SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

horsa 05-13-08 05:10 AM

I don't know about the crash with damage, except to say that the damage processes have not been properly implemented on these mods yet ( see further up the thread) .

As to the other issue I'd have these mods installed only when you are using them. They can and do overwrite files used by other units. Always uninstall after use. They contribute nothing to the game if you are not actually using them.

horsa 05-13-08 10:21 AM

To which files do I add the correct reload times/ clip size values for the AI main guns ?

I can do this for the deck gun and I can locate the source values for the AI gun ( gun_radars.sim etc) but I can't find the file where I need to add these values. ?? All I can find is values in the SIM file for transverse/elevation etc

Thanks

W4lt3r89 05-13-08 10:24 AM

You wanted to change the loading times of the AI 11" ers?
They're in guns_Radars_03.sim file, it should be the first node (deutchland trips) or so it is named, reload is there.. For the Tertiary armament, i dont know even their name so i cannot say where they are found.

But i might have not understood that message of your's, horsa. Perfectly that is.

But there is the "Reload", "Clip_Size" etc etc. Just explore it with S3D

*EDit* Wait a minute, i got 2nd account here?! Lol.. (W4)

horsa 05-13-08 02:05 PM

Sorry my bad explananation. I was rushing . :doh:

The problem is with the Brooklyn I'm doing. The playable gun has the correct reload value. ( transfered form radars_guns.sim to the deck_gun sim file in Library/UsSubParts ) , BUT my AI main guns do not have the correct reload value. This suggests I've forgotten to do something.

Mudpig 05-13-08 02:30 PM

UrPeaceKeeper,
If you are using my modded files. I know I toned down the Armor to reflect how those Deutschland Class ships were armored. To withstand Cruisers, alas 8" Shells. I put the Armor for the collideable Object to 55 which should stop 8" AP shells. It does not stop 14" or 16" either, but it should be stopping 4",5" or even 6" no matter what. I have a look at it anyway just to be save I didn't mess up and put 5.5 in there:roll:


Anyway for let the ship take a "realistic" amount of damage I need to compare em to other ships and a BB in SH4 certainly doesn't have nearly enough HP.

Take the Yamato in SH4 she has 1400 HP. Shoot her with Mk10 Torpedoes (which aren't good) doing 100-190HP damage with 100AP you need between 8 and 10 hits to destroy(!) her hull. Well, hit below the waterline supposed to be devastating then again flooding is the critical factor here. The "real" Yamato took like 13(!) Torpedoes and 8 direct and a number near misses from Bombs and kept afloat quite some time. So pimping the HP on all Capital Ships might do the trick.

Anyway the CA Furutaka has 30000HP so now tell me where the sense is in that:dead:

But hell all I wanted when I started out was to make the 8,8 flak AA and I sure drift to a full blown mod now :rotfl:

UrPeaceKeeper 05-13-08 04:14 PM

http://img.photobucket.com/albums/v1..._11/iswear.jpg

Messing around with the latest files :P Who would have thunk it? The gun probably weighs more than the Sub does all together :) Havent shot it yet to see any adverse effects (It had better!)

Anyways, yes Mudpig I'm using your files written on top of every other file that has been posted as a fix for the PBB. If you are telling me that my BB should be able to take on a 100% 10 DD task force using only their guns and live I'd have to beg to differ. The new up armoring from previous releases is nice but DD's still kick my butt every time. I recently ran accross a DD escorting a T3 (big surprise) and I managed to take out the DD but the T3 put me under using the same guns (well modeled anyways) as the DD.... The thing I've been noticing is that the damage, if it doesnt kill you, kills your engines which seems odd considering the engines are inside the hull and all the shots are falling above the waterline... so thats kinda intresting.

When I removed the mods using JSGME the Game crashes on the German U-Boat campagin, doesnt even allow you to start one, starts loading and CTD. So I'm going to reinstall the PBB but only use the your fixes Mudpig and the PBB instead of the previous Flak Update. I will test that. It's good to figure out that we have some armor but realistically I shouldnt have to worry about DD's hitting the waterline (which is how I keep sinking) I understand that I shouldnt be impervious but it seems like DD's are putting me under at ease.

Testing will continue!
:|\\

EDIT: Just got sunk by a merchant running just the PBB files and Mudpigs 2 updates. Also noted the loss of my HE and AA shells, I'm assuming that is in the file I left out. I will continue to test the current files but Mudpig what files are you running when you test yours that is allowing you to take more than a few hits?

Mudpig 05-13-08 05:05 PM

I am using a clean 1.5 install + NSM classic + Xantros PBB + My Mod (that is the newer version replaces the older one) - on any other mod i'd say will cause poblems.

I figured that those sudden deaths come from critical hits like ammo bunkers. No flooding, no HPs, the game just says you're dead, period.:huh:

I take out those crit flags and see what it does.

Herr_Pete 05-13-08 05:08 PM

Fantastic mod! really enjoyable. Is there a way to stop the ship from sinking down in the water. my ship keeps bobbing up and down and also. I opened fire on a merchant ship and when i opened fire for a second time i destroyed her but then my ship jus blew up and sank :S any ideas

Mudpig 05-13-08 06:23 PM

Here we go the newest Version of my Flak Mod.

http://www.megaupload.com/?d=9R15M0Y0

Remember this file REPLACES previous Versions. Critical Hits suspended, damage Model is Alpha, at best, feel free to refine it. Myself will try to hone it too.

spike12 05-13-08 07:46 PM

@urpeacekeeper. :oWhoa I never thought i'd see the day that an underseefark,or any fark for that matter, would appear in SH4.:rock:Could the mighty catafark be far behind?

UrPeaceKeeper 05-13-08 08:24 PM

Quote:

Originally Posted by Mudpig
Here we go the newest Version of my Flak Mod.

http://www.megaupload.com/?d=9R15M0Y0

Remember this file REPLACES previous Versions. Critical Hits suspended, damage Model is Alpha, at best, feel free to refine it. Myself will try to hone it too.

Roger that, that may be causing the problems. I will remove the previous two updates when I install this one. Hopefully that fixes the problems :) Kinda stinks getting sunk by that lone T3 tanker in the Indian ocean... it also sucks taking out those special convoys that "HAVE TO BE" destroyed by you.... Will report back later!

Spike, I was just messing around with the U-Boat campaign (I payed 9.99 for it I should play it seriously at least once right?) and saw I could upgrade to tripple 11inch guns... YES PLEASE! :D Granted I stopped playing because It's too unfair to have that much firepower on such a small target in the ocean :D So long as my subs dont start sprouting missile launchers and tactical nukes (There is an IDEA! Nuclear Torpedo!) I think I may retain some sanity :)

:|\\

gimpy117 05-13-08 08:36 PM

Quote:

Originally Posted by horsa
I don't know about the crash with damage, except to say that the damage processes have not been properly implemented on these mods yet ( see further up the thread) .

As to the other issue I'd have these mods installed only when you are using them. They can and do overwrite files used by other units. Always uninstall after use. They contribute nothing to the game if you are not actually using them.

yea Im pretty sure it's the damage, because the first time it crashed i got hit with a bomb killing my radar....and it crashed a minite after, the second time i was on fire and listing but still running @ full speed...and just after i escaped...bye bye game.

UrPeaceKeeper 05-13-08 09:13 PM

Just got done doing a quick run, I survived a DD attack in the fog so they never missed. No damage registered in the Damage control so I guess that armor is finally doing it's job :) Anyways, Crash Dive still works and has a great effect, it crashes the game so It holds up to it's name :) Continuing testing though so far so good. :up: to Mudpig and the rest of the guys working on this, you are literally rocking!

:|\\

Edit: Game keeps crashing, for some strange reason my Graf Spee keeps sinking at random times. There is no rhyme or reason for it! Any clues? Now I'm running the Xantro PBB, Graf Spee Skin, the first AA Fix (has all the ammo for the main guns) and the latest MudPig Fix... Damage "appears" to be better but I dont know if the damage caused by the limited run ins with armed merchants is causing the sinkings but it appears very random. One patrol I sank straight out of port!

W4lt3r 05-14-08 12:25 AM

Quote:

Originally Posted by horsa
Sorry my bad explananation. I was rushing . :doh:

The problem is with the Brooklyn I'm doing. The playable gun has the correct reload value. ( transfered form radars_guns.sim to the deck_gun sim file in Library/UsSubParts ) , BUT my AI main guns do not have the correct reload value. This suggests I've forgotten to do something.

I think you want to seek out the "6_inch_Triple_US" Or so named cannon, since i do think those AI guns are named like that.

For what i can tell, they might be in the 02 guns_Radars.sim or then the guns_radars.sim (no number)

Im at school right now so i cant post more correct information, i could alter the game files for you if you would send the Beta Brooklyn mod to me, i'd do all the changes you want for in the .sim files, as well as altering ammo capacity, since i doubt the Brook has correct amount of AP and HE shells in 'em.:roll:

horsa 05-14-08 04:32 AM

Thanks W4 . I know where to find the 6in_Triple_BaseUS values . My problem is what do they go into in my mod Brooklyn ??

I think the prob might be because I've used Clemson as a template rather than start from scratch. (This avoids a lot of relabelling with potential error traps)The deck gun files ( in Library/ USSubParts ) are still labelled Deck_gun_4single, so maybe the AI guns are referencing the values for the Clemson 4Inch guns somewhere. I've tried tracing the logical path of where they get their values from but I end up going in circles. :damn:

W4lt3r 05-14-08 04:34 AM

Quote:

Originally Posted by horsa
Thanks W4 . I know where to find the 6in_Triple_BaseUS values . My problem is what do they go into in my mod Brooklyn ??

I think the prob might be because I've used Clemson as a template rather than start from scratch. The deck gun files ( in Library/ USSubParts ) are still labelled Deck_gun_4single, so maybe the AI guns are referencing the values for the Clemson 4Inch guns somewhere. I've tried tracing the logical path of where they get their values but I end up going in circles. :damn:

Copy the .sim file they're inside, alter the data, then make path in mod folder : Data\Library\Shipparts and put them in there.

That works. did same with my AA Fix.

Fincuan 05-14-08 05:06 AM

Something that is a HUGE help when working with guns&ammo:
http://www.subsim.com/radioroom/show...ht=shells.dat+

The value in the third column(ParentId) goes to the "AmmoStorage"(or whatever it was where the shelltype the gun uses is defined) field.

Props to the jimbob for that :up:

Mudpig 05-14-08 09:36 AM

Here we go next version of my mod uploaded.

http://www.megaupload.com/de/?d=BP6ZABW5

I used the stock zones.cfg as base for my damage model, I used NSM classic one before which proofed to generate some very strange behavior at times. I am fiddeling with HP values atm so this is still WIP. I uploaded it anyway just to hear your feedback. :yep:

UrPeaceKeeper 05-14-08 10:56 AM

Quote:

Originally Posted by Mudpig
Here we go next version of my mod uploaded.

http://www.megaupload.com/de/?d=BP6ZABW5

I used the stock zones.cfg as base for my damage model, I used NSM classic one before which proofed to generate some very strange behavior at times. I am fiddeling with HP values atm so this is still WIP. I uploaded it anyway just to hear your feedback. :yep:

Hey there, didnt get to test the combat prowess yet but I'm encountering strange sinking still. I'll be traveling along, for instance, just reset my course and the ship sinks to 35 feet and I get "We have flooding sir!" "We have critical flooding sir!" No damage taken at all, just dropped off 10 tons of supplies at Formosa (started a new campaign) The funny thing is the only thing that flooded was the rear torpedo "room" which is more like the Deck which makes sense, it's exposed and should flood if the boat were to submerge, BUT I had taken 0 damage? The minute I touch Blow Ballast or Surface the entire game crashes to desktop. Same thing with the CrashDive button.

Running stock v1.5, PBB By Xantro and your latest update thats it, not even the Graf Spee Skin (which appears to do nothing? ship looks the same to me). Got one thing fixed and another arises! Good thing the beta tester(s?) and modders are getting along thus far :)

I'm wondering if JSGME is doing it's job when I remove all the previous stuff. I really dont want to go through the install process again but I may do that just to make sure.

:|\\

ruco9999 05-14-08 12:28 PM

Concerning strange ship sinking and odd damage
 
Concerning the strange ship sinking and the odd damage it takes the following:

1. The files "KMS_AdmiralScheer.zon" and "KMS_AdmiralScheer_Turm01.zon" contains all the various hitboxes covering the 3d ship model
2. The files "KMS_AdmiralScheer.upcge" "UnitParts3KMS_AdmiralScheer.upc" contains all ship compartments and subsystems that can take damage. Each of those entries needs to be assigned to the proper hitboxes in the *.zon files, which is not currently the case.
3. the file "Zones.cfg" contains the damages zones list and their properties and can be used as a conversion between hitbox type numbers to compartments and subsystems (conversion between *.zon and *.upc(ge) info).

The last 3 days i've been experimenting with the Admiral Scheer damage model and tested the damage/sinking in a singlemission (which I re-started several times for a few hours), which gave me good results. No more odd instant sinking etc.

I have mastered how to change most of the hitboxes in both *.zon files and the info in the *.upc(ge) files to alter the ships sinking and damage taking properties.
Also most of the ships compartments inflict damage and can be repaired if not destroyed. Also the crew in the compartments are hurt.

To be able to master a near real-life sinking and damage taking of the ship, we just need someone who is able to draw all hitboxes from the *.zon files into a 3d view (using a freeware 3d program). The 3d xyz-coords are all DirectX types, but I have no clue in what relation they are to mast/keel, port/starboard, bow/stern.

So with a proper visualisation of all hitboxes in 3d (preferably with a raw 3d model of the ship to it), I'm able to tweak all damage taking and sinking of the (or each other) ship.

Thanks in advance if some 3d guru can give us a tool to visualize the hitboxes of a *.zon file. Maybe an idea to implement this in a new version of "Silent 3ditor"?

Greetings and thanks for all helpfull info posted here,

Ruco


All times are GMT -5. The time now is 09:48 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.