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 05-06-08 06:02 PM

Thanks for all your help again :up:

Texture problem was traced to a typo in the Normalmaps of the UPC file :damn:

Shipunit data transfered and she's sitting nicely. :up:

miner1436 05-06-08 09:46 PM

Almost done, all I need is an AI turret in place of the mannable one, a conning tower camrea, somehow a way to use the damage zones from Ise and smoke nodes for the funnel.

W4lt3r 05-07-08 04:28 AM

AA Ammunition adjustments for this mod.
http://www.megaupload.com/fi/?d=81N57W55

Lotta more ammo for AA guns, 150 HE shells for the Main guns, along with new reload time for most guns (main guns dropped from 25 -> 22) and all AA guns got new reload time reduced with 1.2 seconds.

Readme on how to change AA ammunition will be provided later.

Install this mod AFTER activating the Pocket BB 1.1 mod, because it overwrites some of the lines in the pocket BB main gun .sim file.

Enjoy.

And for the HE shells, i used the 14" HE Shell code, so if it crashes. Please let me know and i'll just drag the HE Shells away and increase AP ammunition to 450.

The_Pharoah 05-07-08 04:40 AM

Quote:

Originally Posted by W4lt3r
AA Ammunition adjustments for this mod.
http://www.megaupload.com/fi/?d=81N57W55

Lotta more ammo for AA guns, 150 HE shells for the Main guns, along with new reload time for most guns (main guns dropped from 25 -> 22) and all AA guns got new reload time reduced with 1.2 seconds.

Readme on how to change AA ammunition will be provided later.

Install this mod AFTER activating the Pocket BB 1.1 mod, because it overwrites some of the lines in the pocket BB main gun .sim file.

Enjoy.

And for the HE shells, i used the 14" HE Shell code, so if it crashes. Please let me know and i'll just drag the HE Shells away and increase AP ammunition to 450.

a man true to his word, thanks mate. :up:

horsa 05-07-08 07:50 AM

@Mikhayl
Many thanks for the detailed explanations of where to find things .

I used your tutorial for cloning a unit and created a clone that worked fine except it had no conning tower and I could not go to the bridge view (F5).

I've checked the alterations twice now ( particularly those relating to Conning Tower ) and can't find what I've missed. Where do you think I should be looking ?

Thanks :D

horsa 05-07-08 09:43 AM

Hmmm .... strange .... neither seems to be the problem.

I've no other german playable units enabled apart from the two stock subs.

Here is the UPCDataGE / UPCUnitsData / UnitParts3NewSub file
and the contents of my Objects folder

Quote:

[UnitPart 1]
ID=Turm_Newsub_1
Type=NewsubConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Turm_Newsub_1
HullTextureNameOverride=data/Submarine/NSS_Newsub/NSS_Newsub_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_NewSub/NSS_NewSub_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= NewSub_1.tga
http://i306.photobucket.com/albums/n...en_objects.jpg

WalterJConklin 05-07-08 09:54 AM


I was wondering if someone was able to resolve the issue of getting depth charges to work. I tried searching this thread to look up the answer but could not find anything. Maybe we could edit one of the files of the ai ships to get the depth charges to work?

Raptor1 05-07-08 10:06 AM

Quote:

Originally Posted by WalterJConklin
I was wondering if someone was able to resolve the issue of getting depth charges to work. I tried searching this thread to look up the answer but could not find anything. Maybe we could edit one of the files of the ai ships to get the depth charges to work?

I had an idea (Not sure it would work), How about modifying a Torpedo so it has 0 speed, then the Torpedo sinks to the bottom (I know this happens), and would get activated by a Magnetic Detonator (Not really historical, But I can't see this working any other way) if it's near one of the game's nonexistant AI submarines?

WalterJConklin 05-07-08 10:12 AM

Quote:

Originally Posted by Raptor1
Quote:

Originally Posted by WalterJConklin
I was wondering if someone was able to resolve the issue of getting depth charges to work. I tried searching this thread to look up the answer but could not find anything. Maybe we could edit one of the files of the ai ships to get the depth charges to work?

I had an idea (Not sure it would work), How about modifying a Torpedo so it has 0 speed, then the Torpedo sinks to the bottom (I know this happens), and would get activated by a Magnetic Detonator (Not really historical, But I can't see this working any other way) if it's near one of the game's nonexistant AI submarines?

For those of you who still have Destroyer Command, what about seeing if we could modify the files that came with DC to find out if there is a way to add depth charges to the ships in SH4. In DC, you were able to launch depth charges.

W4lt3r 05-07-08 12:53 PM

Doh, now i recalled what i was supposed to do aswell for that tweak patch. Radar range modification :damn:, well guess that has to wait.
But since i found a bug in the game and for now decided to take advantage of it. I got 8 engine experts on this ship, going at 35 knots at flank :D

miner1436 05-07-08 04:23 PM

Is there a way to disable the playable deck gun? Theres just no good place to gun, theres always something in your way.

miner1436 05-07-08 05:17 PM

Im still not clear on the bridge view/ watch dummys.

miner1436 05-07-08 06:46 PM

There is one more problem, radars keep poping up out of the deck and pagoda, and also how did you get the damage models on the clemson and orion to not be purple like on fubuki and pocket BB?

Rolf Eschke 05-08-08 04:47 AM

I put the Ship a little bit deeper into the Water.
I thing that looks better...
before
http://imagehost.appledocs.com/out.p...9.20.11453.jpg
afterwards
http://imagehost.appledocs.com/out.p...9.08.35640.jpg

AOTD_MadMaxU48 told us how to do that.
Regards
Rolf

linerkiller 05-08-08 07:58 AM



All times are GMT -5. The time now is 01:53 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.