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-   -   [REL] Yamato playable (beta) (https://www.subsim.com/radioroom/showthread.php?t=143729)

Captain MAXIM 12-01-09 04:59 PM

Hello,guys.

I have a problem,i've downloaded yamato 1.15 and used it with JSGME ,everything is fine just my flaks and radar wont work.You've mentioned that there is fix but i can't find it.Please help,Thanks!

keltos01 12-03-09 12:04 PM

Sesuna where are youuuuuu ? :har:

sona1111 12-21-09 07:58 PM

*edit*

oops sorry...page error

bertle 12-29-09 04:42 AM

I know it's not that important but someone must have downloaded 1.2 so can't they just send it back to the OP or upload it themselves? This is the internet it's not like anything stays lost forever

tomhugill 12-29-09 10:06 AM

If you have the real environment mod , there is a section in there with warships retextured. The skin i used for the yamato is in that. You just need to copy it into the texture folder of the mod and your ready to go

sona1111 12-29-09 11:57 AM

I have to say, very good work on this, best damage model ever.

tomhugill 12-30-09 07:32 AM

If you thing the yamato damage models good , just wait till you see the work thats being done with the TSWSM, it may blow your mind! :salute:

sona1111 12-31-09 03:54 PM

yeah, i was looking at that.

I played a lot more with it and im slightly, SLIGHTLY less impressed.

While most of above deck systems work pretty good, theirs still that problem where, when enough damage is taken, EVERYTHING dies at the same time. The engines, Guns, and bulkheads all die and the flooding starts with seemingly no way to stop it. Also, throughout all battles the pumps and compressor go offline and online many times in a row, and its annoying to keep hearing the same message over and over again. Sometimes i can get flooding to start before everything dies, but it only ever works in the radio room, so i list straight backwards. the list side to side mentioned earlier in the thread never seems to happen. The "holes" that you see when hit by a large caliber gun seems to be limited to 4 Max then no more spawn. How can i fix this? None of the large or small guns besides the flaks ever "die". It would be nice if the broken ones were replaced with a "damaged" model, or, if thats too hard, just remove them. (they got blown off) Finally, If the fires that start when your hit would go out after about an hour or so of game time, that would be cool, its very unrealistic how they burn forever.

P.S. theirs also a weird bug that happens sometimes, i cant figure out what triggers it but it seems to have something to do with being damaged. When it occurs the entire yamato just vanishes and stops and you can still control the engines and "man" the deck gun but the controls dont actually do anything after you activate them. Its weird.

tomhugill 01-01-10 06:34 AM

1. If the room gets destroyed everything in it gets destroyed simulating a critial hit!
2. I tried to adjust the repair rate , can be done in sh3 but havnt worked it out in sh4.
3.The holes are a engine limitation
4. You cant replace with damaged guns. Also in real life they wouldnt really change much, most of the damage is internal
5. engine limitation
6. ive also had this problem but only after youve sunk enough to drag along the shallow bottom for along time under time compression.

The TSWSM damage model polyfillers mainly responsible for does work as a more refined vresion of mine. Poly has made damage of equiptment more realistic and now deck guns can be damaged and repaired there are more flooding comartments so flooding is more realistic etc.

Treetop64 01-16-10 11:02 PM

Just tried DL'ing but v1.2 is unavailable at FileFront.

audessy 03-29-10 07:20 PM

1.15 is here
http://www.subsim.com/radioroom/down...?do=file&id=26

I'd like to say thanks to the author for such a great damage model. I'm learning how to make these myself and it's good to know I'm on the right track. Tons of hitpoints, a bit of armor, and a bunch of breakable/flooding stuff. :up:

Sub Commander 05-24-10 02:52 PM

Could someone please add the Rising Sun flag to the ship (cuz I couldnt find it :hmmm:) + my gunners miss like 70% of the time... anyway how to get to miss less often?

Karle94 05-15-11 06:48 AM

Quote:

Originally Posted by nukeboat0506 (Post 1664296)
I don't know if it is for 1.0, 1.1, 1.4, or 1.5 :06:
I won't install the Yamato until i know for which SH4 version. :damn:

Please Reply ASAP! :salute:

I downloaded v1.15 of the Yamato.

This mod is only compatible with 1.5 as it uses the German career.

Karle94 05-15-11 07:42 AM

Quote:

Originally Posted by nukeboat0506 (Post 1664322)
Ill search Youtube for a Yamato mod that works with my version. :up:

Too bad your Yamato isn't made for my version of the game.:nope:

I'd like it if you tried to make it compatible.:sunny:

If you could make it in the US Career. :03:

Everything for me would be fine. :D

I would strongly reccomend that you get U-boat missions as it allows you to use most mods out there without having to make or get someone to make a dedicated mod for a specific version. It saves much time and effort, believe me.

Karle94 05-17-11 05:42 PM

Quote:

Originally Posted by nukeboat0506 (Post 1665827)
Would any mod be compatible with Upgrade 1.5 that was made in 1.5 or less?:06:

If so, can you give me the download links of the updates because i have SH4 Stock unpached.:arrgh!:

Now since I have Notepad++ I can now edit the UPC Files to add the Yamato into the game without disturbing my NSS Blackwolf and NSS Red October mods that I have in place currently. Also I plan on inputting the NSS Titan Superfortress and the NSS Shark in my game if the answer is yes.

Please Answer ASAP!

Best Regards,
nukeboat0506

The Yamato uses the German side wich is only in 1.5. I don`t know what happens when you use a 1.5 mod when playing 1.4 or lower. This issue is something you have get outside opinion on. Axis playable ships normally doesn`t interfere with Allied ships.


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