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-   -   [REL] Playable Destroyer Beta1.0 -completly new- (https://www.subsim.com/radioroom/showthread.php?t=135025)

Xantrokoles 04-15-08 06:26 AM

Quote:

Originally Posted by repalankas
Greetings for this mod!

Canīt find the fix you indicate in the read.me.

Please, can someone tell where can I download it?

U can klick on the same link on the first post; it was just a little change and now it shouldn't be green anymore

Quote:

Originally Posted by Axwolf
Xantrokoles,sorry,i was at work,i can reply only now.
no i dont have a CTD.Only one was when i messed a bit trying to get rid of the blasted messed-up icons.

:oops:
I must say that i founded a small bug(apart from others already pointed out)
The screw spin reversed in respect to the orders.
Anyway...i love this mod...and it's only a beta!
I hope you manage to expand this,what you have already do was :up:
Good work.

Ok
u have to be happy with this, until my Pocket BB is ready, then we'll see:D

Bewolf 04-15-08 07:11 AM

Unluckily I still have the same problems, despite downloading the file again. Do I maybe have to delete some files from the former download?

W4lt3r 04-15-08 09:18 AM

I'd have question regarding the amount of ammunition on the 5" dual cannons. Because when i was on patrol, my guns one by one ceased firing but i didn't get report on out of ammunition. Is it possible to alter the amount of ammunition on the guns? ( I can do basic script editing on the game so if it possible that way, i'd like know what files to alter.)

Also regarding the Panzerschiff level of this mod wich is still under construction, Do you think it is possible to implement radar quidance system to the FCS, Wich i mean that you could choose an radar contact and open fire on that, without needing to specifically pin-point target from the observation deck.

John W. Hamm 04-15-08 11:19 AM

Damn fine mod!!
 
Wow is all I can say!! I have so been looking forward to a mod like this !!

I have the periscope problem , I assume everyone else does too? is this correct ?

Xantrokoles 04-15-08 12:14 PM

Quote:

Originally Posted by Bewolf
Unluckily I still have the same problems, despite downloading the file again. Do I maybe have to delete some files from the former download?

When u mean the green ship I think I found the problem( it has to do something with the sunlight)
I will upload later, cause now I know how to duplicate textures of ai ships and I must have this **** on my pocket BB:)

Quote:

Originally Posted by W4LT3R
I'd have question regarding the amount of ammunition on the 5" dual cannons. Because when i was on patrol, my guns one by one ceased firing but i didn't get report on out of ammunition. Is it possible to alter the amount of ammunition on the guns? ( I can do basic script editing on the game so if it possible that way, i'd like know what files to alter.)

Also regarding the Panzerschiff level of this mod wich is still under construction, Do you think it is possible to implement radar quidance system to the FCS, Wich i mean that you could choose an radar contact and open fire on that, without needing to specifically pin-point target from the observation deck.

Welcome to Subsim
For sure didn't have endless ammonition..
So u have to refill on the Tankers.
I think it would be possible to make a playable gun and then u would see ur count of ammo..., I didn't get this working, so I only can say no.

The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough

again over my skills;)
Quote:

Originally Posted by John W. Hammer

Wow is all I can say!! I have so been looking forward to a mod like this !!

I have the periscope problem , I assume everyone else does too? is this correct ?

Yes we all got this
The persicope moves then when u rise a persicope... but u got no periscope, so animation is doing what it wants:-?

later there could be a ship interior, if a 3d modeller would say: I ot time, I wanna do this, I will do this
(for the Iowa there would be a interior cool too)

M. Sarsfield 04-15-08 12:42 PM

Quote:

The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough
Ironically, the one area that the Japanese did spend a lot of resource on was fire control directors. They won several night battles early in the war, because their radar directors were better than ours. You could simulate this by improving the accuracy values in the gun files.

W4lt3r 04-15-08 01:21 PM

After some searching in the Guns_Radars (1.2.3).sim files in the Library/ShipParts Folder, i managed to find the cannon stat, that had the 5s reload time and clip size of 2 and name of the 5in_Double_Barrels_Jp, and seemingly it was the right one after editing the ammo amount, since on last patrol i sank 32 vessels without running out of ammo, although was low on fuel on the end of the trip ^^'
But sadly, the thing holds AA ammunition, the cannon crew doesn't know how to fire on planes with 'em..

But, good work, gotta give ya that.

Raptor1 04-15-08 01:34 PM

Quote:

Originally Posted by M. Sarsfield
Quote:

The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough
Ironically, the one area that the Japanese did spend a lot of resource on was fire control directors. They won several night battles early in the war, because their radar directors were better than ours. You could simulate this by improving the accuracy values in the gun files.

Are you sure? I heard the Japanese didn't have advanced Radar and won those night battles primarly because of both surprise, superior torpedoes and the fact that the Americans didn't have any experience fighting those, and that the later night battles that put an end to the Tokyo Express we're won by the USN because they DID have good Radar Fire Control

In fact, I believe none of the Japanese destroyers had Radar until the Akizuki class...

M. Sarsfield 04-15-08 01:38 PM

You're probably right about the DD's lacking the radar directors. The bigger ships definitely had them and we did give them a pounding at night east of the Philippines (Leyte) when we went to take the islands back. I remember reading somewhere that early in the war they had that advantage over us.

The two battles that come to mind are off of Guadalcanal on Nov. 13 and 14, 1942. The Japanese beat the tar out of the U.S. forces both times in night engagements. Luckily the USS Washington got some good hits on one of their battleships and successfully evaded the rest of their force. If I remember correctly, one of the burning ships (a US destroyer, I beleive) blinded the Japanese gun crews (they were concentrating on USS South Dakota, anyway), but it lit up the Japanese ships, which made it easier for the Washington gun crews to hit their target.

Raptor1 04-15-08 02:37 PM

Actually, I was thinking of the so-called 1st and 2nd Naval Battles of Guadalcanal (The 2nd one was on November 15th BTW), The Japanese made some of their greatest mistakes relying on searchlights rather then Radar, the fate of the Akatsuki was practically sealed when it illuminated Atlanta and came under fire from half of the US battle-line, the same for Hiei when she used her 9 powerful searchlights, also, during the 2nd battle Washington was tracking a large target (Which was actually Kirishima) but was afraid to fire because Admiral Lee feared it could've been the disabled South Dakota (Stupid Circuit-Breaker), but when that same target illuminated and opened fire on the actual South Dakota she came under fire from Washington and was eventually scuttled like her ill-fated sister ship 2 days before, Overall the Japs did beat the snot out of the US Navy, but not without suffering a large number of losses on their side...

I think these 2 we're the most chaotic Naval Battles ever...

M. Sarsfield 04-15-08 02:42 PM

I think there is a website titled "One Ship, One Marine". It talks about how the Washington turned the battle around for the U.S. and at the same time one marine was left defending a hill near Henderson Field and held off the Japanese until the next morning. Good read.

Raptor1 04-15-08 02:53 PM

http://www.tysknews.com/Depts/Our_Cu...e_one_ship.htm

This Ting?

I read some of it, Think it's a little exaggarated, but w/e

M. Sarsfield 04-15-08 04:00 PM

Yeah, that's the one.

lurker_hlb3 04-15-08 05:45 PM

D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon

What is mean ???????

Bewolf 04-16-08 03:35 AM

Quote:

Originally Posted by lurker_hlb3
D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon

What is mean ???????

Well, going by common sense and logic, I assume that means there will be a patch that will make this destroyer compatible with your fantastic campaign rewrite.

W4lt3r 04-16-08 04:55 AM

Ok, now i got the AI of the crew to fire on beyond range of 5km by modifying my CrewAI.cfg file and changing the range values of close/medium/long range.
At least now i can fight on decent range for a Destroyer.. 9 km or under, although chance to hit is horrible ^^' took me about 30 minutes to take out small convoy..

But Seemingly the Tankers are now more vulnerable to the shells, propably affected by the angle they hit the ship (lot more deck hits now).

Xantrokoles 04-16-08 06:35 AM

Quote:

Originally Posted by Bewolf
Quote:

Originally Posted by lurker_hlb3
D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon

What is mean ???????

Well, going by common sense and logic, I assume that means there will be a patch that will make this destroyer compatible with your fantastic campaign rewrite.

I am not sure anymore wether I should do this,
cause Lurker's mod is a realistic mod and mine doesn't fit into it.
Bewolf is right, it should be this way

Quote:

Originally Posted by W4lt3r
Ok, now i got the AI of the crew to fire on beyond range of 5km by modifying my CrewAI.cfg file and changing the range values of close/medium/long range.
At least now i can fight on decent range for a Destroyer.. 9 km or under, although chance to hit is horrible ^^' took me about 30 minutes to take out small convoy..

But Seemingly the Tankers are now more vulnerable to the shells, propably affected by the angle they hit the ship (lot more deck hits now).

I don't think sailors on Destroyers were the best shooter in real life...
But u mustn't cry with 30 minutes....this isn't a Battleship or so
just a fast DD
When u got realistic changes, it would be cool to have u uploading it dor us:up:

W4lt3r 04-16-08 07:05 AM

Well, Although the range seem pretty tiny, it actually can get you into the mood of having very long range naval battle.. Maybe if i try to readjust crew's visual and radar spotting capabilites, along with "players" lock on ability, a battleship could fire up to 20 kilometers.. worth to try with the Pocket BB :hmm:, but then again, i'd have to adjust the standard AI Cruisers/Battleships visual and radar spotting ranges, to even it out.

If you got a alpha/beta version of the Pocket BB already done, i'll try out that range adjusting and long range firing script.. But if ya dont, i'll just readjust the max range of the IJN 5" duals and test it out with those.

But now i have encountered an strange error on this mod..

Date: June 26, 1943, Time 17:00 (Exactly) 5 times in a row i've suffered a CTD. Dont know why it happens but cant get past it. I've even tried to redo the same mission. Guess i'll start from a scratch again, it was only my 2nd patrol anyway. (although 78k of sunken material is sad to lose, along with the 95k i did on 1st one).
.

Xantrokoles 04-16-08 08:09 AM

Quote:

Originally Posted by W4lt3r
Well, Although the range seem pretty tiny, it actually can get you into the mood of having very long range naval battle.. Maybe if i try to readjust crew's visual and radar spotting capabilites, along with "players" lock on ability, a battleship could fire up to 20 kilometers.. worth to try with the Pocket BB :hmm:, but then again, i'd have to adjust the standard AI Cruisers/Battleships visual and radar spotting ranges, to even it out.

If you got a alpha/beta version of the Pocket BB already done, i'll try out that range adjusting and long range firing script.. But if ya dont, i'll just readjust the max range of the IJN 5" duals and test it out with those.

But now i have encountered an strange error on this mod..

Date: June 26, 1943, Time 17:00 (Exactly) 5 times in a row i've suffered a CTD. Dont know why it happens but cant get past it. I've even tried to redo the same mission. Guess i'll start from a scratch again, it was only my 2nd patrol anyway. (although 78k of sunken material is sad to lose, along with the 95k i did on 1st one).
.

I won't give a alpha, cause I have to rebuilt the whole file strucutre, but testing with the DD sounds nice.:)

The bug is not as good, because I have no idea why exactly at this time...
I am sorried...

Are there still Texture problems?

JetSnake 04-16-08 08:25 AM

Whats the crush depth?:arrgh!:


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