View Full Version : YGuns went away.
Flaskegaard
02-10-13, 08:03 PM
I just installed Vickers03 Different Ship Smoke mod to my TMO 1.7.6 and later realized it caused all the YGuns on my Japanese ASW ships to disappear. Has anyone else had this problem? ...and if so, how do you get the YGuns to come back? I've checked all the ship's files and they are all still the same. Next step will be to uninstall everything, unless someone knows a quicker fix?
Webster
02-10-13, 10:12 PM
I just installed Vickers03 Different Ship Smoke mod to my TMO 1.7.6 and later realized it caused all the YGuns on my Japanese ASW ships to disappear. Has anyone else had this problem? ...and if so, how do you get the YGuns to come back? I've checked all the ship's files and they are all still the same. Next step will be to uninstall everything, unless someone knows a quicker fix?
the y guns mod is out there somewhere as a seperate mod download so just add it to your gave to restore it. its called "IJN Depth Charges Y-thrower fix" made by "tater"
Sounds like the other mod uses the same IDs for the throwers. Installing a Y-thrower mod on top will likely break the other mod.
This is why just dumping mods on mods presents problems. Better to find the conflicting ID, and change it if you want both.
Flaskegaard
02-11-13, 12:11 PM
I followed the paths of the ships that had DC throwers that were modified in the Smoke Mod, but they ended in .DDS or .SIM files that are written in some kind of coded script that I cannot find any mention of DC throwers in them. The script uses a lot of symbols instead of words, so I wouldn't even know where to start. Anyone know how to read the print in the .DDS or .SIM files?
Webster
02-11-13, 12:36 PM
I followed the paths of the ships that had DC throwers that were modified in the Smoke Mod, but they ended in .DDS or .SIM files that are written in some kind of coded script that I cannot find any mention of DC throwers in them. The script uses a lot of symbols instead of words, so I wouldn't even know where to start. Anyone know how to read the print in the .DDS or .SIM files?
use s3d to open and read the sim files
use paint.net to open and view the dds files (they are image files)
Flaskegaard
02-11-13, 02:32 PM
Thanks for the info, Webster. I already have S3D, but you got me on PAINT.NET, I haven't seen or heard of it before. How does it work?
S3D will let you rebuild with new IDs, the trouble is that you then need to test with every other mod you are using to make sure you haven't broken anything. Best might be a CTD, since you'll know it is broken, but it is also possible to break things so that something just doesn't work, which is considerably harder to notice.
Flaskegaard
02-11-13, 04:20 PM
Is PAINT.NET a program, or just something you type in somewhere to open a file?
It's a program that'll let you open and work on the ads files.
Webster
02-11-13, 08:51 PM
Paint.NET found here: http://www.getpaint.net/download.html#download
its a great little photo editing software that can open and edit all image files you would mod for the game
Flaskegaard
02-12-13, 10:55 AM
I finally found out why all my YGuns disappearred. One of the mods I installed changed the name of the YGun from: "YGun" to "YGun_JP_05" It over wrote my TMO YGun files. If an ASW ship's .EQP file didn't say "YGun_JP_05" the YGuns disappeared. I found this out by finding a new destroyer the mod added and noticed it had one YGun on its stern. When I checked it's .EQP file, I found the name change. The only problem was that I had to go into all the ASW ships files and change ALL the YGun names to the new name manually.
You do realize that loadouts on ASW platforms can change over time, right? Some years they might not have the Y-guns, and the type might change (you need to change the gun to change what it shoots, so the type 95 vs type 2 DCs have different throwers.
Flaskegaard
02-12-13, 01:46 PM
I installed three mods one after another at around the same time. A Depth Charge Water Disturbance mod, a Different Smoke mod, and a Realistic Ship Maneuvering mod. I'm not sure which one renamed the YGuns. I also did notice the difference and changes in the ASW ship's files after re-naming them, and made sure names and dates of appearance were correct. All this had to be done manually and took quite some time to complete and check by re-dating the BORNEO CONVOY scenario and checking the ship ASW load outs visually. There is a couple of different throwers and charges to go with them, so I had to ensure the charges and throwers were correct for that date.
The stock game does not have more than one Y-thrower.
You read all the readme files associated with the mods, I assume? It strikes me that the Depth Charge Water Disturbance mod is likely designed for TMO or RSRD, or RSRD for TMO.
Flaskegaard
02-12-13, 06:18 PM
I have TMO 1.7.6 on my SH4 v1.4, I did not patch my SH4 to v1.5 because I get my U-boat fix playing SH2 and SH3. I also got a Kaibokan mod from Armistead. It gave the Kaibokan in TMO v1.7 (Evarts DE) real Kaibokan abilities and equipment,especially the 8 depth charge throwers on the Type D Escort. TATER and MADMAX have both modded some awesome Kaibokans. As soon as they put them in a mod, I'm gonna try and replace the Evarts DE body with a more realistic Kaibokan body, although, while researching Kaibokans, I found out the Japanese actually came up with a prototype that looked amazingly similar to the Evarts DE Kaibokan in TMO 1.7. They tried using old Mutsuki destroyer stacks on them, but for some reason, they didn't work out, probably slowed down production too much, due to their needing them so bad at the time.
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