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View Full Version : PT-109 is now Campaign Playable


yubba
02-04-17, 08:34 AM
Took some editing in the main game folder but I got it to work in RFB 1.4 out of Manila to start since I just figured it out,there is a bit of editing so bare with me, I'll print out edits. You edit UPC Data files, SH4/Data/UPCData/UPCCampaignData,.. Start with Career Start,, edit this so it looks like this,, you should dump the UPC Campaign file out of the PT-109 first before install it and do the edits in main game folder

[CareerStart 2.Flotilla 2]
ID= C2Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 5, F2Porpoise, 7, F2Salmon, 4, F2Sargo, 8, F1NSSPT109, 4
FlotillaBriefingText= ; seems to have no function
FlotillaCommonality= 2 ; to be used when a random choice is assigned

then go to Flotillas and edit this you can copy and paste this

[Flotilla 2.UserPlayerUnitType 9] <--------You might have to change unit type #
ID= F1NSSPT109
NameDisplayable=Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, 1945-12-31
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL


then add this I copied one of subs campaigns and renamed it..you can also copy and paste this

[Flotilla 2.UserPlayerUnitType 9.Objective 1] ; NSSPT109
ID= Fre3OBj1
NameDisplayable= Objectives placed around the Phillipines
AvailabilityInterval=NULL, 1944-10-01
ObjectiveCode= Philippines

[Flotilla 2.UserPlayerUnitType 9.Objective 2]
ID= Fre3OBj2
NameDisplayable= Java Sea
AvailabilityInterval=1942-02-01, 1945-08-01
ObjectiveCode= Java Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 3]
ID= Fre3OBj3
NameDisplayable= Makassar Strait
AvailabilityInterval=1942-05-01, 1944-03-01
ObjectiveCode= Makasar Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 4]
ID= Fre3OBj4
NameDisplayable= Celebes Sea
AvailabilityInterval=NULL, 1944-11-01
ObjectiveCode= Celebes Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 5]
ID= Fre3OBj5
NameDisplayable= South China Sea
AvailabilityInterval=1941-12-01, 1945-09-01
ObjectiveCode= South China Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 6]
ID= Fre3OBj6
NameDisplayable= Sulu Sea
AvailabilityInterval=NULL, 1942-02-28
ObjectiveCode= Sulu Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 7]
ID= Fre3OBj7
NameDisplayable= Formosa
AvailabilityInterval=NULL, 1941-12-20
ObjectiveCode= Formosa Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 8]
ID= Fre3OBj8
NameDisplayable= Luzon Strait
AvailabilityInterval=NULL, 1941-12-23
ObjectiveCode= Luzon Strait

;***************************


then go to UPC Units make a new folder and copy and paste the porpoise file inside new folder and rename,, to UnitParts9NSSPT_109 <---unit numbers are important

then open file and Edit this so it looks likes this

[UnitPart 1]
ID= NSS_PT_109
Type= NSS_PT_109ConningTower
NameDisplayable= NSS_PT_109 MTB
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Conning_PT109_01
HullTextureNameOverride=data/Submarine/NSS_PT1_09/NSS_PT_109class_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride=NSS_PT_109_Class _01.tga


then remove it and place it back in UPCUnits folder that should do it

yubba
02-04-17, 12:34 PM
It ran fine and I saved the campaign with no crashes,,, fuel mileage sucks so do unlimited fuel ,,, some one could tweak the boat with deck watch..If you don't like the 40mm on the bow go into Data/libarary/sub parts ,,and make new folder cut 40mmsingle files and put them in new folder..

keltos01
02-05-17, 10:52 AM
:salute:

yubba
02-05-17, 01:55 PM
I'm having trouble with getting the 40mm single off the bow,, if I was an ego maniac I'd be raising all sorts of hell not getting a honorable mention on the PT-109 here at downloads it was my edits I posted here over a year ago that got the torps too work with the twin 40mm on the stern ,, I'll repost the edited file,, I know some will get sea sick from watching the guy way up front like me..

propbeanie
02-05-17, 03:45 PM
I'll have to give this a go in a couple of weeks... Thank you for your work! :salute:

yubba
02-05-17, 04:08 PM
I'm having trouble with getting the 40mm single off the bow,, if I was an ego maniac I'd be raising all sorts of hell not getting a honorable mention on the PT-109 here at downloads it was my edits I posted here over a year ago that got the torps too work with the twin 40mm on the stern ,, I'll repost the edited file,, I know some will get sea sick from watching the guy way up front like me..

silly me you really need to hide those single40mm files in Libarary/subparts

yubba
04-27-17, 05:36 PM
don't have RFB 1.4 installed when edit pt 109 in like I did some of it stayed well I found this so every thing is
okey dokey...

yubba
06-27-17, 10:22 AM
for the folks at Combatace that want to be PT drivers

Bubblehead1980
07-29-17, 01:33 AM
How do I get this to work in the TMO RSRD career? Just ran this mod for first time, a lot of fun. Love the 40 MM as deck guns. Definitely want to work this into TMO RSRD campaign and optimize for TMO. Two gunners for PT slots. Make it use US torpedoes.Have soem .50 for early war.

s7rikeback
07-29-17, 02:50 AM
I'll have to give this a go in a couple of weeks... Thank you for your work! :salute:

Works well in FOTRSU PB,

Been using for a few weeks on and off, just be wary - battlestations siren will constantly stay on, at least it did on my gamee the other night.

I have screen grabs somewhere, let me look.

Bubblehead1980
07-29-17, 03:22 AM
Works well in FOTRSU PB,

Been using for a few weeks on and off, just be wary - battlestations siren will constantly stay on, at least it did on my gamee the other night.

I have screen grabs somewhere, let me look.


I get no general quarters alarm when running PT 109 in TMo RSRD. which is fine, PT's are small enough, doubt they sounded one.


I definitely want to make it work with TMO RSRD. All the scripted battles in RSRD in solomons, leyte , new guinea etc.Could make side career for PT boats.

Def some things I want to fix. No surface radar. No deck watch shows up when not at GQ. Would like to add helmets like in TMO to gun crews , also crew on deck during battle(life jackets if possible, if they exist). Perhaps make one of the 20 MM also a deck gun, leave one for AA defense. Most PT missions were at night .

Want to make it use different torpedoes, weird seeing a german model in the tubes.

Great mod, needs some tailoring for TMO RSRD. I played a single mission attacking convoy HI-81 in Nov 44. What a rush, barreling in high speed, getting in close to launch. . The small craft ive added to RSRD in solomons in 42 and 43, including landing craft etc. be a blast. Definitely want to make it part of my RSRD upgrade.

Bubblehead1980
07-31-17, 12:17 AM
Took some editing in the main game folder but I got it to work in RFB 1.4 out of Manila to start since I just figured it out,there is a bit of editing so bare with me, I'll print out edits. You edit UPC Data files, SH4/Data/UPCData/UPCCampaignData,.. Start with Career Start,, edit this so it looks like this,, you should dump the UPC Campaign file out of the PT-109 first before install it and do the edits in main game folder

[CareerStart 2.Flotilla 2]
ID= C2Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 5, F2Porpoise, 7, F2Salmon, 4, F2Sargo, 8, F1NSSPT109, 4
FlotillaBriefingText= ; seems to have no function
FlotillaCommonality= 2 ; to be used when a random choice is assigned

then go to Flotillas and edit this you can copy and paste this

[Flotilla 2.UserPlayerUnitType 9] <--------You might have to change unit type #
ID= F1NSSPT109
NameDisplayable=Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, 1945-12-31
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL


then add this I copied one of subs campaigns and renamed it..you can also copy and paste this

[Flotilla 2.UserPlayerUnitType 9.Objective 1] ; NSSPT109
ID= Fre3OBj1
NameDisplayable= Objectives placed around the Phillipines
AvailabilityInterval=NULL, 1944-10-01
ObjectiveCode= Philippines

[Flotilla 2.UserPlayerUnitType 9.Objective 2]
ID= Fre3OBj2
NameDisplayable= Java Sea
AvailabilityInterval=1942-02-01, 1945-08-01
ObjectiveCode= Java Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 3]
ID= Fre3OBj3
NameDisplayable= Makassar Strait
AvailabilityInterval=1942-05-01, 1944-03-01
ObjectiveCode= Makasar Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 4]
ID= Fre3OBj4
NameDisplayable= Celebes Sea
AvailabilityInterval=NULL, 1944-11-01
ObjectiveCode= Celebes Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 5]
ID= Fre3OBj5
NameDisplayable= South China Sea
AvailabilityInterval=1941-12-01, 1945-09-01
ObjectiveCode= South China Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 6]
ID= Fre3OBj6
NameDisplayable= Sulu Sea
AvailabilityInterval=NULL, 1942-02-28
ObjectiveCode= Sulu Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 7]
ID= Fre3OBj7
NameDisplayable= Formosa
AvailabilityInterval=NULL, 1941-12-20
ObjectiveCode= Formosa Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 8]
ID= Fre3OBj8
NameDisplayable= Luzon Strait
AvailabilityInterval=NULL, 1941-12-23
ObjectiveCode= Luzon Strait

;***************************


then go to UPC Units make a new folder and copy and paste the porpoise file inside new folder and rename,, to UnitParts9NSSPT_109 <---unit numbers are important

then open file and Edit this so it looks likes this

[UnitPart 1]
ID= NSS_PT_109
Type= NSS_PT_109ConningTower
NameDisplayable= NSS_PT_109 MTB
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Conning_PT109_01
HullTextureNameOverride=data/Submarine/NSS_PT1_09/NSS_PT_109class_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride=NSS_PT_109_Class _01.tga


then remove it and place it back in UPCUnits folder that should do it





Yubba, could you get this working with RSRD TMO please? I've tried and it just keeps CTD when I try to select Brisbane in August 1942(where tried to base it, plane to make Tulagi a base at some point)

yubba
08-01-17, 12:09 PM
Yubba, could you get this working with RSRD TMO please? I've tried and it just keeps CTD when I try to select Brisbane in August 1942(where tried to base it, plane to make Tulagi a base at some point)


first question are you running 1.4 or 1.5 patch I don't know if the Pt. works in 1.5 ,I only have 1.4, I got lucky in making it work in campaign it took years of guessing,, if you follow the directions to a t you should get it to work but you have to edit it over top of the mega mod you are using.. I've ran it in 1.4 RFB and in stock,, and a stock combination of claytons optics and pieces of RFB .. but you have to edit the pt in over top ,, that's the best I can tell you,, and again I'm sorry I didn't respond earlier., I was learning some new tricks in Editing IL-2 1946 campaigns with the Full mission builder Got the full Enterprise Campaign edited into a full torpedo bomber campaign,, from the TBD Devastator to the TBM

yubba
08-01-17, 12:54 PM
Do you have that constant ringing in your ears what is that,, that's the collision alarm that will not stop after taking a hit ,, go to sound make a new folder,, and cut the collision alarm out ,, play it first to make sure you got the right one before you move it to the new folder.

yubba
08-01-17, 01:08 PM
are you copying and renaming the correct sub campaign out of the upc data file,,


this is my set up,, it won't work if flotilla doesn't match................

then add this I copied one of subs campaigns and renamed it..you can also copy and paste this

[Flotilla 2.UserPlayerUnitType 9.Objective 1] ; NSSPT109 <<----musthave
ID= Fre3OBj1
NameDisplayable= Objectives placed around the Phillipines
AvailabilityInterval=NULL, 1944-10-01
ObjectiveCode= Philippines

[Flotilla 2.UserPlayerUnitType 9.Objective 2]
ID= Fre3OBj2
NameDisplayable= Java Sea
AvailabilityInterval=1942-02-01, 1945-08-01
ObjectiveCode= Java Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 3]
ID= Fre3OBj3
NameDisplayable= Makassar Strait
AvailabilityInterval=1942-05-01, 1944-03-01
ObjectiveCode= Makasar Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 4]
ID= Fre3OBj4
NameDisplayable= Celebes Sea
AvailabilityInterval=NULL, 1944-11-01
ObjectiveCode= Celebes Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 5]
ID= Fre3OBj5
NameDisplayable= South China Sea
AvailabilityInterval=1941-12-01, 1945-09-01
ObjectiveCode= South China Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 6]
ID= Fre3OBj6
NameDisplayable= Sulu Sea
AvailabilityInterval=NULL, 1942-02-28
ObjectiveCode= Sulu Sea

[Flotilla 2.UserPlayerUnitType 9.Objective 7]
ID= Fre3OBj7
NameDisplayable= Formosa
AvailabilityInterval=NULL, 1941-12-20
ObjectiveCode= Formosa Strait

[Flotilla 2.UserPlayerUnitType 9.Objective 8]
ID= Fre3OBj8
NameDisplayable= Luzon Strait
AvailabilityInterval=NULL, 1941-12-23
ObjectiveCode= Luzon Strait

;***************************

Bubblehead1980
08-01-17, 03:50 PM
I am running 1.5, it works in single missions.


Campaign wise, I have the career start portion correct, works fine, no CTD when try to start. Issue is after selecting date/time PT boat and click to begin campaign, CTD. Something about when it starts up causes CTD. I'm wondering if doing something incorrect with the flotilla, but looks correct. Wording something wrong for RSRD?

propbeanie
08-01-17, 04:00 PM
If you're certain it's not the unit definition (it would probably crash as soon as you choose a bad one), check the "UnitTypeCommonality=" figure, and the mission codes...

[Flotilla 1.UserPlayerUnitType 1.Objective 1] <--- Get these numbers right, and associated with the correct boat
ID= PH1Obj1 <--- and this matches above
NameDisplayable= East China Sea
AvailabilityInterval=1942-01-01, NULL
ObjectiveCode= East China Sea

Bubblehead1980
08-01-17, 04:16 PM
If you're certain it's not the unit definition (it would probably crash as soon as you choose a bad one), check the "UnitTypeCommonality=" figure, and the mission codes...



See I have no clue what to use for the UnitTypeCommonality.

Reason I believe it's correct to a certain point is its lets me select the pt109, year and date, Brisbane flotilla(plan to make Tulagi a base at some point, just trying to figure it out now) starting renown etc no problem. When I had something incorrect in the career start and flotilla it would ctd before ever got started, now it lets me get to the point where have everything such as date, flotilla, pt 109 , renown set, when I hit begin, it acts as if progressing to the "office" then CTD.

Bubblehead1980
08-01-17, 04:24 PM
Here is what I have in the flotilla file



[Flotilla 3.UserPlayerUnitType 8]
ID= F3PT109
NameDisplayable= PT109
AvailabilityInterval= 1942-01-01, 1945-09-30
IDLinkUserPlayerUnitType= PT109
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= Null



[Flotilla 3.UserPlayerUnitType 8.Objective 1]
ID= Bis8Obj1
NameDisplayable= Solomons North
AvailabilityInterval=1942-04-01, 1942-04-30
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 2]
ID= Bis8Obj2
NameDisplayable= New Guinea East
AvailabilityInterval=1942-05-01, 1942-05-31
ObjectiveCode= New_Guinea_East

[Flotilla 3.UserPlayerUnitType 8.Objective 3]
ID= Bis8Obj3
NameDisplayable= Solomons North
AvailabilityInterval=1942-06-01, 1942-06-30
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 4]
ID= Bis8Obj4
NameDisplayable= New Guinea East
AvailabilityInterval=1942-07-01, 1942-07-31
ObjectiveCode= New_Guinea_East

[Flotilla 3.UserPlayerUnitType 8.Objective 5]
ID= Bis8Obj5
NameDisplayable= Solomons South
AvailabilityInterval=1942-08-01, 1942-08-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 6]
ID= Bis8Obj6
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-08-16, 1942-08-31
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 7]
ID= Bis8Obj7
NameDisplayable= Solomons South
AvailabilityInterval=1942-09-01, 1942-09-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 8]
ID= Bis8Obj8
NameDisplayable= SpecOps
AvailabilityInterval=1942-09-16, 1942-09-30
ObjectiveCode= SOLOMON_CW1

[Flotilla 3.UserPlayerUnitType 8.Objective 9]
ID= Bis8Obj9
NameDisplayable= Solomons North
AvailabilityInterval=1942-10-01, 1942-10-15
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 10]
ID= Bis8Obj10
NameDisplayable= SpecOps
AvailabilityInterval=1942-10-16, 1942-10-31
ObjectiveCode= SOLOMON_CW2

[Flotilla 3.UserPlayerUnitType 8.Objective 11]
ID= Bis8Obj11
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-11-01, 1942-11-15
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 12]
ID= Bis8Obj12
NameDisplayable= Solomons South
AvailabilityInterval=1942-11-16, 1942-11-30
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 13]
ID= Bis8Obj13
NameDisplayable= Solomons North
AvailabilityInterval=1942-12-01, 1942-12-15
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 14]
ID= Bis8Obj14
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-12-16, 1942-12-31
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 15]
ID= Bis8Obj15
NameDisplayable= Solomons South
AvailabilityInterval=1943-01-01, 1943-01-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 16]
ID= Bis8Obj16
NameDisplayable= SpecOps
AvailabilityInterval=1943-01-16, 1943-01-31
ObjectiveCode= DownPilots

Bubblehead1980
08-01-17, 04:40 PM
Do have that constant ringing in your ears what is that,, that's the collision alarm that will not stop after taking a hit ,, go to sound make a new folder,, and cut the collision alarm out ,, play it first to make sure you got the right one before you move it to the new folder.

No dont get that sound.

I definitely want to do some facelift to the PT-109 for use in a campaign. I'm nearly finished with my RSRD upgrade (for now) and will release soon once put it all together. There will be future versions but I have major portions complete and am a little burnt out in sense I need to work on something else in the sim.

Making a PT boat campaign wouldnt be terribly difficult, as the traffic is there, esp in RSRD in the solomons.I've added a lot of supplemential traffic esp small traffic in the New Georgia, Kolombangara areas and would add more.

Some work to be done but if can get past this barrier, should be possible.Can make it so based at Rendova, Tulagi etc so can start close to base.


PT boat needs working surface search radar for upgrade as subs have ub campaign, maybe if possible replace the searchlight, redo some of the gun armaments. to suit time period. Twin .50 cals etc.Also need to make it so have crew on deck when no at GQ and would like them to wear helmets(kapoks also if possible) when at GQ on deck such as in TMO.

I already changed the torpedoes for PT use. Mark 10 is now Mark 8, Mark 23 is now Mark 13 which PT's used later. Changed Mark 14 to Mark 15 specs for destroyers etc. For fun changed the Mark 16 to Mark 17. Made the Mark 18 and Cuties fictional versions for surface vessel use. Need to find where can edit the "torpedo notes".

I'm still learning as I go about various things and some are confusing.

I've had a lot of fun in single missions playing around with the PT boat. Racing in, getting close for decent shot, trying to aim torps manually while moving at such high speeds is a challenge, letting them loose then racing away.After impact the shells start falling, racing away dodging the shell splashes is interesting. Also edited the 109's zones so its not such a tank, it takes serious hits, it will sink .

Bubblehead1980
08-01-17, 05:09 PM
Driving me crazy, I have it edited properly. Even just created another career start and flotilla file adding PT109 in as Unit9 instead of replacing one of the other boats. Triple checked everything. Same result, lets me select 109 for career, choose date, Brisbane, renown, when I click start, boom CTD. Makes no sense to me. Runs fine in single missions though.

yubba
08-01-17, 05:41 PM
Here is what I have in the flotilla file



[Flotilla 3.UserPlayerUnitType 8]
ID= F3PT109
NameDisplayable= PT109
AvailabilityInterval= 1942-01-01, 1945-09-30
IDLinkUserPlayerUnitType= PT109
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= Null



[Flotilla 3.UserPlayerUnitType 8.Objective 1] ; NSSPT109 <--add this here
ID= Bis8Obj1
NameDisplayable= Solomons North
AvailabilityInterval=1942-04-01, 1942-04-30
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 2]
ID= Bis8Obj2
NameDisplayable= New Guinea East
AvailabilityInterval=1942-05-01, 1942-05-31
ObjectiveCode= New_Guinea_East

[Flotilla 3.UserPlayerUnitType 8.Objective 3]
ID= Bis8Obj3
NameDisplayable= Solomons North
AvailabilityInterval=1942-06-01, 1942-06-30
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 4]
ID= Bis8Obj4
NameDisplayable= New Guinea East
AvailabilityInterval=1942-07-01, 1942-07-31
ObjectiveCode= New_Guinea_East

[Flotilla 3.UserPlayerUnitType 8.Objective 5]
ID= Bis8Obj5
NameDisplayable= Solomons South
AvailabilityInterval=1942-08-01, 1942-08-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 6]
ID= Bis8Obj6
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-08-16, 1942-08-31
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 7]
ID= Bis8Obj7
NameDisplayable= Solomons South
AvailabilityInterval=1942-09-01, 1942-09-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 8]
ID= Bis8Obj8
NameDisplayable= SpecOps
AvailabilityInterval=1942-09-16, 1942-09-30
ObjectiveCode= SOLOMON_CW1

[Flotilla 3.UserPlayerUnitType 8.Objective 9]
ID= Bis8Obj9
NameDisplayable= Solomons North
AvailabilityInterval=1942-10-01, 1942-10-15
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 10]
ID= Bis8Obj10
NameDisplayable= SpecOps
AvailabilityInterval=1942-10-16, 1942-10-31
ObjectiveCode= SOLOMON_CW2

[Flotilla 3.UserPlayerUnitType 8.Objective 11]
ID= Bis8Obj11
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-11-01, 1942-11-15
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 12]
ID= Bis8Obj12
NameDisplayable= Solomons South
AvailabilityInterval=1942-11-16, 1942-11-30
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 13]
ID= Bis8Obj13
NameDisplayable= Solomons North
AvailabilityInterval=1942-12-01, 1942-12-15
ObjectiveCode= Solomons_North

[Flotilla 3.UserPlayerUnitType 8.Objective 14]
ID= Bis8Obj14
NameDisplayable= Solomons Middle
AvailabilityInterval=1942-12-16, 1942-12-31
ObjectiveCode= Solomons_Middle

[Flotilla 3.UserPlayerUnitType 8.Objective 15]
ID= Bis8Obj15
NameDisplayable= Solomons South
AvailabilityInterval=1943-01-01, 1943-01-15
ObjectiveCode= Solomons_South

[Flotilla 3.UserPlayerUnitType 8.Objective 16]
ID= Bis8Obj16
NameDisplayable= SpecOps
AvailabilityInterval=1943-01-16, 1943-01-31
ObjectiveCode= DownPilots


you forgot something

propbeanie
08-01-17, 06:34 PM
Dot a "T", cross an "Aye" - what's it matter matey?... :lol:

Did you mean for that " NSSPT109" by the first Objective to have a comment semi-colon there, yubba? Here's what his Page 1 stuff has bubblehead1980, with the ID Link & boat call different than what you have, so unless you've edited his boat files...

[CareerStart 2.Flotilla 2]
ID= C2Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 5, F2Porpoise, 7, F2Salmon, 4, F2Sargo, 8, F1NSSPT109, 4
FlotillaBriefingText= ; seems to have no function
FlotillaCommonality= 2 ; to be used when a random choice is assigned

then go to Flotillas and edit this you can copy and paste this

[Flotilla 2.UserPlayerUnitType 9] <--------You might have to change unit type #
ID= F1NSSPT109
NameDisplayable=Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, 1945-12-31
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL

yubba
08-01-17, 07:29 PM
Dot a "T", cross an "Aye" - what's it matter matey?... :lol:

Did you mean for that " NSSPT109" by the first Objective to have a comment semi-colon there, yubba? Here's what his Page 1 stuff has bubblehead1980, with the ID Link & boat call different than what you have, so unless you've edited his boat files...

[CareerStart 2.Flotilla 2]
ID= C2Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 5, F2Porpoise, 7, F2Salmon, 4, F2Sargo, 8, F1NSSPT109, 4
FlotillaBriefingText= ; seems to have no function
FlotillaCommonality= 2 ; to be used when a random choice is assigned

then go to Flotillas and edit this you can copy and paste this

[Flotilla 2.UserPlayerUnitType 9] <--------You might have to change unit type #
ID= F1NSSPT109
NameDisplayable=Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, 1945-12-31
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL



in flotilla if you have 8 unit types,,, your pt 109 the next number is 9,, if some other super mod that has more than 9 unit types ,, your pt 109 unit number would be 10 and so on.

yubba
08-01-17, 07:58 PM
I got thing blindness going on,, something doesn't look right in my game I took the pt out and was running the North Carolina in campaign then I got side tracked with IL-2 so I'll reload it and clear up any misunderstanding.. give me a few,, my apologies

propbeanie
08-01-17, 08:11 PM
I hear you on "blindness"... If I can see the screen good enough to write, I can't have anything else move on the screen, else I get dizzy... :lol: - If I have the screen back far enough for me to see stuff, like an airplane or boat move across left-to-right or whatever, then I can't see to read... I'm afraid of what my driver's license renewal next year is going to be like... :timeout: - especially for the tester! :har: - and this modding stuff, with one line looking like the next 100 - Yikes!... :salute: - and no need for apologies, sir! If there's any misunderstanding, it's on our part, but we'll blame Robbins. He's got strong shoulders!... :yeah:

yubba
08-01-17, 08:15 PM
I hear you on "blindness"... If I can see the screen good enough to write, I can't have anything else move on the screen, else I get dizzy... :lol: - If I have the screen back far enough for me to see stuff, like an airplane or boat move across left-to-right or whatever, then I can't see to read... I'm afraid of what my driver's license renewal next year is going to be like... :timeout: - especially for the tester! :har: - and this modding stuff, with one line looking like the next 100 - Yikes!... :salute: - and no need for apologies, sir! If there's any misunderstanding, it's on our part, but we'll blame Robbins. He's got strong shoulders!... :yeah:


My first post was right, stock and RFB flotilla files look different geez well I caught it,, I editted the pt over top of RFB so it stands.

propbeanie
08-01-17, 08:24 PM
Thank you much, sir! And I'm sure bubblehead1980 would thank you also, if he hadn't nodded off to sleep already... :salute:

Bubblehead1980
08-01-17, 11:01 PM
you forgot something

What did I forget?

I even tried adding the PT as a new unit (Unit 9) in lieu of replacing the Salmon with PT109, still does same thing, CTD once I have a career setup, and click start.

yubba
08-02-17, 11:55 AM
What did I forget?

I even tried adding the PT as a new unit (Unit 9) in lieu of replacing the Salmon with PT109, still does same thing, CTD once I have a career setup, and click start.

go to post 22 try adding this as shown ; NSSPT109 that's my best guess unless your file doesn't show other units like this,, then you are going to have to back track every thing I put up , I'm sorry you are having trouble ,, It might be the base you are trying to run out of ,, I tried making another base that didn't work out,, and also tried to make the pt. that you see in the museum I hate those 20 mm tubs and that didn't pan out either,, at least I got the 40 off the bow that looked hideous and it will fly in a campaign I really didn't think I was going to pull that off.

yubba
08-02-17, 11:59 AM
Bubbles you get all this, done ????


then go to UPC Units make a new folder and copy and paste the porpoise file inside new folder and rename,, to UnitParts9NSSPT_109 <---unit numbers are important

then open file and Edit this so it looks likes this

[UnitPart 1]
ID= NSS_PT_109
Type= NSS_PT_109ConningTower
NameDisplayable= NSS_PT_109 MTB
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Conning_PT109_01
HullTextureNameOverride=data/Submarine/NSS_PT1_09/NSS_PT_109class_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride=NSS_PT_109_Class _01.tga


then remove it and place it back in UPCUnits folder that should do it

Bubblehead1980
08-02-17, 04:01 PM
Bubbles you get all this, done ????


then go to UPC Units make a new folder and copy and paste the porpoise file inside new folder and rename,, to UnitParts9NSSPT_109 <---unit numbers are important

then open file and Edit this so it looks likes this

[UnitPart 1]
ID= NSS_PT_109
Type= NSS_PT_109ConningTower
NameDisplayable= NSS_PT_109 MTB
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Conning_PT109_01
HullTextureNameOverride=data/Submarine/NSS_PT1_09/NSS_PT_109class_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride=NSS_PT_109_Class _01.tga


then remove it and place it back in UPCUnits folder that should do it



No yet, have not had a chance to mess with Sh4 today. I will when home later.

Hopefully this will work. I mean I can get other surface vessels such as Fletcher to work in campaign.

Bubblehead1980
08-02-17, 04:06 PM
go to post 22 try adding this as shown ; NSSPT109 that's my best guess unless your file doesn't show other units like this,, then you are going to have to back track every thing I put up , I'm sorry you are having trouble ,, It might be the base you are trying to run out of ,, I tried making another base that didn't work out,, and also tried to make the pt. that you see in the museum I hate those 20 mm tubs and that didn't pan out either,, at least I got the 40 off the bow that looked hideous and it will fly in a campaign I really didn't think I was going to pull that off.


I really like your PT , it's a blast to patrol with, you did a great job. May need some tweaks to work better in TMO RSRD.

I was thinking since cant use the spotlight, perhaps put twin .50 machine guns there in place? We have a subsimmer working on AI daihatsu landing craft, model looks great., will make for a lot of fun.

Trouble is getting a working radar for it. I tried adding SJ radar and had this large goofy looking mast and it stuck out horizontally to port lol.

Bubblehead1980
08-02-17, 04:18 PM
Bubbles you get all this, done ????


then go to UPC Units make a new folder and copy and paste the porpoise file inside new folder and rename,, to UnitParts9NSSPT_109 <---unit numbers are important

then open file and Edit this so it looks likes this

[UnitPart 1]
ID= NSS_PT_109
Type= NSS_PT_109ConningTower
NameDisplayable= NSS_PT_109 MTB
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Conning_PT109_01
HullTextureNameOverride=data/Submarine/NSS_PT1_09/NSS_PT_109class_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride=NSS_PT_109_Class _01.tga


then remove it and place it back in UPCUnits folder that should do it



Ah didnt work, still CTD. It's beyond me. Tried comparing to other surface vessels had no issues getting to work in campaign, such as Fletcher DD. I dont get why it works in single missions but not campaign, esp when I seem to have the flotilla and career start issues solved. Only CTD's after all is set and click start.

yubba
08-02-17, 05:26 PM
No yet, have not had a chance to mess with Sh4 today. I will when home later.

Hopefully this will work. I mean I can get other surface vessels such as Fletcher to work in campaign.


It might not like your mod soup.,,mine is stock 1.4 bits and pieces of RFB thrown in Claytons optics,, no trembling ,, websters smoke,, otc 1.4_for 5to3 aspect ratio

Bubblehead1980
08-02-17, 05:27 PM
It might not like your mod soup.,,mine is stock 1.4 bits and pieces of RFB thrown in Claytons optics,, no trembling ,, websters smoke,, otc 1.4_for 5to3 aspect ratio


Running 1.5 with TMO and RSRD. Nothing can see conflicts. The mod was made with 1.4? Perhaps someone can get it to work in 1.5? Disappointing. Definitely would like to do a PT campaign.

propbeanie
08-02-17, 06:17 PM
Just to be sure: Which PT109 are you using? The one Digital_Trucker & sqk7744 were building, and (I believe) is the one Yubba is using? The one Bismarck1011 uploaded is the same boat.

I assume you are using the USS_PT_Alpha. Here is your post in their thread, which is after the two modders went inactive on the mod:

http://www.subsim.com/radioroom/showthread.php?p=1178035#post1178035

go to the next page for where Yubba comes in. Of major interest is aanker on that Page 11 with his post combining notes on the boat - it just so happens to currently be the last post in the thread...

Now, all of the calls for the boat have NSS_PT_109. Here's a portion of the upc file:

[UserPlayerUnit 1]
ID=NSS_PT_109
NameDisplayable=NSS_PT_109 MTB
UnitName= SS-PT-109
Type=NSS_PT_109
UpgradeClass=2
UnitInterval= 1941-12-01, 1945-12-31
ExternalClassName=SSPT109

So, unless you've edited the files, your CareerStart and Flotillas files have to match. s7rikeback has it working in FotRSU, which is v1.5 UBoats, and since it's a Type=200, should work fine. The only issue might be with guns... I'll noodle some with it later on tonight.

- Forgot to ask: Your TMO / RSRDC just has additions, correct? No changes to "calls" for Type= or Class=, correct?

Bubblehead1980
08-02-17, 07:04 PM
Just to be sure: Which PT109 are you using? The one Digital_Trucker & sqk7744 were building, and (I believe) is the one Yubba is using? The one Bismarck1011 uploaded is the same boat.

I assume you are using the USS_PT_Alpha. Here is your post in their thread, which is after the two modders went inactive on the mod:

http://www.subsim.com/radioroom/showthread.php?p=1178035#post1178035

go to the next page for where Yubba comes in. Of major interest is aanker on that Page 11 with his post combining notes on the boat - it just so happens to currently be the last post in the thread...

Now, all of the calls for the boat have NSS_PT_109. Here's a portion of the upc file:

[UserPlayerUnit 1]
ID=NSS_PT_109
NameDisplayable=NSS_PT_109 MTB
UnitName= SS-PT-109
Type=NSS_PT_109
UpgradeClass=2
UnitInterval= 1941-12-01, 1945-12-31
ExternalClassName=SSPT109

So, unless you've edited the files, your CareerStart and Flotillas files have to match. s7rikeback has it working in FotRSU, which is v1.5 UBoats, and since it's a Type=200, should work fine. The only issue might be with guns... I'll noodle some with it later on tonight.

- Forgot to ask: Your TMO / RSRDC just has additions, correct? No changes to "calls" for Type= or Class=, correct?


This is the one I am using

http://www.subsim.com/radioroom/downloads.php?do=file&id=4476


I have changed some calls in my ship pack for RSRD but the PT109 is classified as Type 200, submarine, so player can use it. That has not changed.

propbeanie
08-02-17, 08:50 PM
Well, that is basically the same mod. I just WinMerged 'em, and they have everything the same... I gotta leave and go pickup my B-I-L at the airport, so maybe about midnight eastern time, I might get to start looking at what I'd done earlier...

yubba
08-02-17, 09:31 PM
Some one made it well over 8 years back,,, I'm a freak about PTs so I had to have it,, when I got it the torps didn't work ,,it took,, on and off a couple of months to figure it out,,, and I changed the deck gun to a twin 40 in the rear to rid the single on the bow,, I passed along how to get the torps to work a year or 2 back .. Bismarck put it together for down load ,, it could use some tweaks ,, like another couple of souls on deck watch when not at battle stations and do something with those 20mm tubs,, and it did take forever to figure out how to make it campaign playable,. There was a PT contest thread started acouple of years ago to bad we can't get some of those models finished.


Thanks go out to the modders that I can't recall their names that built her ,, and hope you all enjoy ,, happy hunting PT Style.

Bubblehead1980
08-02-17, 11:02 PM
Well, that is basically the same mod. I just WinMerged 'em, and they have everything the same... I gotta leave and go pickup my B-I-L at the airport, so maybe about midnight eastern time, I might get to start looking at what I'd done earlier...


Awesome. I'm trying to review everything as well, perhaps it'll get figured out, would be a nice addition to campaign.

Bubblehead1980
08-02-17, 11:13 PM
Some one made it well over 8 years back,,, I'm a freak about PTs so I had to have it,, when I got it the torps didn't work ,,it took,, on and off a couple of months to figure it out,,, and I changed the deck gun to a twin 40 in the rear to rid the single on the bow,, I passed along how to get the torps to work a year or 2 back .. Bismarck put it together for down load ,, it could use some tweaks ,, like another couple of souls on deck watch when not at battle stations and do something with those 20mm tubs,, and it did take forever to figure out how to make it campaign playable,. There was a PT contest thread started acouple of years ago to bad we can't get some of those models finished.


Thanks go out to the modders that I can't recall their names that built her ,, and hope you all enjoy ,, happy hunting PT Style.


You did great work on it Yubba, really enjoy it in single missions. I am a bit of PT boat nut myself but have never found a decent PT boat simulation, and can see it in a campaign being really enjoyable in SH 4. RSRD has excellent traffic in Solomons simulating the Tokyo Express, I've added a lot of the smaller inner island traffic and we have an AI Daihatsu landing craft coming soon, so could have some really interesting and intense battles. The torpedoes work well. I changed the Mark 10 to Mark 8 torpedo specs and Mark 23 to Mark 13 which PT's used in later war, they work well with the PT.

I love how the 40 MM's act as AI deck guns, how did you do that? I've been wanting to do that for submarines as well.

Once get past his hurdle of making it work in TMO RSRD, I plan to make a campaign focusing initially on start of war in the Philippines and operating in the Solomons begn Oct 1942, as from what I read is when they arrived at Tulagi. Eventually would like to cover the entire war.

A huge part of the work is done, the traffic is there between RSRD and the traffic I've added, plenty to interdict. For flotillas, can change the bases in the Brisbane Flotilla to Tulagi, Bougainville, etc add bases in New Guinea. Just a lot of potential.

Surface radar is needed but sure can be done eventually.

propbeanie
08-03-17, 12:30 AM
I just remembered Bubblehead1980, after crashing my own game when choosing Brisbane, is that the boats ~HAVE~ to be in order... so if you start an early 1942 career at Brisbane, and make the PT109 boat #3 in the flotilla, it ~stays~ boat #3 throughout the rest of the game. So you'll have to renumber ~everything~ in the Brisbane flotilla, because the other boats come into the game later.

But I do have it working in the Campaign out of Manila no prob... dunno what'll happen in a few weeks with the transfer, but I might try to find out... The only thing for me, is I'm completely missing the torp stores... I have none. I've got a torpedo room, I've got a crew, I've got a damage control team, etc... but no actual Mark IV or 10's or whatever they're supposed to be - which might be my problem... :lol:

Bubblehead1980
08-03-17, 02:11 AM
I just remembered Bubblehead1980, after crashing my own game when choosing Brisbane, is that the boats ~HAVE~ to be in order... so if you start an early 1942 career at Brisbane, and make the PT109 boat #3 in the flotilla, it ~stays~ boat #3 throughout the rest of the game. So you'll have to renumber ~everything~ in the Brisbane flotilla, because the other boats come into the game later.

But I do have it working in the Campaign out of Manila no prob... dunno what'll happen in a few weeks with the transfer, but I might try to find out... The only thing for me, is I'm completely missing the torp stores... I have none. I've got a torpedo room, I've got a crew, I've got a damage control team, etc... but no actual Mark IV or 10's or whatever they're supposed to be - which might be my problem... :lol:


Would you mind showing an example of what you did? Hmm I have the torpedos solved i think . I changed the type used in the .sim file, they were set to a german torpedo, to the Mark 10, I have changed the Mark 10 to Mark 8 Specs and it shows up renamed, just need to edit the notes and data.. Mark 23 to Mark 13, which PT's used later in war, also went ahead and changed the Mark 14 to Mark 15 specs and Mark 16 to Mark 17. Works well in single missions. Ill upload or email mod if youd like.

propbeanie
08-03-17, 08:18 AM
I'm not on my computer right now, but will be about 12N Eastern, and I'll copy what I did for the Manila start. As for the torpedoes, I forgot about you guys mentioning the German torps before, and I made my torp room with the incorrect gear... :lol: Back to the drawing board for that... :yeah:

yubba
08-03-17, 09:26 AM
I can't take credit for the deck guns,, they were set up that way originally and how I managed to get the twin 40 on the back has gotten lost in the fog of years of working on other mods,, but I can tell you how too get the single 40 off the bow if you want too. you go into the library folder and find the single 40 files and cut and paste them into a new folder wa la no more single 40

yubba
08-03-17, 10:11 AM
I'm not on my computer right now, but will be about 12N Eastern, and I'll copy what I did for the Manila start. As for the torpedoes, I forgot about you guys mentioning the German torps before, and I made my torp room with the incorrect gear... :lol: Back to the drawing board for that... :yeah:

I didn't change the torps they are the Mk14s

propbeanie
08-03-17, 11:11 AM
Well then, I've goofed something up with the torps. I have nothing in my "stores" or "bunker" for loading any torps, even though they are drawn on the deck... :lol: - I'll have to go back through my edits.

Just like I'll have to look a bit closer at what I did to make the game crash trying to use Brisbane. It is NOT the order of the boats, like I thought yesterday evening. The PT109 is listed fifth in CareerStart 1, but is listed as boat 9, and it works fine like that. Brisbane should also, but I've got something wrong in the CareerStart and / or Flotilla (I'm guessing the former), since the game crashes now when choosing Brisbane. Doesn't matter which boat is selected...

Anyway bubblehead1980 (Bubbles is a good nickname, btw :03:), here's some snippets of the two files:

;+++++++++++++++++++++++++++++++++++++++++++++++++ +++

CareerStart.upc
---------------

[CareerStart 1]
ID= Beginning
NameDisplayable= 1941
StartTimeInterval=1941-12-08, 1942-02-01
BackgroundPic= 1941.tga ; picture that is displayed on the background when this option is selected
CareerStartBriefingText= The war has just started, and we're being beaten.
RenownOptions= 1000, 2000, 5000

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Pearl Harbor
IDLinkFlotilla= PearlHarborCommand ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 ; enumeration of ID(s) that point to submarine upc file
FlotillaBriefingText=
FlotillaCommonality= 1 ; to be used when a random choice is assigned

[CareerStart 1.Flotilla 2]
ID= C1Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2NSSPT109, 2
FlotillaBriefingText=
FlotillaCommonality= 2 ; to be used when a random choice is assigned

;================================================= ====

Flotillas.upc
-------------

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109
NameDisplayable= Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, NULL
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= BrisbaneCommand

;+++++++++++++++++++++++++++++++++++++++++++++++++ ++

There should be no problem with it working in just about any mod. All mods, as far as I know, use Type=200 for the subs, so there you go! The "calls" for the boat are the same as what yubba has on Page 1 here in this thread. I've made no changes to the boat's names or any of the files, other than the UPC stuff for equipment, which did me absolutely no good, since I still don't have torps - BUT - I do have a "crew" page now with people showing on it, and all stations are manned... :lol: The rear gunner is actually quite good at sinking Sampans... :up:

http://i.imgur.com/EpHfPPz.jpg

http://i.imgur.com/xxhABZU.jpg

http://i.imgur.com/4jPN6h4.jpg

First assignment is to insert supplies. The boat is still up there in the harbor, but we're on our way, torpedo-less, but with a bear of a rear gunner!... :lol:

yubba
08-03-17, 11:58 AM
http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9524sounds like you'll have to start over with the boat,,, and go to that torpedo thread of mine and copy that file page,, again

yubba
08-03-17, 12:13 PM
It works you have torps almost 8 years to get this to you copy this page it is long,,...Tested ,loaded not fired,,this came off my boat confident it should fire,, the main part it did not crash,, so delete the the data inside the upc and copy and paste this.. to load torps go to battle stations hit auto load a couple of times you'll see torps move from stores to tubes and then time compress to speed things up



;************************************************* ***********
;
; SUBMARINE TYPE DEFINITION
;
;************************************************* ***********

;------------------------------------------------------------
; Crew Evolutions
;------------------------------------------------------------
;Evolution= Normal
;Evolution= Battle_Stations

[UserPlayerUnit 1]
ID=NSS_PT_109
NameDisplayable=NSS_PT_109 MTB
UnitName= SS-PT-109
Type=NSS_PT_109
UpgradeClass=1
UnitInterval= 1938-01-01, 1945-12-31
ExternalClassName=SSPT109
Nationality=American
CrewRanks=12
Evolution= Normal
Damage= 0
TextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_T01.tga
LightmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
NormalmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_N01.tga
MenuSilhouetteTextureName= NSS_PT_109.tga
MaxPettyOfficers=20
MaxOfficers=3

;[UserPlayerUnit 1.UnitPartSlot 1]
;ID=NSS_PT_109ConningSlot
;NameDisplayable=Conning Tower Mount
;Type=NULL
;AcceptedTypes=NSS_PT_109ConningTower
;IDLinkUnitPartIntervalDefault1= NULL, NULL, NSS_PT_109_Turm01
;ExternalNodeName3D= Z01



;------------------------------------------------------------
; STATUS OF EQUIPMENTS & WEAPONS
;------------------------------------------------------------
; Functional
; Damaged
; Disabled
; Destroyed

;------------------------------------------------------------
; COMPARTMENTS STRUCTURE
;------------------------------------------------------------


; Compartments Functional Types
;
; FunctionalType= BowTorpedoRoom
; FunctionalType= SternTorpedoRoom
; FunctionalType= PropulsionRoom
; FunctionalType= SensorsRoom
; FunctionalType= CommandRoom
; FunctionalType= DamageControlRoom
; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom?
; FunctionalType= ArtilleryRoom
; FunctionalType= FlakRoom


[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= PTEnginesRoom
NameDisplayable= Engine Room
Type=NULL
FunctionalType= PropulsionRoom
MechanicalCoef= 0.6 ;0..1
ElectricsCoef= 0.4 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 2]
CompartmentType= 1
StatusActive= Yes
ID= PTCommandRoom
NameDisplayable= Control Room
Type=NULL
FunctionalType= CommandRoom
MechanicalCoef= 0.4 ;0..1
ElectricsCoef= 0.2 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.4 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 3]
CompartmentType= 1
StatusActive= Yes
ID= PTAttackCenter
NameDisplayable= Radar Room
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 4]
CompartmentType= 2
StatusActive= No
ID= PTRepairRoom
NameDisplayable= Damage Control Room
Type=Damage Control
FunctionalType= DamageControlRoom
MechanicalCoef= 0.4 ;0..1
ElectricsCoef= 0.4 ;0..1
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 3
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 1, 0, 1, 1, No Damage, 0, 0, NULL, 0, 0, 0

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= PTConnWatch
NameDisplayable= Deck Watch
Type=NULL
FunctionalType= ObservationRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.2 ;0..1
GunsCoef= 0.2 ;0..1
WatchmanCoef= 1.0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.3
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 6]
CompartmentType= 1
StatusActive= Yes
ID= PorpoiseBowTorpedo
NameDisplayable= Forward Torpedo Room
Type=NULL
FunctionalType= BowTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 6
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 199
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 7]
CompartmentType= 2
StatusActive= No
ID= PTStarboardAA
NameDisplayable= Starboard AA Gun
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.2
ElectricsCoef= 0
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.5
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 8]
CompartmentType= 2
StatusActive= No
ID= PTPortAA
NameDisplayable= Port AA Gun
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.2
ElectricsCoef= 0
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.5
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 9]
CompartmentType= 2
StatusActive= No
ID= PTGunBow
NameDisplayable= Fore Gun Deck
Type=NULL
FunctionalType= ArtilleryRoom
MechanicalCoef= 0.5
ElectricsCoef= 0.5
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.7
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 10]
CompartmentType= 2
StatusActive= No
ID= PTConnGunB
NameDisplayable= Aft Gun Deck
Type=NULL
FunctionalType= ArtilleryRoom
MechanicalCoef= 0.5
ElectricsCoef= 0.5
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.7
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


;------------------------------------------------------------
; CREWMEMBER SLOTS
;
;
;Type= Officer ;for Officers slots, which should be located in the Command Room and give bonus to the entire unit
;Type= Leader ;for Leaders slots, which give bonus to the compartment
;Type= Crewman ;for crewmember slots, which work and get poor pay
;
;IDLinkCrewMember= NULL ; this means the person will be generated
;
;------------------------------------------------------------


; ******** ENGINE ROOM *********


[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 1]
ID=CrewMemberSlot_EngineW1L
NameDisplayable= Engine Rooms 1st Section Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 2]
ID=CrewMemberSlot_EngineW2L
NameDisplayable= Engine Rooms 2nd Section Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 3]
ID=CrewMemberSlot_EngineW3L
NameDisplayable= Engine Rooms 3rd Section Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** COMMAND ROOM *********

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_CommandW1L
NameDisplayable= 1st Section Officer On The Deck
Type= Officer
WatchIndex= 1
IDLinkCrewMember= HOFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= SO_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_CommandW2L
NameDisplayable= 2nd Section Officer On The Deck
Type= Officer
WatchIndex= 2
IDLinkCrewMember= OFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NA_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 3]
ID=CrewMemberSlot_CommandW3L
NameDisplayable= 3rd Section Officer On The Deck
Type= Officer
WatchIndex= 3
IDLinkCrewMember= OFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** Attack Center *******

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 1]
ID=CrewMemberSlot_AttackW1L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 1
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= SON
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 2]
ID=CrewMemberSlot_AttackW2L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 2
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= RAD
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 3]
ID=CrewMemberSlot_AttackW3L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 3
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL




; ******** DAMAGE CONTROL *********


[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 1]
ID=CrewMemberSlot_DamageL1
NameDisplayable= Damage Control Team Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT1_dummy
BattleStationsCrewMemberSlot3D= RT1_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 2]
ID=CrewMemberSlot_DamageC1
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT2_dummy
BattleStationsCrewMemberSlot3D= RT2_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 3]
ID=CrewMemberSlot_DamageC2
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT3_dummy
BattleStationsCrewMemberSlot3D= RT3_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 4]
ID=CrewMemberSlot_DamageC3
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL





; ******** DECK WATCH *********


[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1]
ID=CrewMemberSlot_WatchW1L
NameDisplayable= Deck Watch 1st Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= CPOWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_03_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2]
ID=CrewMemberSlot_WatchW2L
NameDisplayable= Deck Watch 2nd Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_01_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 3]
ID=CrewMemberSlot_WatchW3L
NameDisplayable= Deck Watch 3rd Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_02_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL


; ******** BOW TORPEDO *********


[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1]
ID=CrewMemberSlot_BowTorpW1L
NameDisplayable= Fore Torpedo 1st Section Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= HPOTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 2]
ID=CrewMemberSlot_BowTorpW2L
NameDisplayable= Fore Torpedo 2nd Section Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= HPOTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 3]
ID=CrewMemberSlot_BowTorpW3L
NameDisplayable= Fore Torpedo 3rd Section Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 4]
ID=CrewMemberSlot_BowTorpW1C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 5]
ID=CrewMemberSlot_BowTorpW2C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 6]
ID=CrewMemberSlot_BowTorpW3C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 7]
ID=CrewMemberSlot_BowTorpW1C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 8]
ID=CrewMemberSlot_BowTorpW2C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 9]
ID=CrewMemberSlot_BowTorpW3C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** FLAK *********

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable= AA Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM1@slot_A01
BattleStationsCrewMemberSlot3D= WM1@slot_A01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL2
NameDisplayable= AA Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM1@slot_A02
BattleStationsCrewMemberSlot3D= WM1@slot_A02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

;Deck Guns


[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
ID=CrewMemberSlot_DGunL
NameDisplayable= Deck Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= CPOGuns
WatchCrewMemberSlot3D= WM1@slot_M02
BattleStationsCrewMemberSlot3D= WM1@slot_M02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 2]
ID=CrewMemberSlot_DGunC1
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM2@slot_M02
BattleStationsCrewMemberSlot3D= WM2@slot_M02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 10.CrewMemberSlot 1]
ID=CrewMemberSlot_DGun2L
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= CPOGuns
WatchCrewMemberSlot3D= WM1@slot_M01
BattleStationsCrewMemberSlot3D= WM1@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 10.CrewMemberSlot 2]
ID=CrewMemberSlot_DGun2C1
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM2@slot_M01
BattleStationsCrewMemberSlot3D= WM2@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL




;************************************************* ***********
;
; COMPARTMENT EQUIPMENT & WEAPS
;
;************************************************* ***********


;------------------------------------------------------------
; ENGINES ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 1]
ID= EqSlotEnginesWall
NameDisplayable= Engine Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 2]
ID= EqSlot12
NameDisplayable= Rudder Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RudderTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 3]
ID= EqSlot13
NameDisplayable= Propeller Shaft
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PropellerShaft
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 4]
ID= EqSlotDEPF
NameDisplayable= Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; CONTROL ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Control Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
[UserPlayerUnit 1.Compartment 2.EquipmentSlot 2]
ID= RadioAppMount
NameDisplayable= Radio Apparatus
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, BasicRadio
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; Attack Room
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Control Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; Damage Control Room
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Bow Quarters Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1


;------------------------------------------------------------
; DECK WATCH
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 1]
ID= RadioAntenna
NameDisplayable= Radio Antenna
Type=NULL
AcceptedTypes= Radio
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RadioAntenna
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 2]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1



;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 6.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

[UserPlayerUnit 1.Compartment 6.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube 2
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FLU_anim01
ExternalDamageZoneTypeID3D= 131

[UserPlayerUnit 1.Compartment 6.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable= Torpedo Tube 3
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 132

[UserPlayerUnit 1.Compartment 6.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable= Torpedo Tube 4
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 133

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Forward Torpedo Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 199



[UserPlayerUnit 1.Compartment 6.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 4


;------------------------------------------------------------
; FLAK GUNS
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID= PTStarboardAAMount
NameDisplayable= Starboard AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID= PTPortAAMount
NameDisplayable= Port AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A02
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1


;------------------------------------------------------------
; DECK GUNS
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID= SternDeckGun
NameDisplayable= Aft Deck Gun Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable= No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M02
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 10.WeaponSlot 1]
ID= BowDeckGun
NameDisplayable= Fore Deck Gun Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable= No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1


[UserPlayerUnit 1.Compartment 3.Bunker 1] ; Deck Gun and Flak guns ammo
ID=GunsAmmoBunker
Capacity=10
IDLinkAmmunitionIntervalDefault1= NULL, NULL, NULL, 0
;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********

[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgPortAAGun
NameDisplayable= Aft Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USLightAA, USHeavyAA
UserCustomizable=Yes
IDLinkUpgradePackSlots= PTPortAAMount
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin

[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgStarboardAAGun
NameDisplayable= Aft Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USLightAA, USHeavyAA
UserCustomizable=Yes
IDLinkUpgradePackSlots= PTStarboardAAMount
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes=USDeckGunAdv2
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack4in50calDGTwin

;************************************************* ***********
;
; FunctionalSubsystem
;
;************************************************* ***********
;
;Weapons and Equipments Subsystems:
; FunctionalType= PropulsionSurface
; FunctionalType= PropulsionUnderwater
; FunctionalType= PropulsionSilent
; FunctionalType= SteeringHorizontal
; FunctionalType= SteeringVertical
; FunctionalType= SensorHydrophone
; FunctionalType= SensorSonar
; FunctionalType= SensorRWR
; FunctionalType= SensorRadio
; FunctionalType= SensorRadar
; FunctionalType= SensorMAD
; FunctionalType= SensorPeriscope
; FunctionalType= SensorEyeball
; FunctionalType= SensorDF
; FunctionalType= WeaponDecoy
; FunctionalType= WeaponTorpedo
; FunctionalType= WeaponMainCannon
; FunctionalType= WeaponSecondaryCannon
; FunctionalType= WeaponFlak
; FunctionalType= ResourceCompressedAir
; FunctionalType= ResourceFuel
; FunctionalType= ResourceElectricity
;
;Human Resources:
; FunctionalType= CrewMembersGrouping
;
; IDs taken directly into account by programming (DO NOT CHANGE THEM!):
; ID= CrewWatch1
; ID= CrewWatch2
; ID= CrewWatch3
; ID= CrewFlak
; ID= CrewDeckGun
; ID= CrewDamage


[UserPlayerUnit 1.FunctionalSubsystem 1]
ID= Propulsion
NameDisplayable= Propulsion
FunctionalType= PropulsionSurface
IDLinkFunctionalSubsystemSlots= EqSlot13, 0, EqSlotEEPF, 1, EqSlotDEPF, 1

[UserPlayerUnit 1.FunctionalSubsystem 2]
ID= SteeringControls
NameDisplayable= Steering Control Systems
FunctionalType= SteeringHorizontal
IDLinkFunctionalSubsystemSlots= EqSlot12, 0, EqSlot36, 1

[UserPlayerUnit 1.FunctionalSubsystem 3]
ID= Radio
NameDisplayable= Radio
FunctionalType= SensorRadio
IDLinkFunctionalSubsystemSlots= RadioAppMount, 1, RadioAntenna, 0

[UserPlayerUnit 1.FunctionalSubsystem 4]
ID= CrewWatch1
NameDisplayable= 1st Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW1L, 0,CrewMemberSlot_EngineW1C1, 0,CrewMemberSlot_EngineW1C2, 0,CrewMemberSlot_EngineW1C3, 0,CrewMemberSlot_CommandW1L, 0,CrewMemberSlot_CommandW1C1, 0,CrewMemberSlot_CommandW1C2, 0,CrewMemberSlot_CommandW1C3, 0,CrewMemberSlot_AttackW1L, 0,CrewMemberSlot_AttackW1C1, 0,CrewMemberSlot_BowTorpW1L, 0,CrewMemberSlot_BowTorpW1C1, 0,CrewMemberSlot_BowTorpW1C2, 0,CrewMemberSlot_WatchW1L, 0,CrewMemberSlot_WatchW1C1, 0,CrewMemberSlot_WatchW1C2, 0,CrewMemberSlot_WatchW1C3, 0

[UserPlayerUnit 1.FunctionalSubsystem 5]
ID= CrewWatch2
NameDisplayable= 2nd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW2L, 0,CrewMemberSlot_EngineW2C1, 0,CrewMemberSlot_EngineW2C2, 0,CrewMemberSlot_EngineW2C3, 0,CrewMemberSlot_CommandW2L, 0,CrewMemberSlot_CommandW2C1, 0,CrewMemberSlot_CommandW2C2, 0,CrewMemberSlot_CommandW2C3, 0,CrewMemberSlot_AttackW2L, 0,CrewMemberSlot_AttackW2C1, 0,CrewMemberSlot_BowTorpW2L, 0,CrewMemberSlot_BowTorpW2C1, 0,CrewMemberSlot_BowTorpW2C2, 0,CrewMemberSlot_WatchW2L, 0,CrewMemberSlot_WatchW2C1, 0,CrewMemberSlot_WatchW2C2, 0,CrewMemberSlot_WatchW2C3, 0

[UserPlayerUnit 1.FunctionalSubsystem 6]
ID= CrewWatch3
NameDisplayable= 3rd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW3L, 0,CrewMemberSlot_EngineW3C1, 0,CrewMemberSlot_EngineW3C2, 0,CrewMemberSlot_EngineW3C3, 0,CrewMemberSlot_CommandW3L, 0,CrewMemberSlot_CommandW3C1, 0,CrewMemberSlot_CommandW3C2, 0,CrewMemberSlot_CommandW3C3, 0,CrewMemberSlot_AttackW3L, 0,CrewMemberSlot_AttackW3C1, 0,CrewMemberSlot_BowTorpW3L, 0,CrewMemberSlot_BowTorpW3C1, 0,CrewMemberSlot_BowTorpW3C2, 0,CrewMemberSlot_WatchW3L, 0,CrewMemberSlot_WatchW3C1, 0,CrewMemberSlot_WatchW3C2, 0,CrewMemberSlot_WatchW3C3, 0


[UserPlayerUnit 1.FunctionalSubsystem 7]
ID= CrewDamage
NameDisplayable= Damage Repair Team
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DamageL1, 0,CrewMemberSlot_DamageC1, 0,CrewMemberSlot_DamageC2, 0,CrewMemberSlot_DamageC3, 0

UserPlayerUnit 1.FunctionalSubsystem 7]
ID= DeckGun1
NameDisplayable= Bow Deck Gun
FunctionalType= WeaponMainCannon
IDLinkFunctionalSubsystemSlots= BowDeckGun, 1

[UserPlayerUnit 1.FunctionalSubsystem 8]
ID= DeckGun2
NameDisplayable= Stern Deck Gun
FunctionalType= WeaponMainCannon
IDLinkFunctionalSubsystemSlots= SternDeckGun, 1


[UserPlayerUnit 1.FunctionalSubsystem 9]
ID= CrewDeckGun
NameDisplayable= Deck Gun
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DGunL, 0, CrewMemberSlot_DGun2L, 0

[UserPlayerUnit 1.FunctionalSubsystem 10]
ID= FlakGun1
NameDisplayable= Starboard AA Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= PTStarboardAAMount, 1

[UserPlayerUnit 1.FunctionalSubsystem 11]
ID= FlakGun2
NameDisplayable= Port AA Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= PTPortAAMount, 1

[UserPlayerUnit 1.FunctionalSubsystem 12]
ID= CrewFlak
NameDisplayable= Flak Guns
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_FlakL1, 1, CrewMemberSlot_FlakL2, 1


[UserPlayerUnit 1.FunctionalSubsystem 13]
ID= TorpedoTube1
NameDisplayable= Torpedo Tube 1
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB1, 1

[UserPlayerUnit 1.FunctionalSubsystem 14]
ID= TorpedoTube2
NameDisplayable= Torpedo Tube 2
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB2, 1

[UserPlayerUnit 1.FunctionalSubsystem 15]
ID= TorpedoTube3
NameDisplayable= Torpedo Tube 3
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB3, 1

[UserPlayerUnit 1.FunctionalSubsystem 16]
ID= TorpedoTube4
NameDisplayable= Torpedo Tube 4
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB4, 1



;************ The End ************

Bubblehead1980
08-03-17, 01:24 PM
I can't take credit for the deck guns,, they were set up that way originally and how I managed to get the twin 40 on the back has gotten lost in the fog of years of working on other mods,, but I can tell you how get the single 40 off the bow if you want too. you go into the library folder and find the single 40 files and cut and paste them into a new folder wa la no more single 40


Thanks. Oh no Ill keep the bow mounted 40. Those 40's are going to be important in the campaign. Like in real life, a lot of targets wont be torpedo worthy or too shallow to hit with torpedoes, such as the daihatsus etc.

Made a single mission for testing and got into an intense gunfight with some small craft near kolombangara.40 MM on bow is needed.
I added twin 20 MM's to the AI elco boat so their firepower is no so limited. May add a 40 MM and get AI torpedoes to work. PT's often worked together so need to get that worked out for campaign.


One issue, I have no crew on deck unless at GQ. know how to fix this?

yubba
08-03-17, 02:24 PM
Thanks. Oh no Ill keep the bow mounted 40. Those 40's are going to be important in the campaign. Like in real life, a lot of targets wont be torpedo worthy or too shallow to hit with torpedoes, such as the daihatsus etc.

Made a single mission for testing and got into an intense gunfight with some small craft near kolombangara.40 MM on bow is needed.
I added twin 20 MM's to the AI elco boat so their firepower is no so limited. May add a 40 MM and get AI torpedoes to work. PT's often worked together so need to get that worked out for campaign.


One issue, I have no crew on deck unless at GQ. know how to fix this?

Deck crew, I tried and failed,, tried to edit upc file,, that twin 40 will do in a Destroyer

propbeanie
08-03-17, 03:43 PM
I'll give the upc file another go tonight yubba. Thanks for that. I also have to look at the equipment file again and make sure I didn't do a typo there. I'm almost certain that's what the issue is with getting Brisbane going...

+++++++++++++++++++++++++++++++++

Edit:

https://www.youtube.com/watch?v=UKyhTX9LQEA https://www.youtube.com/watch?v=P19DfBZiuB4

a-Eeeeegh.... "Caw-FEe!" ... It helps, if the file you have edited, actually resides in the mod that you've activated... :har: - what I edited late last night is in the work folder, a whole hard drive away from the game and the MODS folder... :oops: :roll:

PS: I sure do wish these vidz would display a little smaller...

Bubblehead1980
08-03-17, 05:02 PM
Well then, I've goofed something up with the torps. I have nothing in my "stores" or "bunker" for loading any torps, even though they are drawn on the deck... :lol: - I'll have to go back through my edits.

Just like I'll have to look a bit closer at what I did to make the game crash trying to use Brisbane. It is NOT the order of the boats, like I thought yesterday evening. The PT109 is listed fifth in CareerStart 1, but is listed as boat 9, and it works fine like that. Brisbane should also, but I've got something wrong in the CareerStart and / or Flotilla (I'm guessing the former), since the game crashes now when choosing Brisbane. Doesn't matter which boat is selected...

Anyway bubblehead1980 (Bubbles is a good nickname, btw :03:), here's some snippets of the two files:

;+++++++++++++++++++++++++++++++++++++++++++++++++ +++

CareerStart.upc
---------------

[CareerStart 1]
ID= Beginning
NameDisplayable= 1941
StartTimeInterval=1941-12-08, 1942-02-01
BackgroundPic= 1941.tga ; picture that is displayed on the background when this option is selected
CareerStartBriefingText= The war has just started, and we're being beaten.
RenownOptions= 1000, 2000, 5000

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Pearl Harbor
IDLinkFlotilla= PearlHarborCommand ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 ; enumeration of ID(s) that point to submarine upc file
FlotillaBriefingText=
FlotillaCommonality= 1 ; to be used when a random choice is assigned

[CareerStart 1.Flotilla 2]
ID= C1Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2NSSPT109, 2
FlotillaBriefingText=
FlotillaCommonality= 2 ; to be used when a random choice is assigned

;================================================= ====

Flotillas.upc
-------------

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109
NameDisplayable= Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, NULL
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= BrisbaneCommand

;+++++++++++++++++++++++++++++++++++++++++++++++++ ++

There should be no problem with it working in just about any mod. All mods, as far as I know, use Type=200 for the subs, so there you go! The "calls" for the boat are the same as what yubba has on Page 1 here in this thread. I've made no changes to the boat's names or any of the files, other than the UPC stuff for equipment, which did me absolutely no good, since I still don't have torps - BUT - I do have a "crew" page now with people showing on it, and all stations are manned... :lol: The rear gunner is actually quite good at sinking Sampans... :up:

http://i.imgur.com/EpHfPPz.jpg

http://i.imgur.com/xxhABZU.jpg

http://i.imgur.com/4jPN6h4.jpg

First assignment is to insert supplies. The boat is still up there in the harbor, but we're on our way, torpedo-less, but with a bear of a rear gunner!... :lol:


Propbeanie. You are my hero lol. I just got the career to start up in Manila in 1941 with the PT. :Kaleun_Salute:

However, I have no torpedoes either.Thats weird, torpedoes show up in single mission but not career mode. Ugh this sim drives me crazy sometimes. Edit: Saw yubba fix for torpedoes, working now. Making adjustments to my torp mod for PT's will release this evening.

Any ideas on how to fix the no crew on deck when not at GQ? thinking OOD and one lookout in the steering station would work. Gunners of course man guns when GQ is called.

yubba
08-03-17, 05:42 PM
I'll give the upc file another go tonight yubba. Thanks for that. I also have to look at the equipment file again and make sure I didn't do a typo there. I'm almost certain that's what the issue is with getting Brisbane going...

+++++++++++++++++++++++++++++++++



PS: I sure do wish these vidz would display a little smaller...


I'd delete that boat and re-install it ,, and swap out that upc file that I posted and you should have torps,, that's all I've done for the Bismarck PT though I don't have a guy on the rear gun ,,, it is real finnicky my boat that I took the upc file from god only knows what I did else where,, I just checked it a while back and the torps loaded mk14s

propbeanie
08-03-17, 08:52 PM
I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...

In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations..,

Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... :lol: Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast... :up:

What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... :salute: Excellent job yubba getting it going in the campaign! :salute:

Bubblehead1980
08-03-17, 11:15 PM
I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...

In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations..,

Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... :lol: Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast... :up:

What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... :salute: Excellent job yubba getting it going in the campaign! :salute:



Will you share the entry for Brisbane?

I played two test missions in campaign out of Manila/Cavite in Dec 41 earlier and it was a blast. Made one attack in daylight(just to test things out) and got about 7,000 yards out before escorts of Lingayen invasion force spotted me and shells started dropping.A few landed close and escorts were set to Elite or Vet but plowing in at flank speed and giving 5-10 degrees of rudder back and forth makes PT a tough target to hit, esp at distance. I let 4 mark 8's loose from 6,000 yards, 3 hit a transport, which later sunk.I would like to alter the commands if possible to make the < > keys give rudder in 5 degree increments port or starboard, would be easier to steer during the run in and evasion then clicking the rudder dial.

Night attack I went in for gun attack on some landing craft(turned US LC into IJN LC as a stop gap until have an actual japanese LC) a tug, some sampans and their escort(small subchaser and IJN PT boat) it was pretty intense.I see a campaign where player orders may be to depart, patrol, return, rearm etc, then after few nights in a row, barring damage etc, return and end patrol. Going to do some reading on PT operations esp in solomons because lets face it, that is where majority of the action will be.

One Issue is going to have to adjust the range/fuel load to work in campaign, esp in Solomons since due to air traffic(friendly and enemy, remember friendly fire incident near Kolombangara mentioned in Bruce Gambles book about VMF-214. Young 2nd Lt on dawn CAP strafed a PT returning from night action, killed and injured several. They opened fire on him, hitting him, plane crashed into Kolombangara. Later found his body and buried him there, brought over on a PT boat) so can depart in evening, make it to action area, battle and return to base as the boats typically did. Requires some high speed runs and burns fuel quickly. Playing with unlimited fuel kind of hampers gameplay I feel.

Overall boat is great but I agree, need to fine tune some things on the boat to work for TMO RSRD campaign.Set it up so gun load outs is appropriate for time periods, upgrades etc as subs do in campaign. Surface radar, get some crew topside when not at GQ, two gunners slots for the 40 MM. Perhaps have deck watch and gunners in helmets and kapoks(if there is a model for kapok) when at GQ. The searchlight could be replaced since we cant use it.

Since Pt's usually operated in pairs and groups in some cases, having AI torpedoes work on them is needed. I already changed up the .eqp file on the AI elco to have twin 20 MM guns and later 40 mm.


I was thinking I would include this in my upgrade but decided it'll be best do it seperately since to make a decent PT mod, will have to change some things moving away from sub warfare. I'm in final stages of first release now. Going to fix a few things, then take a break, do some work on PT mod and actually play some patrols.

Huge part of the PT mod, the traffic is there, ill add some more small traffic, esp once the daihatsu LC is available.

PT mod is going to be a lot of fun.

Here is a mod for surface vessels torpedoes for PT's, DD etc. http://www.subsim.com/radioroom/showthread.php?p=2504619#post2504619



Update: Found myself awake early and morning run ruined by rain so fooled around with PT mod a bit. Testing to see which sensors settings etc work best for the mod. Also edited the .zon file, its armor level was set to 100, it was not vulnerable to enemy fire I found. I am going to need to edit the file for enemy guns, esp the autos like 25 MM, been wanting to anyways, they are way too effective.

Something is up with the damage system on PT. While testing I was hit by my own Mark 9 torpedo(set shallow and ran over it, stopped it slammed into my stern lol) and while it caused fire and damage and PT to sink soon after, the damage control system showed minor hull damage but no equipment damage etc.

I'm still getting a CTD when I try to start a career at Brisbane, not sure what am doing wrong. lol but it does work out of Manila in Dec 1941. I have updated the roster to include all Motor Torpedo Boat Squadron 3's boats that defended Luzon in 1941/42 with proper DOD dates. Also included PT-103-110 which join in mid 42, the 109 is removed from roster on Aug 2 1943 per history.. Will add others are campaign comes together.

propbeanie
08-04-17, 09:09 AM
I copied my Manila entry to Brisbane, and changed the Flotilla designation:

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109

Becomes:[Flotilla 3.UserPlayerUnitType 9]
ID= F3NSSPT109

I have no idea what your ...UnitType number would be, but be sure and change the Objective assignments similarly... juss sayin'... :D - similarly, the "F" number depends upon what Flotilla you have Brisbane numbered as...

The guns are definitely too strong. Some of the boats had a single-barrel 20mm up front and a single-barrel 40 in the rear, at the most, didn't they? I don't think they would have been able to move very well through the water configured like they are now :D - but they can sure tear up a merchant from over 5k out...

The "crew" that are available in the game, for the most part, won't work, since they'd "walk" a distance that is longer than the boat, so they'd have to be "posed" folks, maybe two standing doing the binocular and shading of the eyes movements. Maybe have one or two others sitting somewhere?... One thing about battle stations, is that the torpedoes were not always remotely fired, but were instead manually fired out of their tubes by a man standing by the back of a tube, detonating a the black powder launching charge. So they would have to have a person standing at the tube for that (after watching some of the vids, they apparently only did that when the remote wouldn't work - or did it depend upon the boat and time period??)...

Found some links that I'm sure others have already posted:
http://pt-king.gdinc.com/Torpedo.html
Not a very impressive weapon

http://mathscinotes.com/2013/06/aiming-torpedoes-from-a-pt-boat/
They've got a link for a History channel show on the PT boat. They show push-button and manual lever launches. it's a rather over-dramaticized and romanticized story, but they do show a lot of the different armaments employed, and somewhat how they came into being. Like the Sherman tank in Europe, Necessity was the Mother of Invention...

https://www.youtube.com/watch?v=W5l-ri9cvXI
No sound on this one, but they show the later-used "roll-off" launch of a torpedo, and then the PT boat going faster than the torp, while tracking it... :lol:

yubba
08-04-17, 09:43 AM
Is there any way to get the Ai Pts drive-able ???? I tried it's way beyond me.

propbeanie
08-04-17, 10:16 AM
I'm not 100% certain, but I think that's what Digital_Trucker started with for the PT-109 mod. Are you wanting to start "fresh" on one of your own? s7rikeback has a recent write-up somewhere around here about taking an AI vessel and making it "driveable". There are a couple other write-ups similar to that one, and I think ETR3(SS) has one on subs... ?? I'll see if I can find those.

yubba
08-04-17, 11:50 AM
It would have to be a step by stepper,,, I'm looking for or to do a Pt with out those 20mm gun tubs,,. though they really don't look that bad ,,,, ok I'm lying eeeeeeeeewwwwwwwwww.

Bubblehead1980
08-04-17, 04:02 PM
I copied my Manila entry to Brisbane, and changed the Flotilla designation:

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109

Becomes:[Flotilla 3.UserPlayerUnitType 9]
ID= F3NSSPT109

I have no idea what your ...UnitType number would be, but be sure and change the Objective assignments similarly... juss sayin'... :D - similarly, the "F" number depends upon what Flotilla you have Brisbane numbered as...

The guns are definitely too strong. Some of the boats had a single-barrel 20mm up front and a single-barrel 40 in the rear, at the most, didn't they? I don't think they would have been able to move very well through the water configured like they are now :D - but they can sure tear up a merchant from over 5k out...

The "crew" that are available in the game, for the most part, won't work, since they'd "walk" a distance that is longer than the boat, so they'd have to be "posed" folks, maybe two standing doing the binocular and shading of the eyes movements. Maybe have one or two others sitting somewhere?... One thing about battle stations, is that the torpedoes were not always remotely fired, but were instead manually fired out of their tubes by a man standing by the back of a tube, detonating a the black powder launching charge. So they would have to have a person standing at the tube for that (after watching some of the vids, they apparently only did that when the remote wouldn't work - or did it depend upon the boat and time period??)...

Found some links that I'm sure others have already posted:
http://pt-king.gdinc.com/Torpedo.html
Not a very impressive weapon

http://mathscinotes.com/2013/06/aiming-torpedoes-from-a-pt-boat/
They've got a link for a History channel show on the PT boat. They show push-button and manual lever launches. it's a rather over-dramaticized and romanticized story, but they do show a lot of the different armaments employed, and somewhat how they came into being. Like the Sherman tank in Europe, Necessity was the Mother of Invention...

https://www.youtube.com/watch?v=W5l-ri9cvXI
No sound on this one, but they show the later-used "roll-off" launch of a torpedo, and then the PT boat going faster than the torp, while tracking it... :lol:


Brisbane Command is Flotilla 3 in RSRD.Believe it will be Unit 8. For Manila I just replaced the Narwhal with PT109.I've been mapping out how I want a campaign to look, doing some research etc.


Since PT's range is limited and unsupported not meant to travel long distances across opean ocean(few did such as 1200 miles from New Guinea to Leyte in 1944, but had support vessels and traveled together), the retreat from the Philippines, with bases changing is an issue. Thinking start out Cavite(possibly create small base a Sissiman Cove, which is where MTB Squadron 3 sent it's boats to hide from air raids) run missions supporting fight, supporting Batann defense etc, try to be historically accurate as much as possible, but keeping gameplay interesting. Final mission ends with a VIP transport ie McArthur as PT-41 did.Have it where can end patrol where drop him off or refuel and make it to java if possible, end patrol there. Base will be Darwin instead of Fremantle, can run some missions out of Darwin. Later in war will support ops in Dutch East Indies during McArthur's drive. Support the invasion of Morotai for example. Read some intense combat took place there for PT's interdicting Japanese supplies and troops trying to cross the strait from Halmahera.Then end up supporting Leyte Campaign, namely Surigao Strait. Finally, Okinawa area until end of war.



Pearl Harbor Command for PT's seems limited in first part of war. Could have them posted at Midway(some were sent to defend Midway before the battle) Fictional but could start out at Wake Island, try to defend Wake.Later war, during the central pacific offensive, lot of moving around supporting operations.


Solmons and New Guinea campaign in 42/43 will be the mainstay of a PT mod obviously.PT's arrived at Tulagi in October 1942, moved to the Russel Islands in 43, then Rendova, up to Bougainville eventually, Green Island. Played a part in Admirality Islands operation.

They operated in Aleutians as well apparently but not sure how much combat they saw there.


Aramament wise. Well their standard when the war began was two sets of twin .50 cal machine guns in the tubs and four torpedoes.As war progressed it changed and various boats have various configurations. Typically they would have a cannon of sorts on the bow, quite a few ended up with 37 mm on bow and a single 40 MM on stern with 20 on deck and .50 cals in tubs, some cases single or twin 20 MM. Some ended up with rocket and grenade launchers.

I'm a bit lost on how to make the upgrades work etc but would like to make it so start out with the .50 cals in the tubs, then get maybe two 20 MM's on deck(bow and stern)then since dont have 37 MM in game, can just get a 40 MM on bow by mid 43, so have it for the "barge busting" in the central solomons, later get one stern. 20 MM and .50 and of course leave some room for player to decide their setup, as with the sub campaign. Maybe can remove the search light on deck since dont use it, replace it with additional node for deck gun. Could place a 20 MM there , then have 40 MM on bow. Saw a video tour of PT-658(although a higgins boat, armament were often identical) it's setup was interesting . 37 MM on bow, 20 MM just behind it to port(on our PT109, about where the searchlight is) .50 cals in gun turret, 20 MM amidships after on a mount, 40 MM on stern. Four torpedo "racks" . Depth charges on the deck edges at stern port and aft. Rocket launcher forward starboard.My main thing is I want all guns except maybe one to function as deck guns for surface targets.Reasons for this are in RSRD planes are not the constant threat as in other mods. PT's mostly operated at night. Also, PT in sim have enough speed and handling, can avoid enemy bombs and one functioning AA gun would be plenty. Like many things in sim it's a one or other. Like they did in real life, a lot of barge busting will occurr in this campaign, targets not worth torpedoes will often be encountered, so will need plenty of deck guns. As its now we "onky" have a 40 MM on bow and twin 40 on stern.Addition of 20 MM and maybe .50's blazing away would prove effective.

Surface radar is needed as well.


Torpedoes worked two ways. Early in war they had the tubes, which the found were a liability because when they fired the charge to launch them, they flashed and could give away their position. Later when Mark 13 became their standard, they were put on a simple rack. When time came to attack, the racks were pushed out, and torpedoes were manually started, then were rolled over the side. Made me think of "In Harms Way" when the PT Boat Skipper was attacking and instead of fire would yell "Roll One" Roll Two". Wea re stuck with the tubes in the sim, which is fine. Speaking of which. Do you know how can make it so there are not reloads for torpedoes? As mod is now have four reloads, I tried to change this in the sim file but it caused a CTD. Reallly only want to have four torpedoes.

Far as deck watch goes. Posed crew would be fine, least would be there. Yes think maybe one crew at the helm postion on deck, one or two lookouts, bow and stern? At GQ, ideally two at the helm position(torpedoes were aimed from here) but a least one, since as captain that is where player will be most of time , those at their guns(40 MM's need two men manning them) and put a crew member by the tubes, since they were manually fired.


Any idea on how to change player starting rank? I opened the UPC localization file and saw some info in there on promotion, how to change that, but not sure about starting. Most PT skippers were Lt JG's, some even were Ensigns. Thinking Player will start as a JG, can move up to Lieutnenat Commander(maybe full Commander) over course of war.


Some changes to make to make the mod mesh better in campaign mod but man it's a lot of fun already.

Thanks for your help.


Here is a video tour of PT-658. I can't wait to tour and take ride on the 305 in New Orleans, won't be too long.

https://www.youtube.com/watch?v=mLxW-Y8xevg

Bubblehead1980
08-04-17, 04:45 PM
Got Brisbane working, now can make it so start out at Tulagi etc.


Having a sound issue, wondering if you have encountered this. Engine sounds tend to cut off after going to time compression, usually kick back on after a few minutes.Weird being dead quiet will running at ahead flank lol. Any ideas how to fix this?

yubba
08-04-17, 05:35 PM
I gotten it ,,, from time compression,, and bouncing around external view,, if you do loose it 1. you can change speed 2.. you can cycle external view if there is a contact near by. 3 or go BBBBrrrrrrrrrrrrrr till you get a contact and then cycle external view. I watched a PT documentary a while ,,I think the fuel load was 4000 gallons,, I will burn in hell for that number now that I can't recall if that's right but I'm sure they said 500 gallons in a hour at flank ,, thank god for edit:O:

yubba
08-04-17, 05:39 PM
3000 gallons so shoot me ,,,https://www.youtube.com/watch?v=CME4iwpwdxg

Bubblehead1980
08-04-17, 06:01 PM
I gotten it ,,, from time compression,, and bouncing around external view,, if you do loose it 1. you can change speed 2.. you can cycle external view if there is a contact near by. 3 or go BBBBrrrrrrrrrrrrrr till you get a contact and then cycle external view. I watched a PT documentary a while ,,I think the fuel load was 4000 gallons,, I will burn in hell for that number now that I can't recall if that's right but I'm sure they said 500 gallons in a hour at flank ,, thank god for edit:O:

Now that can operate closer to where scene of action will be I can test and see if really need to adjust fuel or not. Later going to run a patrol out of tulagi in Oct 42 . I'll see how fuel holds up patrol, high speed runs for combat etc . I have found ahead standard, set for 20 knots instead of 22, will get about 750 NM. Not bad range.

Any idea how to make it so only have four torpedoes? no reloads. I tried deleting the storage in torpedo rooms in .sim file but caused CTD

propbeanie
08-04-17, 06:26 PM
When I've gone into the mod, it'll show I've got 4 loaded, and 4 in store, but as soon as starting, there's only the four in store, and I go ahead and go to battle stations as yubba says, and they load. Then I have none in store...

I've not had issues with sound, but I have with "helming", where if I set a course on the chart, and do time compression, the poor boat will "helm" about as it tries to get the course correct.

That one video insinuates that they had "tenders", like a sub or a DD would have, and that's how they went from place to place across the Pacific, back and forth...

Bubblehead1980
08-04-17, 06:40 PM
3000 gallons so shoot me ,,,https://www.youtube.com/watch?v=CME4iwpwdxg



Watched the documentary other day.its a good one. :Kaleun_Salute:

yubba
08-04-17, 06:47 PM
most of the time I click ,, heading to view,, one day I'd to see this [ =5 degrees like the good ole days

Bubblehead1980
08-04-17, 09:56 PM
most of the time I click ,, heading to view,, one day I'd to see this [ =5 degrees like the good ole days

That is a plan for the mod. I want to make the < > keys give rudder in five degree increments. When moving at high speeds, easy for the PT to get out of control.

propbeanie
08-05-17, 12:07 PM
I wonder if there's a way to bypass the "command hierarchy with that, and not have a "delay" in execution of the "order", bubblehead1980? Such as when you click on the compass for a course change, you get a pause, then a "Yes sir! New Course, 59 degrees" Or if using the alternate "Yes sir! Rudder, 12 degrees to port!", then you get the response to the rudder. Whereas, on a PT boat, unless you've relinquished the wheel, you decide a course, and turn the wheel. No "consulting the OD and the Helmsman, you just do it... ?? It's probably burned into the game code though...

yubba
08-05-17, 05:35 PM
I think we are stuck at being Captain or a gunner,, I went for a spin in it earlier,, heading to view is about the smoothest way to go even at uzo lining up the shot ,, I use auto targeting get target locked then go back to the helm using binoc view on and off to make the run and order the shot.

Bubblehead1980
08-05-17, 07:20 PM
I think we are stuck at being Captain or a gunner,, I went for a spin it earlier,, heading to view is about the smoothest way to go even at uzo lining up the shot ,, I use auto targeting get target locked then go back to the helm using binoc view on and off to make the run and order the shot.

Likely, I mean itd be nice if were no delay but it's pretty responsive, just think need to make it so can use keyboard. Things obviously happen at a much quicker pace in PT than subs. I dont enjoy auto target so manually shoot torpedoes.Since they had no TDC but used a sight of sorts, I try to aim same manner within bounds of sim. I set the AOB, speed, and estimated range will fire at and wait to send bearing right until time to fire, then hit fire.

Test in campaign. I started at Tulagi on October 13 1942. Around 0200 per history, Japanese BB, CL, and DD's in Savo Sound to bombard Henderson. The PT boats left Tulagi to attack(scripted into RSRD). Of course currently dont have them firing AI torpedoes, but they are nice distractions. I swept around the opposite side through the screen, started dodging shells from DD's and the BB's fired Mark 8's from 5,000 yards , turned away. Two of four hit a BB zig zagging, not bad. Of course Mark 8 was not a powerful torpedo so on the BB it slowed it down. i ran back to Tulagi to rearm and refuel, tried to relocate the group but was unable.

Loving this mod.

Definitely need to get the AI elco's firing torpedoes.

Bubblehead1980
08-05-17, 08:40 PM
Having trouble with the 109 campaign again propbeanie.

Trying for career start on October 21, 1944.

It's still flotilla 2 in RSRD as the manila start, so should not be an issue. It's something with the career start.upc.

yubba
08-05-17, 09:20 PM
You can't believe how lucky we are to be this far,,I'm trying something other than editting over top of RFB 1.4 and I can't get it too work.

yubba
08-05-17, 09:24 PM
Having trouble with the 109 campaign again propbeanie.

Trying for career start on October 21, 1944.

It's still flotilla 2 in RSRD as the manila start, so should not be an issue. It's something with the career start.upc.

check service life of PT 109 it will have the start date xx 1938 and a end date when it was rammed,, I think I saw that when I was scrolling through upc . I seen availability to 1945 you'r good

Bubblehead1980
08-05-17, 10:20 PM
check service life of PT 109 it will have the start date xx 1938 and a end date when it was rammed,, I think I saw that when I was scrolling through upc . I seen availability to 1945 you'r good

Already had checked that but also had updated the roster anyway, there are about 40 hull numbers now.Most are just available for entire war(data on individual PT boats is limited) but those I know their DOC and DOD dates are listed such as the 109 and the boas of Squadron 3 that fought in the P.I. in 41 and early 42.

yubba
08-05-17, 10:31 PM
I was missing just one of these [ ,, that didn't make it across on a re copy and paste,,, two days just caught it ,,. ran a mission in campaign plugged a split freighter ..

Bubblehead1980
08-06-17, 03:25 PM
I was missing just one of these [ ,, that didn't make it across on a re copy and paste,,, two days just caught it ,,. ran a mission in campaign plugged a split freighter ..

I got it working. Trying to find where PT boats were based out of on Leyte. Figured I'd change the Oct 12, 1944 career start for F2 from Mios Woendi to Leyte on October 20, 1944, so will start patrols in Leyte area around October 23/24. Orders to patrol Surigao Strait.

I played the battle last night, it was pretty intense going against battleships in PT boat, dodging DD's. I scored one torpedo hit on Fuso BB, caused fire. Surface gunfire finished it off.


Problem with this battle in RSRD is the Japanese never get close enough for the main battle line of US BB's and CA's to open fire.DD's do all the work. 5 inch guns on DD's are a little too effective.

propbeanie
08-06-17, 03:59 PM
...
Problem with this battle in RSRD is the Japanese never get close enough for the main battle line of US BB's and CA's to open fire.DD's do all the work. 5 inch guns on DD's are a little too effective.
Some of that is the lack of engagement by the big guns earlier in the scenario of the game. The AI doesn't seem to like to fire the 14 & 16 inch guns in a timely fashion. Even the 8 inchers don't seem to fire when you'd think...

I had a test mission a few months ago that involved a North Carolina BB and Naka CL on opposing courses, with my sub on an intersecting one. The test was for visibility and other detection stuff, but the BB wouldn't shoot at the CL until they were about 9800 apart, and at that, the 5 inch guns were the first to engage. Not only that, but the CL would start shooting at me, and not running away from the BB...

Bubblehead1980
08-06-17, 05:43 PM
Some of that is the lack of engagement by the big guns earlier in the scenario of the game. The AI doesn't seem to like to fire the 14 & 16 inch guns in a timely fashion. Even the 8 inchers don't seem to fire when you'd think...

I had a test mission a few months ago that involved a North Carolina BB and Naka CL on opposing courses, with my sub on an intersecting one. The test was for visibility and other detection stuff, but the BB wouldn't shoot at the CL until they were about 9800 apart, and at that, the 5 inch guns were the first to engage. Not only that, but the CL would start shooting at me, and not running away from the BB...


True.They big ships don't engage with the main guns at distances should. Going on what I see in the ME, the Japanese forces in Surigao strait slow down to 4 knots instead of trying to plow on and run into the battle line , so never get close enough to see each other to shoot .The second line of DD's come way too close to the Japanese forces and tries engaging with guns.

After expending my torpedoes I sped around the scene observing the battle(was pretty cool), at one point of the Fuso BB's targeted a DD I was near and let rip salvos of her main guns, which is loud and in the dark of night, the blast is distinguishible from others. One set of splashes came close to my boat, quite scary. Hopefully can finally get the shell, bomb, depth charge splash mod to work with the smoke mod as well, nice big shell splashes from the large guns.

Minute or so later one of the salvo's from Fuso class hit the Fletcher DD near me, left a huge hole in the bridge area, large fire, DD went dead in water and eventually went under. Only DD lost in the battle from what I could tell. Another was damaged and moving slowly away from scene.

Key things have to get working for PT mod is AI torpedoes on DD's(both sides) and definitely for the AI PT's. I had AI torps on PT boats once but even after reading havent found the clear directions i need.Im lost on the work with .DAT files.Right now, AI Pt's are nothing but targets without them.

Other must have is surface search radar for player PT boat, perhaps improve visual sensors for player crew as well.

Weird bug I found in 1944 was despite arming sub in base with all Mark 13, when I started gameplay I had Mark 8 in tubes and Mark 13 in reserve. annoying.Any ideas? I did just fired the four Mark's off and load the Mark 13's.

Bubblehead1980
08-08-17, 03:19 AM
Okay, I have it where can start in Leyte Gulf and even made a new naval base near Leyte at Cosogoran Bay (just for testing). Can refuel and rearm there and start patrol there, but wont let me end patrol there. In fact, he tilted anchor for homeport is not anywhere on map. I have it set in Flotilla2 (Fremantle) where it becomes the base in October 44.



[Flotilla 2.Base 1]
ID= Manila
NameDisplayable= Cavite Naval Base, Manila, Philippines
Info= Manila-Base-Info
ExternalBaseName=Manila
AvailabilityInterval= NULL, 1941-12-23
DepartureDescription1= 14507852, 1739944, 312.474
DepartureDescription2= 14507852, 1739944, 312.474
DepartureDescriptionOut1= 14449908, 1711216, 276.175903

[Flotilla 2.Base 2]
ID= Surabaya
NameDisplayable= Surabaya, Java
Info= Surabaya-Base-Info
ExternalBaseName= Surabaya
AvailabilityInterval= 1941-12-24, 1942-02-27
DepartureDescription1= 13526714, -862906, 0
DepartureDescription2= 13528171, -862211, 0.651060
DepartureDescriptionOut1= 13522966, -817381, 358.439789

[Flotilla 2.Base 3]
ID= Fremantle
NameDisplayable= Perth-Fremantle, Australia
Info= Fremantle-Base-Info
ExternalBaseName= Fremantle
AvailabilityInterval= 1942-02-28, 1944-10-15
DepartureDescription1= 13887700, -3846757, 270
DepartureDescription2= 13887700, -3846757, 270
DepartureDescriptionOut1= 13792344, -3862100, 352.689484

[Flotilla 2.Base 4]
ID= Casogoran Bay
NameDisplayable= Casogoran Bay
ExternalBaseName= Casogoran Bay
AvailabilityInterval= 1944-10-16, NULL
DepartureDescription1= 15090093, 1292228, 220
DepartureDescription2= 15090093, 1292228, 220
DepartureDescriptionOut1= 15111579, 1259613, 180

propbeanie
08-08-17, 10:22 AM
You probably can't end a patrol there because you haven't added the base to the US_NavalBases.mis file. You could also use the same file to add a "tender" there (scripted Unit), and maybe a small dock, if so desired...

Bubblehead1980
08-08-17, 06:46 PM
You probably can't end a patrol there because you haven't added the base to the US_NavalBases.mis file. You could also use the same file to add a "tender" there (scripted Unit), and maybe a small dock, if so desired...

I did add the base to usbases.mis, that is how why it shows up, can refuel and rearm there, start patrol from there, but wont let me end patrol. Like I said the tilted anchor is no where to be seen now.

Well once I find exactly where am going to build the bases at Leyte for PT's I will add ships etc for immersion . I know there were two PT tenders at San Pedro Bay after the Leyte landings on 20th and on 23rd October one moved to Panoan so boats could patrol Bohol Sea , the approaches to Surigao Strait.Likely will add them. Want to find out where they were based out of on Oct 20 before were in San Pedro Bay. I just used where have them now as a test but it may be a good start point and base switches to san pedro on 21 oct at midnight. Once I figure out the role PT's will be play in invasion. Trying to be historically accurate and balance gameplay. I know they swept area for barges, PC's etc, transports etc and did engage some.


That is one challenge with this mod that greatly differs from playing subs is having a supply base always within reach since there is no rescue function and playing with unlimited fuel is gamey.

I have scripted the Leyte Landings into the campaign. The old battleships and cruisers shell the shoreline from 0600 until just before 1000 , have few WIldcats and Avengers from the CVE's flying in making bomb runs. Invasion force anchored offshore. I placed some enemy bunkers and shore guns, and AA guns along the coast. The coastal guns are silenced fairly quick but bunkers cant be destroyer, so the ships will shell them constantly until time to leave. Quite a thing to see and hear lol.



Landing craft and LST start heading for shore at 1000 per history. Several waves. If want to see that have to get some distance, let them spawn, then come back since they wont spawn with player nearby.

The US landing craft also needs some work. Needs a pilot and some troops aboard, they are empty. Will show up on radar but look silly being empty.


Will likely add air attacks. Perhaps if can implement kamikazes from FOTRS into sim starting 25 Oct.

I've fixed the battle of surigao strait so the BB's, CA's and and japanese force get close enough they will engage. Same with the Samar action on 25 Oct. I reduced the US force down to be just Taffy 3 since its only one that engaged center force that morning, not the whole CVE force as RSRD had it. Changed the CVE's to Casablanca Class instead of Bogue Class. 3 DD and 4 DE as really had. Them and center force come close enough now, center force should open up on them and vice versa. Now this is more for the DD side of things, but use same campaign traffic files, esp for the scripted battles so.

Now, just need to get this issue with home bases solved.

propbeanie
08-08-17, 08:56 PM
You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...

Bubblehead1980
08-08-17, 10:18 PM
You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...

I agree. Looks good in the ME when run simulation far as timing, distance etc, esp being in daylight they should engage. Instead of 1240 I have them making contact around 1020 now, still off but better than before. Problem is during actual time of battle in the sim when off the PI, its not light enough.

The playable Fletcher is not bad, I've made some adjustments. Have ten Mark 15 torpedoes now. Tweaked the hit points and armor so you really are a tin can.Tried to implement star shells but cant get them to show up to be selected in game.

Needs depth charges(even if just for looks. Btw, has any ever tried to make them useable for playable vessels? ) and working sonar but a lot of fun.

I plan on implementing "Small boys attack!" into the messages that show up.


Your dad was on an LST? Pretty cool. Those ships have always fascinated me.

Speaking of, you had mentioned tenders for PT boats in another post. During my research for the mod, found later in war some LST's were converted and used as PT boat tenders.

Now I just have to get this end patrol thing figured out so move forward.

About to fire up SH 4 in a minute and see how the Surigao Strait Battle plays out.I have the PT attack placed in, of course they dont have torpedoes yet but will be a good distraction for player PT.

Bubblehead1980
08-09-17, 02:12 AM
You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...


Not sure if you have come across this site before, but its got some great information.

http://www.bosamar.com/

propbeanie
08-09-17, 07:31 AM
No, I had not seen that. Excellent. One thing to not forget is that the 3 DD involved in the battle were Fletcher class ships, so you could have it set for a one-in-three chance of getting any of the mission assignments in the battle... See if ~you~ can drive your Heermann through the TaFee at Ahead Flank with limited visibility, and not collide with a friendly on your way to attack the Yamato!... :salute:

yubba
08-09-17, 09:06 AM
Got a new Fletcher Hybrid,, ready to go on that mission,http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9547

Bubblehead1980
08-09-17, 09:34 AM
No, I had not seen that. Excellent. One thing to not forget is that the 3 DD involved in the battle were Fletcher class ships, so you could have it set for a one-in-three chance of getting any of the mission assignments in the battle... See if ~you~ can drive your Heermann through the TaFee at Ahead Flank with limited visibility, and not collide with a friendly on your way to attack the Yamato!... :salute:

I was aware of the three DD with Taffy III. Johnston, Hoel, other slips my mind. Plus four DE. For my traffic for PT/DD campaign I deleted one DD, so player will be the third DD. I now have TAFFY I, II, in historical locations, player will escort TAFFY III from Manus Island to Leyte, and screen. I have the traffic done. just have to do the career start and flotilla.

I also deleted some ships from center force, since by time engaged TAFFY III, had lost two CA (sunk by Darter and Dace), another CA damaged and turned baxk for Singapore with two DD escorting, another severely damaged by air strikes in Sibuyan Sea, lost the Musashi as well.Since am using different traffic files from the sub campaign(will incorporate some changes) , wont have an effect on the sub side of things. In RSRD center force is one single thing from time it departs, transits the sibuyan sea, turns back after air strikes hit it, turns back for the strait, runs into Taffy 3 and returns.No respawn or anything. Since player in a surface campaign wont be in position to intercept it(well unless they go off hunting) until off Samar, no big deal having the composition be the post sibuyan sea.


Having a lot of fun with PT boat and DD as can see.

Bubblehead1980
08-09-17, 09:36 AM
Got a new Fletcher Hybrid,, ready to go on that mission,http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9547


Very nice. Ill send you my campaign traffic etc for the DD career once put finishing touches , it involves escorting TAFFY III off Leyte in 1945.

yubba
08-09-17, 10:26 AM
Thx to your Torp mod,, and the dual mounts it's Bad A$$., though manually firing it,, shots one barrel,, but it fires pretty fast if I can set reload a little quicker I'd live with alternating barrels until some one figures out salvo shots,,. I think the number 1 mount runs out of ammo quicker than it should.

Bubblehead1980
08-09-17, 11:43 AM
I still can get it to let me end patrol at new base I set . :/\\!! Fun news, we have an extra gun. I replaced the searchlight in the .eq file with a single 20 mm, it shows up and can be operated manually. Right now no crew for it and does not fire when ordered, only if man it yourself. pretty cool though. Also have 40 MM on the AI PT bow now.

Bubblehead1980
08-09-17, 12:25 PM
Thx to your Torp mod,, and the dual mounts it's Bad A$$., though manually firing it,, shots one barrel,, but it fires pretty fast if I can set reload a little quicker I'd live with alternating barrels until some one figures out salvo shots,,. I think the number 1 mount runs out of ammo quicker than it should.

No problem.

I'm lost on the PT boat. Trying to make it where start out with .50 cal machine guns and have the 20 MM AA guns and single and twin 40 as upgrades later in on. Trying to locate a twin mount as well, I remember there being one for S boats.

How do I change this? I tried changing some dates in the .upc but doesnt work.

yubba
08-09-17, 12:59 PM
If you can find the thread of the original pt-109 you'll see they had a 50cal mounted on the bow and it was manned,,, and if you can find the original pt-109 down load, it is here in downloads, down load that ,, not Bismarcks,, you might get the ai crew back on the 40s and they will be both single barrels,,. You know I might be able to live with a 20 at the search lite mount and get rid of those 20 tubs..
Find Equipment file to change mounts and you'll have to put those goodies in the library/subparts to make them work just learned that doing the Fletch

Screen Shots please.

Bubblehead1980
08-09-17, 04:59 PM
If you can find the thread of the original pt-109 you'll see they had a 50cal mounted on the bow and it was manned,,, and if you can find the original pt-109 down load, it is here in downloads, down load that ,, not Bismarcks,, you might get the ai crew back on the 40s and they will be both single barrels,,. You know I might be able to live with a 20 at the search lite mount and get rid of those 20 tubs..
Find Equipment file to change mounts and you'll have to put those goodies in the library/subparts to make them work just learned that doing the Fletch

Screen Shots please.


You really hate those tubs huh ? lol I dont mind them, better than no "turret" at all., since they did have turrets or sorts.

I just want to get deck crew going on guns mounted at GQ, and since playing in campaign have it upgrade over time.



Not best SS butt as can see I have a single 20 MM where spotlight used to be. I actually just placed a single .50 cal there. Least can man it yourself. Problem is when add .50 cal wont let you man the twin .40 anymore.But when have 20 mm there, it will let you man both.Weird huh.


I'd like to get it to the following configurations for career.


December 41- start with twin .50 cals in gun tubs. Make one an AA gun, one function as a deck gun(or both if possible) .Have the spotlight position an optional .50 cal or single 20mm,


Summer of 42 if would like can upgrade gun tubs to single and later in fall 20 MM. This would correpspond with once PT's lull in action that occurred after philippines and midway, starting seeing heavy action at Guadalcanal in October and November , found need for heavier guns.

Around may or june 43 can get 40mm on bow and have which gun(s) would prefer in the spotlight position in the gun tubs. Aft mounted 20 MM and upgrade to 40 in mid to late 43. I'm no sure how to make all of this happen.


Also, was thinking what you said about depth charges for DD. Wonder if could change the decoys around, make them depth charges. When launch decoys, perhaps get a depth charge effect.Ideally itd do damage to a sub but even if just eye candy, itd be cool.


http://i.imgur.com/NUqZOWO.png

yubba
08-09-17, 07:16 PM
I don't know how you not getting this,, I just redid Bismarcks pt and add my edit upc file and not missing crew at Battle Stations though acouple of times rear 40 gunner wouldn't show

http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9548

propbeanie
08-09-17, 08:14 PM
I'm guessing that the dude is missing because there's no klaxxon to wake him!

yubba
08-09-17, 08:42 PM
put this here for historic reference,, http://www.subsim.com/radioroom/showthread.php?t=138319&page=11,, had a brain storm I'd go with the 20mm phlax in place of those tubs

Bubblehead1980
08-09-17, 11:03 PM
I don't know how you not getting this,, I just redid Bismarcks pt and add my edit upc file and not missing crew at Battle Stations though acouple of times rear 40 gunner wouldn't show

http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9548

Would you share the UPC entry so I have an example?

yubba
08-10-17, 06:58 AM
that whole file is posted in this tread, and in the Torps for pt-109 thread just copy and paste it,, I even tested it by pulling it down from here to make sure it works

yubba
08-10-17, 05:35 PM
http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9549

Bubblehead1980
08-10-17, 05:39 PM
http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9549

Looks great. How did you manage that?

yubba
08-10-17, 07:07 PM
It is that 3d editor thingy ,, took a crash course and edited the DAT File in the submarine / pt-109 file,, I was trying to put the phalax on there to show off couldn't get it to show

yubba
08-10-17, 07:38 PM
http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9550

Bubblehead1980
08-12-17, 01:16 AM
http://www.subsim.com/radioroom/picture.php?albumid=200&pictureid=9550

Does look better without the tubs. Did you email it to me or upload?

yubba
08-12-17, 06:48 AM
I'm still tinkering on it,, some time today August 12 ,,

Bubblehead1980
08-12-17, 07:59 AM
I'm still tinkering on it,, some time today August 12 ,,

Sounds good . Just making sure I hadn't missed it somehow.

yubba
10-03-19, 06:37 PM
all most lost all my work,, on this lucked out ,enjoy

yubba
06-17-20, 08:16 PM
bump