View Full Version : [WIP/REL] The Battleships Campaign
wevbarker2011
11-05-11, 05:14 PM
The basic idea is that all the allied stock battleships are playable in a career which is adapted for battleships. I know Iowa and several other BBs are playable in career, but it was pointed out to me that carrying out a photo recon behind a triple 16" turret was hardly appropriate. The Battleships Campaign will feature task force vs task force patrols and large naval encounters.
I have released a taster of the work I've done so far, it isn't much: I haven't even altered the missions yet so you'll be playing like a fleet boat still. The playable BBs are:
Iowa
Colorado
New Mexico
Tennessee
Tennessee (early war)
Pensylvania
North Carolina
Nevada
West Virginia
King George V
Here is the taster:
V0.1 RELEASED
V0.2 RELEASED
V0.3 RELEASED
V0.4 RELEASED
V0.5 RELEASED
http://www.gamefront.com/files/user/wevbarker2011 (http://www.gamefront.com/files/user/wevbarker2011)
Enjoy the ships; please post back any huge bugs (I know there is some very fishy damage atm - I need to speak to Peabody)
Will.
With "very fishy damage" you mean weird-damaged main gun? Because most of the playable main guns look strange (New Mexico's triple 16in and UK's quad 14in works). Everything else seem to work ok, the guns do not have that bug in the museum.
wevbarker2011
11-06-11, 09:19 AM
I actually meant that although these ships will catch alight, blow up and even sink, your sub will never be destroyed. Even on the sea floor upside down. Whats more no damage is done to the conventional submarine systems. As for the main turrets, the game makers were clearly not historians; some of these ships came with 100% wrong armament. Thats very very easy to fix though, once I've tracked down all the right information from wiki etc and all the dates for the refits and rebuildings of the ships. The New Mexico and a few others were compleately rebuilt throughout the war but the stock models have none of that showing.
I meant that there is a bug with some of the playable main guns, it doesn't happend on museum but it does on singleplayer missions and career, see screenshots
The Colorado BB on a modified battle of midway mission (modified so the "sub" starts in surface) showing the strange texture
http://img847.imageshack.us/img847/2171/bug1lq.jpg
Colorado BB again on the museum (it's sinking, but I guess that it's because the game thinks its a sub) without the bug
http://img214.imageshack.us/img214/6300/bug1museum.jpg
chrysanthos
11-06-11, 01:24 PM
i have found some bugs too...including the old one wich the guns are not firing just stand there...second some ships are black...and third i think on colorado or nevada when i press space to fire the AA guns it crashes to desktop...thats all of them...and i missed you...what happen you said you will make all the ships playble:D
wevbarker2011
11-06-11, 02:07 PM
I can see that turret is drawing a skin from the T01 or 2 texture in the submarine file, not from Its true dds or tga. Odd. Ill look into it; and Chrysanthos, which AA gun is crashing for you? Is it a 40mm quad, 40mm twin or 2pdr quad? if so check you have the stock weapons UPC file. Sounds like I quoted a shell the game engine couldn't find.
wevbarker2011
11-06-11, 02:13 PM
And as for black ships, the textures have date windows on them in .cfg which obviously conflict with the unit availability window I gave the ships, so your using the vessel when it never existed so to speak. Ill tweak that too. Thanks loads for the screenshots Boos! Ill look into it. And Chrysanthos, I just made eight more playable BBs, thats what happened!
seems theyre full of bugs -_-
wevbarker2011
11-06-11, 02:32 PM
I think ive just found the issue with the gun textures; when I created new weapons in the ussubparts folder i didnt know they needed independent textures in the textures folder; kind of obvious since they didn't feature .cfg files! ill sort it out when I have some time; and since im deep in third derivatives and stationary points of inflection from my maths homework that time isnt now :O: thanks for letting me know!
chrysanthos
11-06-11, 02:35 PM
40mm twin if i remember right for the crash...
USS Drum
11-06-11, 08:25 PM
I've been having the same problem with this as with your other mods there is no watch crew. So I cant spot enemy ships can someone tell me how to fix this.:damn:
wevbarker2011
11-07-11, 01:51 PM
Good News! I've released a fix for two of the bugs; 'black' texture (game engine doesn't bother rendering a bloody thing) and messed up turret textures; this is REPLACEMENT fix so delete your older version of this mod! I've changed vessel availability to make things more accurate; Iowa wont come into play untill '43 for instance. USS Drum, I'm working on sensors ok? in a while ill try and get out a version with a powerful watch etc. Chrysanthos, I've looked at the 40mm twin Bofors and I cant find fault with it; have you checked your stock files for mod scars?
chrysanthos
11-07-11, 04:33 PM
:/...
chrysanthos
11-07-11, 04:48 PM
i am so sad...i cant do anything alone:/
wevbarker2011
11-07-11, 05:38 PM
Hehe ill tell you now that its only a quick fix :03:. I know exactly what I did wrong in the beginning now; I assumed that the texture associations of parent nodes applied universally to their children; which I had no reason to really. I've hooked up textures quoting the correct .tga to the barrels as well as the turret housing so the guns should look fine, but the textures aren't exactly the same as they should be - you'll never notice the difference. When I release the next version I'll remake the guns with all the stock texture nodes but for now the guns will still look and act fine with mine.
wevbarker2011
11-07-11, 05:40 PM
Experiment Chrysanthos! There was no tut for anone before you or me! Try copying the file content/structure for a playable ship. Down to the last detail, just with another stock vessel. Then remap the IDs for s3d files.
yamatowar
11-07-11, 10:38 PM
i think you can fix some things... for example in the nevada i havn't a uzo or a periscope...and i haven't the battleship image in the damage control...your mods can be better...try your limits mi friend...you can do better things
am i doing something wrong?
main guns never goes to fire position, they always returns before shot even a single shell :wah:
chrysanthos
11-08-11, 07:10 AM
well thats the problem i am talking about but no one listens:/ what is the id nodes how should i rewrite them and what i need to delete and wich folder....i am not a magician you know:/
USS Drum
11-09-11, 04:01 PM
The problem is that if you cant spot anything the crew won't fire on it. Thats why I want a deck watch.
wevbarker2011
11-11-11, 04:43 PM
NEW VERSION RELEASED V0.3 - as always remove the last version. This adds historical accuracy, as much as possible without making new ship models. Weapons both playable and unplayable have been retimed and replaced. I found a stock .50cal browning AA cannon which is playable tucked away in the game files, I guess the designers never decided to use it on any subs even though its the same quality as the Bofors and Oerlikons on the stock submarines. I've put a couple on the North Carolina to play with, they look quite WW1, which is because they are . . . they have wooden handles on them :rotfl2:. Irritatingly they won't elevate yet, I can't track the problem down there, so feel free to shoot up a sampan with them but if a Zero dives at you I suggest you head back inside. Importantly I now have accurate torpedo tubes on all battleships that had them, thats two 21" tubes for all ships but North Carolina and King George V. Lastly THERE IS A WATCH, and the picture in sub systems management no longer shows a mangey S-18 but the specific battleship! :D
wevbarker2011
11-11-11, 04:47 PM
http://www.subsim.com/radioroom/showthread.php?t=165965 <<<<<Chrysanthos please try this. That's how I started.
chrysanthos
11-11-11, 05:55 PM
i already did about one bug...check your mail sir;D
chrysanthos
11-11-11, 05:58 PM
oh and one other thing....in nevada she already has casemate guns just like japans kongo...why you place those double static 5inch guns?? they really messed her beuaty like this:/ besides they are not working at all....
chrysanthos
11-11-11, 06:04 PM
and also some ingame menu buttons are missing and still not even start....crashes...i already tried 2 single missions with tenesee and new mexico...nothing
USS Drum
11-11-11, 07:21 PM
Now all the battleships are called pNAME or something like that and when I start a career and then start a mission it CTDs.:damn:
wevbarker2011
11-12-11, 06:23 AM
Dear me! I'll have a look...
wevbarker2011
11-12-11, 08:06 AM
Ok, V0.4 is now out, it solves the problem of the naming,it was because I was replacing in-game scripts. Hopefully now your command will be referred to as a battleship not a submarine and it will have the real historical names back; HMs Duke of York etc. NEVER USE THIS MOD ON SINGLE MISSIONS. it is a campaign mod not a playable ships mod. some of the missions start at a nonzero depth. silly. Some ingame menu buttons should be missing, diving for instance. can you be more specific Chrysanthos?
yamatowar
11-12-11, 11:15 AM
so we still have no uzo...i cant fire manually...i think you must do fuctional periscopes only to stop that stupid animation...you can place in a tower and they will look like antenas
:DL:DL:DL:DL
and no radars.. :/...so i cant detect the aircrafts an i get constatly bombed :/
USS Drum
11-12-11, 12:13 PM
I still can't do a mission in career when I start mission it CTDs.:damn:
wevbarker2011
11-12-11, 06:24 PM
V0.5 RELEASED: FLAGS, TBTs AND EXTRA INSTRUMENTS ON ALL SHIPS. As far as crashing in career drum, that's your game not my mod 'cos they all work fine on mine. Which version do your run?
yamatowar
11-12-11, 07:18 PM
good...good work...but i still have no radars :/ only that remains to be the better battleship mod i've seen :DL:DL
wevbarker2011
11-12-11, 07:29 PM
that should be simple, just time consuming...
yamatowar
11-12-11, 07:40 PM
thanks...i hope the v 0.6 should be released soon ;)
USS Drum
11-12-11, 08:00 PM
V0.5 RELEASED: FLAGS, TBTs AND EXTRA INSTRUMENTS ON ALL SHIPS. As far as crashing in career drum, that's your game not my mod 'cos they all work fine on mine. Which version do your run?
I run version 1.5 UBM with windows 7.
yamatowar
11-12-11, 08:07 PM
I run version 1.5 UBM with windows 7.
maybe it is incompatible...i run SH4 1.4 with windows 7 and it works perfectly
USS Drum
11-12-11, 08:14 PM
maybe it is incompatible...i run SH4 1.4 with windows 7 and it works perfectly
Let's wait and sea what wevbarker2011 says. And it actually SH4 Gold Edition
wevbarker2011
11-13-11, 06:10 AM
I built this on 1.3 standard edition using Windows Vista 'cringe'
I actually know nothing about incompatability because I've only ever seen one version of the game; I do hope it isn't an incompatability issue :down:
I do know that you game can get mod scars from manual installs before the days of JSGME, your only running one mod at a time drum??
wevbarker2011
11-13-11, 06:11 AM
Is there a way to strip away patches so you only run 1.4? am I poking in the dark...?
wevbarker2011
11-13-11, 07:43 AM
Also, I'm now open to suggestions re. campaign missions . . . any interesting patroll ideas for a BB?
sidslotm
11-13-11, 09:09 AM
Hi wevbarker,
thanks for the KG5, it's great work. I have been working it into WDAD (by Lurker) British campaign. I have a bit of Menu sorting as I have added a base for the KG5 at Portsmouth next to Gosport submarine base. I'm going to create a short campaign for the KG and set a player up against the Admiral Scheer, juicey.
I don't now if your aware that the Target scope is needed for the gunners distance aquiring, at the moment the gunners are not firing until the enemy is within firing range, also the alarm is going all the time.
But well done on this mod.
http://img846.imageshack.us/img846/2107/formerit.jpg
wevbarker2011
11-13-11, 09:55 AM
I assume your now using the battleship campaign version after my last message? What do you mean when you say the target scope, do you mean the attack periscope? or the TBT? I'm afraid everyone working with BBs has had problems with the allarm; once it starts it never stops etc. The only way I can think to remedy it is remove the .dsd node for it which would be sad :wah:
As far as my campaign goes, I was thinking of setting up the KG5 as a vessel on loan as it were from the british to the americans, otherwise why would she be at pearl harbour :hmmm: I guess she was just too pretty a battleship to not include in a battleships campaign :D
wevbarker2011
11-13-11, 09:57 AM
:salute: also thanks for the medal
sidslotm
11-13-11, 10:54 AM
I assume your now using the battleship campaign version after my last message? What do you mean when you say the target scope, do you mean the attack periscope? or the TBT? I'm afraid everyone working with BBs has had problems with the allarm; once it starts it never stops etc. The only way I can think to remedy it is remove the .dsd node for it which would be sad :wah:
As far as my campaign goes, I was thinking of setting up the KG5 as a vessel on loan as it were from the british to the americans, otherwise why would she be at pearl harbour :hmmm: I guess she was just too pretty a battleship to not include in a battleships campaign :D
I using lurkers WDAD. There's Japlance's WDAD med campaign, and my WIP British campaign in which I have placed your KG5, works well.
I recon I mean TBT, range finding, sorry.
The alarm issue is a pain, it's goes off on Admiral scheer mod as well.
wevbarker2011
11-13-11, 02:29 PM
Its fine, Ill look into it, thanks. Since you only need a TBT to fire torps I'm going to get rid of the periscopes on all ships, real BBs never had them. For people asking for radar, I have hit a problem. I can send out a quick fix version whereby all ships have Balao surface and air radars, which was what I was origionally going to do, but I now want to use the real radars for battleships, the MK 37 directors: large, revolving shed-sized bits of equipment stuck high on towers, with much greater range. I'm having some serious trouble getting them in the sensors files in USSubParts without a crash when loading the game at the start. I'll get it eventually but it might take some time. In the meanwhile do people want at least balao radars to play with????
USS Drum
11-13-11, 03:25 PM
If you got yourself patched to U-boat missions you could make playable Fuso, Yamato, etc. For Japanese/German side. No I have not been running this with other mods. But if I do get the crash problem fixed I can probably try it with TMO. Because that works with alot of surface ships mods. If you want a more realistic version of USS Nevada or Tennessee you could ask the creator of fall of the rising sun he has some great models for them, even a South Dakota class. And the first version of you're mod worked fine.
chrysanthos
11-13-11, 04:23 PM
its a nice medal well done:)
Karle94
11-13-11, 05:02 PM
I have made the rebuilds of both the Nevada and Tennessee.
http://i777.photobucket.com/albums/yy51/Karle94/S3D2011-08-1218-12-25-69.jpg
http://i777.photobucket.com/albums/yy51/Karle94/S3D2011-08-1218-09-58-15.jpg
wevbarker2011
11-13-11, 07:06 PM
thanks karle! I'll see if I can integrate them; I smell historical accuracy not a recycling of one ship model for 4 classes... :yeah: I do remember there was one class with only two props, but the stock version has four 'cos its a recycled new mexico or something. I'll look into that too.
I just got the Mk 37 Director working on Colorado! This is going to be the most powerful radar you ever used folks ;) I'm going to see if I can get a camera inside because the directors were basically rotating houses with fire controll crews/optical rangefinders inside and radar on top - might take some time so I'll release another version with all the ships equipped with accurate Battleship radar equipment soon, maybe tomorrow.
Keep thinking about missions folks! this has hardly started yet :salute:
USS Drum
11-13-11, 08:08 PM
Didn't you look at my post about getting u-boat missions so you can make playable yamato and fuso?
Karle94
11-14-11, 04:31 AM
thanks karle! I'll see if I can integrate them; I smell historical accuracy not a recycling of one ship model for 4 classes... :yeah: I do remember there was one class with only two props, but the stock version has four 'cos its a recycled new mexico or something. I'll look into that too.
I just got the Mk 37 Director working on Colorado! This is going to be the most powerful radar you ever used folks ;) I'm going to see if I can get a camera inside because the directors were basically rotating houses with fire controll crews/optical rangefinders inside and radar on top - might take some time so I'll release another version with all the ships equipped with accurate Battleship radar equipment soon, maybe tomorrow.
Keep thinking about missions folks! this has hardly started yet :salute:
I am still doing some last minute improvements on the 3D models. The Tennessee, California and West Virginia were all built up to the same silhuett, and I have as such used the same 3D model. The ship you were thinking of is the Nevada class. The two of them had only two screws.
yamatowar
11-14-11, 03:11 PM
any news wevbarker2011?
im excited :DL:DL
chrysanthos
11-14-11, 03:13 PM
ok then i will respect that you not respond me in private....maybe i talk too much:/ anyway have you thinking about the ships i told you ? and if you can to make a heavy cruiser for german side that could be nice....
yamatowar
11-14-11, 04:33 PM
ok then i will respect that you not respond me in private....maybe i talk too much:/ anyway have you thinking about the ships i told you ? and if you can to make a heavy cruiser for german side that could be nice....
but i think he would do a stand alone version for 1.5....not all have 1.5....i have 1.4 only
USS Drum
11-14-11, 07:06 PM
but i think he would do a stand alone version for 1.5....not all have 1.5....i have 1.4 only
Buy 1.5 it's worth it it will keep U.S. sub campaign all it will do is add another button to the menu that says German Campaign. The menu's background video will be the same the intro will be the same as well.
yamatowar
11-14-11, 09:02 PM
sooo...we still haven't notices of the progress of wevbarker2011
im so excited.... :):):):):)
chrysanthos
11-15-11, 07:11 AM
you just have to wait my friend... he is missing about 3 days...i dont know if really is going to make heavy cruisers playble after all for both sides...
wevbarker2011
11-16-11, 05:09 PM
V0.6 with working Mk 37 directors/Mk 12 Radar for all US ships. Enjoy!
Here is the Mk 37 Director, the Mk 12 radar antennae is the rectangular apparatus on top:
http://www.steelnavy.com/images/Bluedevil/MK37A.JPG
These were gun directors, the eyes of the fire control system on the battleship. There are hatches for optical equipment on the face of the house, and above are the antennae for Mk 12, 22 and 25 radar.
And The reason I've been so slow it that I'm taking AS biology, chemistry, physics, maths and further maths at the same time :nope:.
If you want to help folks please start thinking up some mission ideas for BB campaign...? I'm going to take a break from BB to look into the U-boats thing and playable Axis ships for a bit . . . do I gather there aren't enough payable Axis ships? everyone seems to be asking for them atm :hmmm:
Thanks for keeping up interest!
steve_the_slim
11-16-11, 05:27 PM
If you are going to start making playable Axis ships, one thing they don't have is a light cruiser, which is kind of a surprise given how well light cruisers seem to work for commerce raiding.
wevbarker2011
11-16-11, 05:29 PM
I do find it amazing how I've only ever used SH4 V1.3 and a handful of small single playable-ship mods - maybe its time I downloaded the jap. campaign or TMO... :hmmm:
wevbarker2011
11-16-11, 06:13 PM
I uploaded the wrong thing folks, I'll put it right tomorow morning or evening or at noon but this version has a radar but no watch :nope: sorry all!
yamatowar
11-16-11, 06:54 PM
hi...i've played with the iowa...and i engaged a task force...after 5 mins of battle
my ship was scuttling...but in the damage panel i have 0 flooding, 0 hull damage...and later mi guns get stuck..so i cant defend myself and i got sunk by several shoots from a yamato :wah::wah::wah::wah::wah:
USS Drum
11-16-11, 07:46 PM
Well I can describe the crash better now so I start a career it works fine then I start a mission the loading works fine the please wait thing goes away the mouse appears and that's where it CTDs.
wevbarker2011
11-17-11, 08:21 AM
Hmm. I haven't a clue. Try 1.3...?
USS Drum
11-17-11, 08:37 PM
Your first version worked fine as well.
Flybywire
11-19-11, 05:30 PM
I also get the CTD in the same sequence.
Axis playable ships lack a CL, there's also several ships not available anymore or not for campaign like the fuso and maya.
You should really switch from 1.3 to 1.5 as your development platform - since 1.5/the gold edition can be easily had these days (for no more than $5-10), most players will be using this. It also fixes quite a number of things and introduces some features you might find useful. Otherwise people will probably keep reporting bugs that aren't your fault, but more just incompatibility.
There is no way to go back from 1.5 to an older version, by the way, and anyone who owns a gold edition disc/download cannot install anything other than 1.5.
yamatowar
11-26-11, 10:19 PM
Any News?
USS Drum
12-07-11, 09:59 PM
Everybody I have news for you all you have to do for it to work with 1.5 is delete the menu txt.
chrysanthos
12-08-11, 11:10 PM
hey drum did you mean the readme only file inside the data> menu? and all the battleships are going to work ok? are you sure?
USS Drum
12-09-11, 12:12 AM
hey drum did you mean the readme only file inside the data> menu? and all the battleships are going to work ok? are you sure?
Yes the readme file but there is still 1 problem your crew is stupid and cannot spot anything.
USS Drum
12-17-11, 10:15 PM
Well I hope wevbarker is still working on this but you can still spot with the US battleships the KGV doesn't work.
yamatowar
01-20-12, 03:24 PM
is wevbarker still working on this?, there's a long time until we haven't any notices
wevbarker2011
02-10-12, 12:55 PM
Hello everyone. Sorry I left, Ive been doing work on multiplayer cheating in Total War: Shogun 2, which was amusing if not quite in with the modding spirit...
I'm trying to pick up on the old threads of this campaign now, there should be some more releases soon.
chrysanthos
02-11-12, 10:13 AM
wevbarker:D i miss you what happen? ok all set? i just keep trying your playble king george and new mexico but still nothing so far...since no crewAI exists the same problem occurs...i order the guns to fire they fire once and then thy return neutral....i tried to copy the stock cfg from game but no....not working
yamatowar
03-26-12, 10:03 PM
what happened with this mod?, are you going to continue with this?
Snow-Leopard
08-02-12, 11:55 AM
The basic idea is that all the allied stock battleships are playable in a career which is adapted for battleships. I know Iowa and several other BBs are playable in career, but it was pointed out to me that carrying out a photo recon behind a triple 16" turret was hardly appropriate. The Battleships Campaign will feature task force vs task force patrols and large naval encounters.
I have released a taster of the work I've done so far, it isn't much: I haven't even altered the missions yet so you'll be playing like a fleet boat still. The playable BBs are:
Iowa
Colorado
New Mexico
Tennessee
Tennessee (early war)
Pensylvania
North Carolina
Nevada
West Virginia
King George V
Here is the taster:
V0.1 RELEASED
V0.2 RELEASED
V0.3 RELEASED
V0.4 RELEASED
V0.5 RELEASED
http://www.gamefront.com/files/user/wevbarker2011 (http://www.gamefront.com/files/user/wevbarker2011)
Enjoy the ships; please post back any huge bugs (I know there is some very fishy damage atm - I need to speak to Peabody)
Will.
This mod does not work (with Fall of the RS v 1.3/1.5 and without it too) - it crashes and drop to Windows when any of the missions are loading.
For what version of the game is it?
Fearless
11-28-12, 11:30 PM
wevbarker:D i miss you what happen? ok all set? i just keep trying your playble king george and new mexico but still nothing so far...since no crewAI exists the same problem occurs...i order the guns to fire they fire once and then thy return neutral....i tried to copy the stock cfg from game but no....not working
It's been nearly 9 months and the issue is still there. Can we please have the Watch Crew fixed and have the radar working for both the King George V and the New Mexico Battleships?
Alternatively advise which files need to be fixed to make this work. We need surface search radar and a watch crew that have great vision.
I have asked in a few threads for the same thing but no response.
Pleeaassee!!!!!!
Thank you in advance.
Admiral Von Gerlach
11-29-12, 02:00 AM
I hope someone can lend a hand with this, it would be great to have it working.
tomhugill
12-03-12, 06:44 AM
There seems to be some duplication of work here with what the tswsm team is working on. Maybe a pooling of efforts would be beneficial for all involved?
Fearless
12-13-12, 03:09 AM
There seems to be some duplication of work here with what the tswsm team is working on. Maybe a pooling of efforts would be beneficial for all involved?
True however, all these mods seem to have died. No responses.
chrysanthos
12-22-12, 02:52 AM
no webster!!!! why you erase the other version of battleships testing!!! i try the version 6 and 3 and they always crash to desktop:/ please reupload the 1 2 4 and 5 versions i beg you:/
Overlord807
12-23-12, 02:19 PM
Sounds amazing! :D
But can it work with V1.4 of SH4?
phenomic
02-07-13, 05:20 AM
maybe a good mod but the mod enabler cant work with this the game closed on my pc when i started the mission it loads and closed SH4 V 1.5:/\\!!
widowmaker7
02-08-13, 01:33 PM
It is sad that both TSWM and this one have seemed to be dead in the water. I was looking forward to being able to have actual surface campaigns with task forces and such :)
Missouri
03-30-13, 11:42 AM
Can i download tgis mod from mediafire?
gracielagg
04-01-13, 10:09 AM
pls send a new link the old not work
Admiral Halsey
07-26-13, 11:18 PM
Is there any chance of this starting up again?
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