:D

tomhugill
01-05-09, 11:02 AM
SHould be its cloned from a us sub

duckdevil
01-05-09, 03:07 PM
Poor noob i am lol, do i need JGSME to install this or just copy the files ?:o
If JGSME is needed, can someone please give me a link to download it then ?:D

Greets, Ducky

revan999
01-05-09, 08:26 PM
Poor noob i am lol, do i need JGSME to install this or just copy the files ?:o
If JGSME is needed, can someone please give me a link to download it then ?:D

Greets, Ducky

http://hosted.filefront.com/CaptSovhan/

You should see it on that page, the top one listed with the numbers.

Unzip it and place it in a folder named NC or something along those lines and slap it in your mods location and you should be set to use it with jsgme.

duckdevil
01-06-09, 10:47 AM
I have played this ship, jesus christ its immortal.
I sunk 16 ships with it while they where shooting at me, i gained some damage but not lethal damage, this ship is just awesome.

By the way, is there a release of a playable Bismarck ?

bertle
01-06-09, 11:36 AM
have I done something wrong? Nothing can touch me, no bomb or enemy battleship can damage anything, not even the Yamato

Also to clear something up, do I need both files from the filefront place or just the latest one?

peabody
01-06-09, 05:41 PM
I figured if I could add these points to the main ships .DAT file, I could dispense with the conning tower. I got the ship to work without the conning tower by commenting out this section from the main UPC file;

;[UserPlayerUnit 1.UnitPartSlot 1]
;ID=KMS_AdmiralScheerConningSlot
;NameDisplayable=Conning Tower Mount
;Type=NULL
;AcceptedTypes=KMS_AdmiralScheerConningTower
;IDLinkUnitPartIntervalDefault1= NULL, NULL, KMS_AdmiralScheer_Turm01
;ExternalNodeName3D= Z01



You can definately eliminate the conning tower using that method but you should add the necessary compartments, crewmember, and equipment slots to the sub's UPC file not just the .dat file. That way they will show in the crew/equipment/management screens.

Peabody

polyfiller
01-07-09, 04:45 PM
Peabody - many thanks. I have actually made progress since my last post and have indeed removed the conning tower from the config by doing just as you sucggest. I now get all equipment in all compartments to report as damaged in the damage screen and can be repaired...... but the real problem now is that the damage has zero effect on the function of the ship. Examlpes include; all engines destroyed or damaged, ship still make 28 kts. Radar damaged, still working and detecting targets. Deck gun destroyed ... still able to hit F6 for deck gun station and fire, although I believe the deck gun damaged / destoyred comes up when the AI conrolled secondary targets are knocked out. Also have had rudder transmission knocked out, yet can still alter course.

Anyone have nay idea why damage is not affecting ship functions ?

wildcard1988
01-08-09, 03:05 AM
how did u get ur gun crew 2 fire on their own because mine wont and it the only thing keeping me frm usin the mod

CaptSovhan
01-08-09, 09:14 AM
Peabody - many thanks. I have actually made progress since my last post and have indeed removed the conning tower from the config by doing just as you sucggest. I now get all equipment in all compartments to report as damaged in the damage screen and can be repaired...... but the real problem now is that the damage has zero effect on the function of the ship. Examlpes include; all engines destroyed or damaged, ship still make 28 kts. Radar damaged, still working and detecting targets. Deck gun destroyed ... still able to hit F6 for deck gun station and fire, although I believe the deck gun damaged / destoyred comes up when the AI conrolled secondary targets are knocked out. Also have had rudder transmission knocked out, yet can still alter course.

Anyone have nay idea why damage is not affecting ship functions ?

I think, the types of the damage zones for the engines, they must have the number 21 and 55...:nope:

It seem to linking with number between damage zones and the functions for slow down.


... I hate this... even more in the hell... :damn:

how did u get ur gun crew 2 fire on their own because mine wont and it the only thing keeping me frm usin the mod

I've left the slots for customizing from user.

You can buy new crews in the office by drag and drop.

polyfiller
01-08-09, 05:20 PM
Capt - I think you may be right. I did some more digging around last night and found what I think is some damage zone "alignment" in \data\cfg\basic.cfg .... take look ..... aligns number to damage zones ...... and only for U-boats (no entires in there for fleetboats. This is interesting ... could it be the basic models for SH3 were used and they have different damage zone numbers to the SH4 zones ? just guessing here. I think that we may need to create custom entires in basic.cfg for any AXIS surface ships. I may be completely wrong in the above. Will know more after I've tried playing with basic.cfg.

Lil' Subsim
01-08-09, 05:30 PM
it seem to be late, it's my think about damage zones...

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-04.jpg
they have same ids '112=FlotabilityGenB'

http://i555.photobucket.com/albums/jj447/CaptSovhan/Untitled-05.jpg

Quick repair and wrong explosion, many type errors are start from here...

what program is that? i need a zone editor for my roll over/capsizing mod.

revan999
01-08-09, 05:34 PM
A sidenote , CaptSovhan you might want to remove the flare ammo from the AA guns. The AI likes to use it to try and shoot down planes :\

skwasjer
01-08-09, 09:01 PM
Almost now, just a bit more patience as I am finalizing basic funtionality... :lol:

PS: these are some older screenshots of a debug build...

http://sh4.skwas.net/images/screenshots/zones2.jpg

http://sh4.skwas.net/images/screenshots/zones.jpg

Lil' Subsim
01-09-09, 05:41 AM
Almost now, just a bit more patience as I am finalizing basic funtionality... :lol:

PS: these are some older screenshots of a debug build...

http://sh4.skwas.net/images/screenshots/zones2.jpg

http://sh4.skwas.net/images/screenshots/zones.jpg

nice!!! keep up the work!:up:

polyfiller
01-09-09, 02:52 PM
Skwasjer - great screen shots ... I also saw them over at subsim central. This functionality will be amaizing when released and will be a big help to anyone working on custom damage models (especially surface warfare mod).

Lil' Subsim
01-09-09, 11:21 PM
Almost now, just a bit more patience as I am finalizing basic funtionality... :lol:

PS: these are some older screenshots of a debug build...

http://sh4.skwas.net/images/screenshots/zones2.jpg

http://sh4.skwas.net/images/screenshots/zones.jpg
i know the boxes are flood compartments but what is the circle thing for? on the carrier.

CaptSovhan
01-10-09, 11:14 AM
i know the boxes are flood compartments but what is the circle thing for? on the carrier.

I think, It has two ways for use...

http://i555.photobucket.com/albums/jj447/CaptSovhan/zones.gif

Or both of them... :D

Travis Reed
01-11-09, 06:44 PM
A few questions...

Has the issue with not being able to give targets to the gun crew been resolved yet?

Has the issue with the gun crew not automatically firing on hostiles been resolved yet?

Has anyone created/modified the files needed to make this work in RFB?

polyfiller
01-11-09, 06:53 PM
A few questions...

Has the issue with not being able to give targets to the gun crew been resolved yet?

Has the issue with the gun crew not automatically firing on hostiles been resolved yet?

Has anyone created/modified the files needed to make this work in RFB?

Can't comment on RFB. As for giving targets to gun crew, when I go to the con (F5), then view a target with the binocs and press space bar, the gun crew engages the target. They then continue to engage any other hostiles in range after that.

Task Force
01-11-09, 07:12 PM
Anyone having a issue with the bridge not working?:hmm:

Travis Reed
01-11-09, 07:31 PM
Anyone having a issue with the bridge not working?:hmm:

*raises hand* Me!

Travis Reed
01-11-09, 10:27 PM
Alright, I have news...

After disabling RFB and RSRD (plus the lock fix for RFB) I have found that the bridge station does indeed work (as do the binoculars, and UZO) It is definitely something to see all the guns firing. AND to see them taking on 2-3 targets at a time...plus aircraft...

You can literally be surrounded and end up shooting 3-4 targets at a time (though most will get the 5").

I'm thinking that the problem lies with either RFB or RSRD, more likely RFB as RSRD is only campaign stuff...

Stormfly
01-13-09, 01:03 PM
Hi,

same with Trigger Maru 1.62 here,

...seams that the actual Carolina is a bit too strong in my eyes, she can fight 4-5 Yamato BB´s without big problems...

...she is also working in coop mp, would it be possible to have more vessels for adversial or moded coop to fight each other pvp ? :arrgh!:

Travis Reed
01-13-09, 02:19 PM
Hi,

same with Trigger Maru 1.62 here,

...seams that the actual Carolina is a bit too strong in my eyes, she can fight 4-5 Yamato BB´s without big problems...

I find that that is mostly because they can't hit for crap unless they are up close... Note that the same is true for your own gunners as well...

Sledgehammer427
01-13-09, 09:52 PM
most of why the mod problems arise with the two is because they all use a different HUD/GUI layout....

the mod overwrites the campaign files re/overwritten by RFB and RSRDC, the most you would end up with is a lack of starting crew.

ALSO!
the mods use a different model than the mod here.
my guess. which is as educated as its going to get without building one of the things myself, the bridge is probably where the supermod file puts it. call it a horrible theory, but i wouldnt be suprised if thats the case

Stormfly
01-14-09, 06:56 PM
Hi,

same with Trigger Maru 1.62 here,

...seams that the actual Carolina is a bit too strong in my eyes, she can fight 4-5 Yamato BB´s without big problems...

I find that that is mostly because they can't hit for crap unless they are up close... Note that the same is true for your own gunners as well...

ohh this is done by AI fire only, not usuing the gun by myself... also sensors and ai ranges have to be worked on, problem here is: If you allow AI to fire at 12 or 13k range enemy`s big guns can fire and hit you, your own ai 16 inch guns try to arm, but while arming they lost contact lock and turn back. Now ive set a max AI ´gun range to 8k, own ai-crew lock range also 8k, own hitpoints from 800 to 900 but armor from 96 to 95, will test 94... works more balanced now...

Stormfly
01-19-09, 06:01 PM
ohh and by the way...

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

Thank You CaptSovhan :up:

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


id like to know what file is causing this

Travis Reed
01-21-09, 04:28 AM
Something i dont understand is that i dont have any AA gun slots and Deck watch slots (for putting crew there) anymore using the RFB -> North Carolina Setup


id like to know what file is causing this

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

I run Stock>North Carolina now and have no problems with the ship...but I lose the realism of RFB...:(

thyro
01-26-09, 03:59 PM
Superb work with this mod... it is really a joy sailing this ship. Many thanks :D



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

Trainman1912
01-30-09, 01:16 AM
Greetings, my name is Joshua Andersen and I am new to the forum. I have SHIV on my computer and its v1.5. I installed the JSGME and downloaded the mod and put it into a file marked MODS on the games folder. I ran the JSGME and it said the mod was activated, but every time I run the game I get nothing. Still the same old game, no NC or anything. I have been racking my brain for hours trying to figure this one out. Any help is much apprecited. Thank You.
Josh

claybirdd
01-30-09, 01:39 AM
I had the same issue the other day. You just have to make a new folder named whatever and put the data folder inside of the one you just created and put that into your mod folder and jsgme it.

Trainman1912
01-30-09, 10:00 AM
Thanks bud. I finally got it working. Took me 3 hours, but I got it.

jmardlin
02-03-09, 09:12 PM
Almost now, just a bit more patience as I am finalizing basic funtionality... :lol:

PS: these are some older screenshots of a debug build...

http://sh4.skwas.net/images/screenshots/zones2.jpg

http://sh4.skwas.net/images/screenshots/zones.jpg
i know the boxes are flood compartments but what is the circle thing for? on the carrier.
These should be the damage spheres for the hull of the ship listed in the .zon file

jmardlin
02-04-09, 06:33 PM
I am working on the original style deck guns for the North Carolina class. It will be a mod for the playable North Carolina.

jmardlin
02-05-09, 12:31 AM
I have completed a 14" quadruple turret for the playable North Carolina. http://hosted.filefront.com/jmardlin/

SilentAngel
03-27-09, 12:47 PM
Hi i discovered that this mod isnt compatible with the latest real environment mod, if you go to the free camera the screen will go crazy after a few secs, with flikkering pixels and all, any idea whats causing it?


hmmm after some testing it seems it only happens if I install the 3rd option of the mod, otherwise it works fine with it.

Lord1
06-08-09, 08:22 AM
Hi! I cant seem to find any place this is still available. Would it be possible to reupload it? And btw, is there any thread with an overview of playable ships in SH4?

jmardlin
06-08-09, 01:03 PM
filefront has been deleting files after about four months. I will upload it to my page on filefront

Fleet Command CC
06-08-09, 02:00 PM
filefront has been deleting files after about four months. I will upload it to my page on filefront

Hello jmardlin,

Why not upload them onto the Silent Hunter 4 Download Category, just a idea. :salute:

Lord1
06-08-09, 02:56 PM
Thanks alot! Downloaded it, also with your 14in Quads, however they were easily outperformed by the 16in :)

Great ship tho!

jmardlin
06-08-09, 04:01 PM
yes that is true but I did it to have the guns that were to originally be on the NC class.

Lord1
06-09-09, 11:00 AM
I know, and i do enjoy playing with them. but they are pretty bad against most battleships as far as ive seen. Had problems sinking Fuso and Ise with it, althoug they went down in the end. Think its for the better they were made with 16in.

jmardlin
06-09-09, 08:08 PM
in reality they would have damaged almost anything afloat but the yamato. It was the only battleship built to withstand anything larger than that.

Nicolai
06-12-09, 01:13 PM
ohh and by the way...

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

Thank You CaptSovhan :up:
Stormfly, could you tell me what mod you use for enviroment?
The water looks magnificent.
Thanks
Nikolai

Webster
06-20-09, 03:12 PM
bump

thedakar
06-30-09, 05:57 PM
Holy crap! This is AWESOME! :rock:

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

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

Hehe. I can't stop laughing after playing the test mission. :D

Sledgehammer427
06-30-09, 06:58 PM
Has the bridge node been added into the ship?
if not, I'm sure i can find a way to do this myself :D

thedakar
06-30-09, 10:07 PM
There is a bridge. I had to unload RFB, but I think that all the RFB mods are null and void when you fire x9 16 inch cannon at you target.

pointblank
04-12-10, 07:04 PM
Why is there no deck gun and aa guns? :hmmm:

Karle94
04-13-10, 04:13 AM
Why is there no deck gun and aa guns? :hmmm:

What mods are you using? If you have any of the supermods then it`s probably not compatible with the North Carolina.

pointblank
04-13-10, 07:47 AM
i have stock 1.4

Karle94
04-13-10, 08:22 AM
i have stock 1.4

I believe this mod is for 1.5.

pointblank
04-14-10, 04:01 AM
i got 1.5 now and have OM now still no aa and decks guns

kiwi_2005
05-10-10, 09:09 PM
The link is dead anyone have it available for download?

Karle94
05-11-10, 11:51 AM
Got one right here:
http://www.filefront.com/13872983/NorthCarolina01142009.zip

jmardlin
05-11-10, 03:40 PM
There is a link to the North Carolina on my Filefront page also it is posted here at the Subsim forums download page.

Snow-Leopard
05-16-10, 11:06 AM
There is no view from the navigation bridge, and battleship's crew can't fire to enemy targets... :(

jmardlin
05-17-10, 01:33 AM
Well I know it did work because I used it in a career before. So I am not sure what is going on where it is not working for you.

kiwi_2005
05-17-10, 01:56 AM
Thanks for the links. :up:

I'm getting the same problem as Snow-Leopard - no bridge and guns dont fire on targets unless i do it manually. :hmmm:

Alert 1
05-17-10, 02:55 PM
Works for me.I have been using it for many many months every single night!
I totally wipe out whole task forces, sunk 3 millon tons of shipping
Ya i say it works alright :arrgh!:

chrysanthos
02-23-11, 01:18 PM
those guys from filefront they make some changes so anyone lost ths ships here they are

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

Fearless
10-15-12, 09:36 PM
Has been a long time since a response to this thread anyway,

I've got the Carolina working for RFB but the only problem,

1. F5 key - Bridge no access to,

2. F4 key - No access to scope (even though it's not used)

3. B key - no Binoculars so no instant access to bridge.

5. F7 key - no access to AA guns.

6. In the F10 screen - Weapons, there is no indication for AA guns and on the crew page no place to add crew to AA Guns.


Please help what needs to be done to fix this :wah:

Fearless
11-01-12, 06:09 AM
Bump. Anyone know how to fix??

Fearless
11-06-12, 03:57 AM
C'on Guys,

Any takers? :shucks:

Piskun
03-29-13, 08:35 AM
Can you upload this mod to Mediafire or Subsim. I can`t download files from Gamefront:wah:

chrysanthos
04-06-13, 02:15 AM
have you found the ship? if not i can put her in my mediafire page.....

Missouri
04-06-13, 03:51 AM
have you found the ship? if not i can put her in my mediafire page.....

Yes, i found it! It is great! Thank you:salute:

Missouri
04-06-13, 03:53 AM
Yes, i found it! It is great! Thank you:salute:

Sorry, I have got two accounts, user "Piskun" is my second one.

iyiskipper
08-02-13, 07:58 PM
Although it was quite some time ago this playable surface ship mod was made
I really enjoyed playing with it as a mod by itself..

If by chance you may return and read this someday on behalf of another mod authors advice,
I would like to ask permissions to add this ship into another surface shippack mod as a
merged playable ship into cdp44's shippack mod.

Although I have managed to partially get it in game to a loadable state
it would require the mods author of that particular mod to rewrite and
incorporate changes into his mod in such a way that it doesn't conflict
with his mod.

so would you at all have a problem if another developer decided to add
this ship in at some point as long as you were given full credits?

Regardless, thanks for your Mod & contributions
It's a nice BB & fun to play around with.

Regards.

Admiral Halsey
08-03-13, 10:21 AM
Someone needs to make this work with RSRD.

anavel_gato2004
12-12-13, 11:44 PM
any one have a download link for this Battleship?

chris@Key
12-14-13, 08:59 AM
i need a actual link too

Sry, bad english :salute:

aea-HighPriest
01-03-14, 03:19 PM
*BUMP* need a Link please!!!

Deathicon155
05-29-14, 04:23 PM
Theres no way for anyone else here to find the mod :wah: please put it on mediafire

Moin
07-24-14, 03:12 PM
Found this: http://www.subsim.com/radioroom/showpost.php?p=2112104&postcount=268

But you have some limitations for the ship, like no access to the bridge and therefore also to other things . . .

Bonden
07-24-14, 11:00 PM
thanks for the link - this is a fun change :up:

merc4ulfate
07-25-14, 07:38 PM
BB mods tend to have an extremely weak hull. While the surface area can take a pounding if you hit the bottom in shallow water during a storm, a mine or a sub net .... you sink quickly.


All the "NO ACCESS" issues can be fixed mostly if you look at the IOWA files. Just give credit to peabody (http://www.subsim.com/radioroom/member.php?u=238635), jmardlin (http://www.subsim.com/radioroom/member.php?u=243639) if you use it.

TheMP999
08-19-14, 02:26 AM
Found this: http://www.subsim.com/radioroom/showpost.php?p=2112104&postcount=268

But you have some limitations for the ship, like no access to the bridge and therefore also to other things . . .

Very nice, but there are too many problems,the hull is too weak as said by merc4ulfate (http://www.subsim.com/radioroom/member.php?u=229598), but it's the last of it.
The Iowa have only the foward 16" turret, i tried to use and manipulate some files from North caroline for the other 2 but i am a noob on programming and modding.
Also the Montana have only 1 turret and no 5"; it would be great if somebody can fix that.
In the end i think would be much better if you can eliminate the "fake" quad 40mm (that have 1 barrel and explode when hit) and put some 40 mm of subs, like 20 of 40mm and 50 of 20mm like the real one.
I would like to do it myself, but for now i am really denied for that things :(

Moin
08-22-14, 04:29 PM
I can only recommend to use this ship pack:
http://www.subsim.com/radioroom/showthread.php?t=188786
They are all full playable and so far I can say also career suitable!
(Have played some DDs and CAs in a RFB2/RSRD career)

Aktungbby
08-22-14, 08:28 PM
TheMP999!:Kaleun_Salute:

Jimbuna
08-23-14, 05:24 AM
Welcome to SubSim TheMP999 :sunny:

TheMP999
08-23-14, 10:47 AM
TheMP999!:Kaleun_Salute:

Welcome to SubSim TheMP999 :sunny:


Thanks alot to everyone :)
End thanks to Moin too, this aren't the battleships and ships i looking for, but it's a start; the mods i had downloaded before of these never works...