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I'm not sure what you guys are doing with the index category of the ships in-game, but if you're thinking you only need to make a new "Type" category and the ship will react to whatever your expecting it should do.....it won't.
When I put some of the BB's, CA's, CL's into the stock indexed Type18=Elite Escort Carrier; Type19=Super Fleet Carrier (renaming as I did the Type18 and Type19 categories), this gave these ships the ability to have scout planes appear from these so called "Air Bases". The reason for the availability of these ships to become Air Bases is due to the Hard Coded game files that tell the game to treat a Type18 or Type19 as an Air Base. Since there are also Type8=Escort Carrier and Type9=Fleet Carrier's in-game, this gives four different "Types" of Warships that can become Air Bases. Believe me, just deciding to make a fifth category....."Type25" and calling it "Mobil Plane Base" (or whatever), isn't going to make it an "Air Base". The game will only recognize the four "Types" it lists as such. You can call the "Types" (as I did), anything you want.....getting it to do what you want is still determined by the Hard Coded files of the game. We can't change that! ============= You guys also don't seem to know that to put a ship/plane.....whatever, into a certain group.....either Allied, Axis; American, Brazilian whatever.....you do this through additions to the Roster folders. That's how you get a certain flag to wave over a certain asset, or to get a certain asset to react either friendly or hostile to another (besides some other factors). |
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Now, the list is hard-coded, but the naming scheme is "mod-able", correct? That's how you changed the names of 18 and 19, right? Can you explain how the use of Type=21 allowed the showing of a warship flag on the cloned vessel? Do you happen to know if there are available "slots" in the list, above what Stock SH4 shows in Names.cfg?... |
And 0.27 doesn't contain any of the ship type experiments. It should be pretty rock solid. The ship type craziness will result in some deadlier enemies with interesting effects. When it's all coordinated it will be added.
We've concluded that the FOTRS 1.5 campaign is not workable. A new scheme is being worked on and should be possible now that we have the errors out of the ships. |
Just a few quick observations about the v.27 Beta that I've seen so far.
The ME opens with no errors in the Platform Library. :D I'm able to get the Museum to function, but only after I uncheck the Read-Only box in the properties of the sh4.exe, then I can get the LAA to work and then Museum to work. :D :up: While looking at he Japanese ships I've noticed that there is two ships with the name Toro Moro shown. One is listed as Toro Maru Class and the other is named Toro Maru. have I missed something or is this a duplication. :hmmm: http://i65.tinypic.com/wugnep.jpg http://i63.tinypic.com/vq5pc7.jpg The last thing I've noticed that after I install the Maru Mod 0.26c that the IJN SubTender disappears from the Museum. :hmmm: This is all I've had time to get into so far today. :D |
Toro Maru Class
cdrsubron7,
Can you narrow down as to what ship's are carrying the Toro Maru names please, all my saved data is showing is the JPAuxCruiser=Toro Maru Class Is the only ship named as thus. I will keep checking. |
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Toro Maru Class is the auxilary cruiser as you mentioned s7rikeback. :up: |
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NKSS_CAT=Catapult Ship Let me check the maru mod names. NKSS_CAT=Tonan Maru Class |
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Ho, ho ho! That's encouraging. Museum working. Everybody be sure to install the Large Address Aware patch. S7rikeback, we accomplished what we needed to.
The best part is we took no steps backward to get back on track. CapnScurvy's seaplane catapults are still there, waiting for a way to make them work right. All the stuff we put in v0.26 is still there. The only difference is that it works now. Jeff-Groves set us on the right path, taught us a little history and S7rikeback executed the plan. Even the Bismark imported improperly from SH3 (probably stolen from GWX....) is working very well. Beta testers, let me know if you need a new link. I don't know if the old one will work. |
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Ok modders...With all of this great news I just want to advise you that the grasshoppers are getting a little excited...:D
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OK, so we're back to using the 026 version, and no interim beta without the floatie planes? I can drop the cleaning up of the older files, and continue with cleaning the newer files of the Campaign, keeping the Type=18 and Type=19 calls?
The next beta, we do wanna do the DEAkikaze back to Type=2, and the Minekaze, Momi, MomiII and Wakatake back to Type=3 though, right? That way, we'll "match" the old FotRS and a few other mods for easier future mods... ?? |
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No problem cdrsubron7. I have all ship & Air data in excel spreadsheets, it's only a click away on my desktop.:up::up::up: |
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I have kept all of the type=18 & type=19 calls as per the previous release. So the float plane / Catapult data is still within the v0.27 release, as is the Razzle Dazzle data and all other updates that were added previous by other team members. All i have done is tidy the ship & Air folders up and re-aligned the unit types to match both sea.cfg & their roster.cfg which equals the name.cfg. Also these have also been updated: DEAkikaze has been set to Type=2 Minekaze has been set to Type=3 Momi has been set to Type=3 MomiII has been set to Type=3 Wakatake has been set to Type=3 |
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