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Von M
03-01-09, 08:32 PM
Hello all,

I downloaded the playable Fletcher and tweaked it a bit and I have everything working except that when I start a mission it automatically jumps to flank speed. None of the forward telegraph settings do anything (the handle doesn't even move) and if I set the speed for back standard, full, or emergency she slows to a stop but will not go in reverse. The rudder answers by the hot keys and/or clicking on the compass.

In short, everything works but engine control. I have checked all the IDs and their parents and they all seem to be correct.

Any ideas?


Thanks,

VM

jmardlin
03-02-09, 02:41 AM
If you changed the cfg for the fletcher you may have messed it up. There should be a part that looks like this
[EngineProperties]
AllStop=0.00
AheadSlow=0.40
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66

Webster
03-02-09, 11:28 AM
Hello all,

I downloaded the playable Fletcher and tweaked it a bit

we need to know what you changed so we can figure out where the trouble is

Von M
03-02-09, 08:33 PM
As far as I can tell the issue started when I renamed all the files in the data/Submarine/USS_Fletcher directory from "clemson" to "fletcher." I believed I had found and adjusted all the references in the files to the clemson.

Also, I was working on making the CL Cleveland playable from scratch and it is doing something similar except it has no movement capability at all, either engines or rudder. There is obviously something that I'm doing or not doing, most likely related between the two, but I cannot figure it out. I believe I have all the correct info in the files required to make the ship functional based off of what I've seen in other surface ship mods.

One thing I have not done with the Cleveland yet is add the fleet boat compartment types into the .zon file. However I wonder if that is really the problem because, in theory, the .zon file for the clemson/fletcher was already working fine. In that case only the names changed and none of the IDs.

Anyway, I hope this makes sense. If not I will try to articulate better/more detail.


thanks,

VM

EDIT: I threw them up on a server if anyone wants to take a look at them

Fletcher: http://www.acmestuffco.com/mods/USS%20Fletcher%20v3%20GOOFY%20ENGINE%20PROBLEM.7z
Cleveland: http://www.acmestuffco.com/mods/CL%20Cleveland%20TEST%20v1.7z

jmardlin
03-02-09, 08:47 PM
the cleveland problem is most likely in the sim unit_submarine propellers and rudders not being named the same in there and the dat. I had the exact same problem with my montana. You could here the engines and watch the rudder angle change but it did nothing. http://gallery.filefront.com/jmardlin//1185774/
http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/http://static3.filefront.com/images/personal/j/jmardlin/162536/rwbindtpbm.jpg
http://gallery.filefront.com/jmardlin//1185774/ http://gallery.filefront.com/jmardlin//1185774/rename NCL_Cleveland_Carma1 to NCL_Cleveland_Carma that should solve the rudder problem. Bad zon can also cause engines and rudders to not operate. You should lower engine power 212000 hp is way too much for a light cruiser. turn off Is_DieselElectric in the fletcher ti should be set to normal.
http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/

Von M
03-02-09, 09:58 PM
the cleveland problem is most likely in the sim unit_submarine propellers and rudders not being named the same in there and the dat. I had the exact same problem with my montana. You could here the engines and watch the rudder angle change but it did nothing. http://gallery.filefront.com/jmardlin//1185774/
http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/
http://gallery.filefront.com/jmardlin//1185774/ http://gallery.filefront.com/jmardlin//1185774/rename NCL_Cleveland_Carma1 to NCL_Cleveland_Carma that should solve the rudder problem. Bad zon can also cause engines and rudders to not operate. You should lower engine power 212000 hp is way too much for a light cruiser. turn off Is_DieselElectric in the fletcher ti should be set to normal.
http://gallery.filefront.com/jmardlin//1185774/http://gallery.filefront.com/jmardlin//1185774/

Got the rudder working, that was it. As for getting the engines working and the.zon file, in your experience what am I looking at with that? Is it just a matter of setting the 157 (NE engine room) to 201s? Or is there something more elaborate that is not as obvious?

Concerning the horepower I just copied that section from another mod and had not changed it yet. From what I read 100,000 SHP seems to be the correct value for the Cleveland's.

thanks (again) jmardlin,

VM

peabody
03-02-09, 10:15 PM
In both ships in the UPC file, the entire "FunctionalSubSystem" section is gone.
Take that back, it is just not at the bottom of the file where I expected to see it. The upgrades are below it. My mistake.

Peabody

Von M
03-02-09, 10:23 PM
Yeah, I just reorganized the file, everything is in there as it should be. Jmardlin fixed the rudder and I just added a 201 in place of a 157 in the .zon but the engines for the Cleveland still do not answer.

jmardlin
03-02-09, 11:29 PM
I noticed only flank speed works on the cleveland and it says it is below crash depth even though it isn't.

Von M
03-02-09, 11:42 PM
You got it to move?

It cant get it to work under any speed setting. Another weird thing (at least to me) I just remapped all the IDs for the hell of it and now the telegraph arrow will only go to the ahead standard setting (even if I order flank) and she still doesn't move nor do the screws turn.

lol, I really screwed this up.


VM

peabody
03-02-09, 11:53 PM
You got it to move?

It cant get it to work under any speed setting. Another weird thing (at least to me) I just remapped all the IDs for the hell of it and now the telegraph arrow will only go to the ahead standard setting (even if I order flank) and she still doesn't move nor do the screws turn.

lol, I really screwed this up.


VM
Yes, it will move with the keys but the telegraph doesn't work.....well, until now!!!! Simply mistake, change your class name. The AI Fletcher is DDFletcher, I changed yours to DSFletcher and it works fine now. Change in Roster folder. In the submarine folder change it in the .upc and the cfg files.

Also in your .cam file- lower your conning deck view and in the dat file lower your AA gun. It's floating.:woot:

Just checked and the Cleveland is the same problem. Classname. I think you are still working on it so I guess you know the gun is missing?

Peabody

jmardlin
03-03-09, 12:32 AM
you need to do the same fix to the Cleveland then it will work properly. didn't see that you already said that peabody

Von M
03-03-09, 12:40 AM
lol, dang, I was trying to stay with a convention and it was bad from the beginning. Thanks fellas (again)

@Peabody, yeah I threw them up in the air because I was testing how the nodes worked and decided to try and solve the engine problem first. Lol, I guess the days of watch from the top of the mainmast were far gone by WWII, huh? :03:


Thanks to both of you for your help the last couple of days.


A Grateful,

VM

jmardlin
03-03-09, 01:52 AM
your deck gun in the Cleveland does not work because the parent ids are wrong for nodes 12, 14, 15, 18 and 24 in the dat for the gun. They should be linked to node 9. The controllers in the cam file should also be linked to node 9 in the dat.

Von M
03-03-09, 04:48 PM
Dang, I need youz guyz help again. So I got the deck gun working acc0rding to what Jmardlin said and technically it works but has some strange after effects.

1. All the turrets, even the "stock" turrets found in guns_radar.dat, have two sets of barrels. I can elevate one set and it fires and moves just fine. I made sure my naming convention was different from the guns_radars.dat but I might have missed something.

2. For whatever reason I like to have turret #2 as my gun of choice so I entered M02 in the .upc as its node and it moves the turret there but removes turret #1. If I switch it to M01 it reverses the problem #1 turret is there but #2 is gone. If I leave the node blank then both turrets show up and I have control of #1 turret.

I posted v2 up there in case you want to take a look at what I'm talking about.
http://acmestuffco.com/mods/CL%20Cleveland%20TEST%20v2.7z

Sorry to keep bugging you guys. :damn:

Thanks,
VM

jmardlin
03-03-09, 05:34 PM
I need to look through my file on the montana to compare them. If I use them then the guns work fine. Definitely a problem in the guns files.

jmardlin
03-03-09, 05:45 PM
More id problems the cam needs nodes 2, 4 and 6 linked to node 16 Dmy_6in_Triple_Turret_Cam in the dat, also sim has missing chunks. Use the sim from another ship and change the stats and ids then it should work.

peabody
03-03-09, 05:54 PM
Dang, I need youz guyz help again. So I got the deck gun working acc0rding to what Jmardlin said and technically it works but has some strange after effects.

1. All the turrets, even the "stock" turrets found in guns_radar.dat, have two sets of barrels. I can elevate one set and it fires and moves just fine. I made sure my naming convention was different from the guns_radars.dat but I might have missed something.

2. For whatever reason I like to have turret #2 as my gun of choice so I entered M02 in the .upc as its node and it moves the turret there but removes turret #1. If I switch it to M01 it reverses the problem #1 turret is there but #2 is gone. If I leave the node blank then both turrets show up and I have control of #1 turret.

I posted v2 up there in case you want to take a look at what I'm talking about.
http://acmestuffco.com/mods/CL%20Cleveland%20TEST%20v2.7z

Sorry to keep bugging you guys. :damn:

Thanks,
VM

First did you remap IDs when you made the gun?
Second, if it is a playable gun, put it inside a slot M01. Just a node and a label and link the guns to it. I can explain if you don't know how. I haven't looked into it to see if this is the problem, little busy at the moment.

Peabody

jmardlin
03-03-09, 06:30 PM
He didn't. That's why its not working among the other problems I noticed earlier. Should have checked that.

peabody
03-03-09, 07:02 PM
He didn't. That's why its not working among the other problems I noticed earlier. Should have checked that.

:haha: You and I are going back and forth taking turns on ideas. I posted then noticed you had already posted. Last time it was the other way.

Peabody

jmardlin
03-04-09, 01:38 AM
@Von M I got it working. I will post them on my page for you. Let me know after you download it.

Von M
03-04-09, 04:46 PM
Got it. Dang man, lol, you didn't have to do all the work, but now that I looked at it that was probably easier than typing it all out.

I really appreciate the help from both of you, it has been an invaluable learning experience.


Thanks a bunch!!

VM

jmardlin
03-04-09, 08:35 PM
It really wasn't that much work but it would have been difficult to explain all the changes I made. A couple probably were not vital to it working though.