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-   -   [REL] A new set of campaign layers (https://www.subsim.com/radioroom/showthread.php?t=116283)

tater 07-26-07 07:45 AM

Wierd. what version are you running, I actually thought I had eliminated those missions, lol. Maybe that's just my current internal version.

nimitstexan 07-26-07 07:45 AM

Quote:

Originally Posted by tater
Yeah, I know what it is, I bet.

Any mission that has a subchaser or minesweeper will CTD for sure with this because I switched them to be type=1.

I now know how to have my cake and eat it too (I think), so in later versions I will make a new subchaser and minesweeper, but just have them point to the old models.

tater

Yep, that was it. Changed the types in the single mission files, and they work fine now.

Peto 07-26-07 10:27 AM

Hi Tater!

I was thinking (while being stalked by one of your deadly mine sweepers last night) about adding some more ASW power to the poor little guy. Would it be feasible to remove the rear gun and replace it with a Y-Gun? If that would work it could basically add another escort version much like some of the mid-late war escorts that Japan commisioned ie Kaikoban: 1 forward gun, DC rack, 3 K-guns per side, about 500 tons, speed ~16 knots.

Just wondering if you'd tried anything like this in SH4.

And as a subsimmer, I love more depth charges :rock: .

Cheers!

Peto

tater 07-26-07 10:42 AM

I've actually been trying to mod ships lately. Not "real" 3d mods, but making a new ship folder, and pointing the new ship at an existing model but changing it with only the eqp/cfg/sns files. I have been trying to make a Matsu DE with a minekaze or mutsuki that way (to marginal avail).

It MIGHT be possible. I have found the eqp files are very very screwy.

http://www.subsim.com/radioroom/show...ght=bungo+pete

In lieu of proper modded ships, I might do this.

Does anyone know of any negative impact (fps hit?) of adding ships in this way? They point at the same models, so it seems no different. I rather like the idea of some ships with slightly altered capabilities (within historical limits). I was thinking of what ONI called "ODD"s for example the Wakatake/Momo classes. Dump 1 gun and 1 TT and drop their speed. Not perfect, but it would add some flavor.

tater

Peto 07-26-07 10:54 AM

Understood. I've run into probelms before messing SH3 ships--trying to make a Treasury Class escort. The main limitation for me was hard points to put anything on. And I always seemed to get "unexpected" results by trying to make a ship with it's own sensor/equipment/unique anything loadout (unexpected usually=CTD). I like your idea of adding the Matsu--pretty close to a mutsuki with less speed and it historically carried a LOT more dc's.

Wish I had the time and energy to try some of this myself but when I get home from working on computers, the last thing I feel like doing is "working" on my computer. It's heck getting old LOL.

Salute!!!!

Peto

tater 07-26-07 11:00 AM

Wish some of the ship modding gurus had some interest in this stuff.

tater

Peto 07-26-07 11:01 AM

PS And for those who don't realize it: Modding is incredibly time-consuming and involves and enormous amount of work. Never take what the modders are doing for this (or any other game) for granted.

Modders create the frosting for what is all to often a very dry and stale piece of cake.

Another Salute!!!

Peto 07-26-07 11:04 AM

Quote:

Originally Posted by tater
Wish some of the ship modding gurus had some interest in this stuff.

tater

Yes! But from what I understand, it's a HUGE undertaking to actually "create" a ship. I wish more that just a couple of the classes would have been included in the original program. Quite an over-sight IMO.

Oh well. I really like what you've done with the Minesweeper. Nice to see them doing escort duty like they should be!!!

mavmcleod 07-26-07 03:59 PM

Quote:

Originally Posted by tater
Wierd. what version are you running, I actually thought I had eliminated those missions, lol. Maybe that's just my current internal version.

I'm running v0.72 of your mod. Some other, but none using the campaign.cfg!

Here's the save log:

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1942-03-21 04:36:43
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-08 14:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89576e+007,2.54882e+006,242.189
CurrentUPCFlotillaUserPlayerUnitType=F1Tambor
CurrentDifficulty=Normal
PlayerCurrentRenown=7842.750000
PlayerCurrentRating=6.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=147670.000000
PlayerWarshipsTonnageSunk=12404.000000
PlayerMerchantsTonnageSunk=135266.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL,CMOH,Navy Cross
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=0
PlayerCurrentObjectiveCode=East China Sea
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID181
PatrolStartDateTime=1942-03-21 04:36:43

http://www.mavmcleod.net/SH4/subsim/...ission_FF3.jpg

Hope this helps - maybe it's just a coincident!

Good Hunting!
Maverick aka Iconoclast7x3

tater 07-26-07 04:10 PM

I might have left a few to China, actually. I dumped the japan ones, they were silly. China I could imagine as at least possible (unlike japan) even if it never happened.

tater

THE_MASK 07-26-07 06:25 PM

Would it be possible to have a couple of fishing boats with these machine gunners on it . Just a couple so as to give a small uncertainty that not every fishing boat is completely harmless . You would only want a small chance and just that tiny bit of uncertainty .

http://img249.imageshack.us/img249/5751/mgme3.jpg

tater 07-26-07 07:35 PM

#$%@$#@!$#@%#%@

Ahem.

The damned fishing boats actually list guns in their eqp files, but they don't appear!

The allied armed trawler lists DCs in the eqp, but the W node doesn't work. Very very frustrating. This would already be in there if I could get it to work, I beat my head against a wall for a while and gave up, maybe a 3d modder can help.

tater

THE_MASK 07-26-07 08:48 PM

Wheres Anvart when you need him ?

Bando 07-27-07 07:00 AM

Hello Tater.
I finally went to Truk. No screeching sounds on my rig, so that's allright. What I did find was this; A subchaser was patrolling the south entrance. It did just occasionally show on hydrophone, while a outgoing convoy showed behind land. This struck me as odd.
After a while I torpedoed the convoy, they start scattering and this is what's happened:
http://img341.imageshack.us/img341/5871/taterqv7.png

It got stuck and stayed there for at least a day.
Details: August 11 '42, time 2000, pos N007-14,3 E151-47,3
It was a med old split freighter.

tater 07-27-07 07:56 AM

That's gonna be a problem, I'm afraid. Now that the AI will scatter. The AI doesn't recognize even friendly nets. That's why the ability to make the reef out of land would be so very much better. OTOH, I've read accounts of ships going on the reef at truk.

tater


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