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-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

Xantrokoles 05-11-08 09:27 AM

@urpeacekeeper:
2:Yes you are right with the flaks...when you wanna stop them you have to set 1000 values and its too much work for me:lol:

5:Ok I belive you....now you are forced not to crashdive:smug:
6:Then you must begin to love this sound;)
7:Okay, then you have to ask people who worked with the funnel smoke...I haven't spend time in this:dead:
8::hmm: can not understand why they should

Quote:

Hello, I was wondering if someone could give a detailed explination on how to edit the number of torpedos as well as their postition, and is it possible to add a 3D model to a cfg node?
not detailed...please look for the 'adding playable units tutorial'

Quote:

also de dive indicators (tiefenmessers) should be eliminated
I think the game can stay a Submarine game

UrPeaceKeeper 05-11-08 07:08 PM

Quote:

Originally Posted by Mudpig
Found the Problem.

http://www.megaupload.com/de/?d=N53ZEXYO

Also contains a try to get the Damage Control running, damage shows but I can't help "blitz" sinking atm...:damn:

I can deal with blitz sinking, I cant deal with taking 4 rounds and sinking :) Makes taking out the smaller 3 ship task forces impossible :) I did pick up two "master mechanics" (the guys with the quicker repair thingy, sorry dont know what to call them as I bought the U-Boat expansion soley for this mod!!!) and they seem to be keeping up with the flooding problems and it stays a float a little longer now. So long as the ship can take a realistic amount of hits before it "sinks" I will be ok, but it seems that occasionally one lucky shot from a DD puts me way at the bottom way to fast.

I will do my best to test this as thuroughly as possible. Right now I'm playing on incredibly low realism settings to run it through it's paces to see if I can work out any other bugs.

Xantrokoles I looked at the "AA" shells for the main guns and the smoke originates from the three different guns as seen through the gunners view (starts off blocking 1/3 the view, then 2/3 then the full view finder when you shoot) So I would imagine that it could be possible. Right now I'm finding the AA shells to be particularly effective at putting huge holes in merchants so I will continue testing at all the different views to see if they do originate from the same gun. Even if they do originate from the same gun having them fire seperate is nice because it only takes 2 good hits to bring down a DD and three on a merchant is just overkill :) Not to mention a BB probably would never shoot all it's guns at the same time because of the force of the recoil would role the ship. I remember talking to a gunner on the USS Missouri who said they had to coordinate between the turrets who was firing so they didnt capsize the ship!!!

Will continue testing. I think that will be more contribution since I'm really worthless when it comes to anything else :) I have a good amount of time to test it and I can say I just finished my 6th patrol with 100k+ tons each patrol so using modified tactics (stand off tactics, where gunners have the accuracy of a Convoy sized disk in the ocean :D) I do fairly well but occasionally the T3 tankers put a lucky hole in me and down I go!

Thanks again guys!
:|\\

EDIT:

AA Still shooting straight up at longer ranges, doesnt bother me. Crash Dive Fixed :) Crew reminds me politely that surface ships cant submerge (I wish it could, that'd be rocking! and terribly unrealistic :D) Damage Control stuff isnt showing up yet =\ Much to my dismay. I occasionally will get a "Bulkhead damaged" then a couple of seconds later "Bulkhead repaired"

Let me know if anything else needs testing.

EDIT 2:
For some reason crash dive button is working as well as the other buttons. I will try Gimpy117's things below. I noticed that after installing U-Boat I cant play my campaign that was 1 month from ending anymore >< Thats frustrating.

I believe Gimpy that this mod isnt supposed to be installed with other surface ship mods since the people working on them are trying to desperately figure out how to integrate them and make them work (flooding etc) before they compare compatability. So if you are running other surface ships you may want to remove them prior to running this mod.

Question not related to this Mod (kinda but not really) but the men who have abilities, is there a way to bring the guys with active abilities to the front of the crew selection screne. It's kinda frustrating having 12 guys with abilities of which 5 have abilities that require a click to activate and you cant see them in the list because they are all the way at the end!

EDIT 3: Confirmed the Anti Aircraft shells leave each barrel when fired individually. There has to be something in that file that is different (other than shell type) because the AA shells do infact leave different barrels when fired. I saw this both from the external camera and the gun site.

gimpy117 05-11-08 09:39 PM

whenever I take a good amount of damage, it crashes....and I can't play with the type II in campaign with this installed, same with all other ships on the american side when the clemson/oiler is installed.

WalterJConklin 05-12-08 02:59 PM

To Mikhayl
 
Hi Mikhayl,

So someone would have to create racks to make the depth charges operateble? Thanks for the clarificaiton.

Sincerely,
Walter

gimpy117 05-12-08 08:59 PM

Quote:

Originally Posted by gimpy117
whenever I take a good amount of damage, it crashes....and I can't play with the type II in campaign with this installed, same with all other ships on the american side when the clemson/oiler is installed.

any ideas???

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?


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