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View Full Version : [REL] Playable New Mexico Battleship


wevbarker2011
11-01-11, 01:51 PM
She is career playable:

http://www.gamefront.com/files/user/wevbarker2011 (http://www.gamefront.com/files/user/wevbarker2011)

Enjoy!

Will

chrysanthos
11-01-11, 02:49 PM
great work:D i have a question though....how the heck i delete those nodes since i have no idea about damage modeling:/ sorry about my laguange my friend....

chrysanthos
11-01-11, 03:07 PM
oh i forgot....the guns are just fine;)

wevbarker2011
11-01-11, 05:52 PM
What are you asking? Damage is a long and complicated process that I havent fully experimented with yet, just delete anything that the ship has too - so delete the origional sub's rudder because the ship has a rudder, then wire up the IDs in the .sim file to the ships rudder when you import the ship's nodes. The ship will not however have dive planes so you should leave those alone. etc.

peabody
11-02-11, 03:16 PM
What are you asking? Damage is a long and complicated process that I havent fully experimented with yet, just delete anything that the ship has too - so delete the origional sub's rudder because the ship has a rudder, then wire up the IDs in the .sim file to the ships rudder when you import the ship's nodes. The ship will not however have dive planes so you should leave those alone. etc.

I was curious about this and I d/l it and in the readme file you state, "The torpedo tubes are still active", as an 'issue". You only need ONE torpedo tube to make it work. Keep one torpedo tube in the .dat, the same one in the .sim and the same one in the .upc files. You can delete all the others. You can delete ALL reserve torpedoes in the bunker in the .upc. I don't even think you need the torpedo in the one tube that you will have left, but I have not tested that.
I know you need one torpedo tube, dive planes, MC01 etc. Edit: I think you might need the periscope too.
Doing a good job, but one thing I noticed in the .dat file all the "water Particles" and "Secondary bubbles", you don't need any of those. There are for the water coming from the limber holes in the sides of the sub. The only ones you need are wakes and the ship will have its own.

I had a hard time keeping the guns locked on target. Don't know why.

My ships were not Career playable but it was due to a simple mistake in the .upc file. Jmardlin fixed it and the ships went into Career with no problem. I think it was a numbering mistake, but that was a long time ago so I am not sure.

Peabody

USS Drum
11-02-11, 07:01 PM
There is no watch crew so I can't target stuff with deck gun.:wah:

chrysanthos
11-03-11, 03:34 PM
another little bug sir in new mexico....i was on a quick mission when i return to base until with no reason and for 10minutes the officer keep saying we are under attack...from who from god???? there was nothing on sight:/

wevbarker2011
11-05-11, 05:23 PM
Thanks loads Peabody, sorry I didn't reply sooner. I've incorporated what you said in my latest work, the battleships campaign. I suppose it would have saved me a lot of work if I had just asked a real modder instead of experimenting for months and getting:

Silent Hunter IV has stopped working. Windows is checking for a solution to the problem...

Thanks again!

Will.