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

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

UrPeaceKeeper 05-14-08 12:58 PM

Rucco you and Mudpig should get together and work out some new files to replace the old. If We can stop the random sinking we can apply a "general Armor" to the rest of the ship that is somewhat realistic. Yes it wont be 100% but at least the ship will operate somewhat like a real ship and closer to the way submarines operate in the game (damage wise). If you know what the hitboxes are could you apply a common armor value to each one and release those files so that they can be tested/improved on? Obviously later we can add the true armor values to each hitbox later to denote a true player kill but right now alot of people are more concerned with getting the ship to stay afloat and to get the damage properly working. If you've got that then that is awesome and you have at least one dedicated tester who has the time to work out any other bugs in the files that may have occured from what ever reason. :smug:

To the rest I encountered another bug... I have 0 HE shells, well ok I have 150 but when I shoot nothing happens, the screen shakes like it shot, but there is no smoke, there is no damage to the target and there is no splashes, and No i'm not in time compression (although thats what it acts like) I do however have the AP and AA shells which act like they have in previous releases.

Also if someone could figure out how the AA shells work (that is, fire from each barrel independently and leave their respective barrels) that would be awesome as I have a crew that reloads the 11inchers unrealistically fast (basically like the AA's from the 11 inchers is about the time it takes to reload and fire 3 at a time!) I wonder if there is a way to change the crew files so the "Sharpshooter" passive ability can not increase the rate of firing so signfigantly?

Also what about the crashes with the Submarine commands (Periscope Depth, Crash Dive (which actually crashes the game not the Sheer/Graf Spee), surface, and emergency surface)? Any insight there? I would work out the kinks with the current release but the sinking randomly makes proper testing very difficult :)

:|\\

Herr_Pete 05-15-08 12:39 AM

Even with the 1.1 i am still having problems. for e3xample. there 2 or 3 missions where i start of the and the graf scheer is already half under water and she is sinking from the start. i cant keep her up. i thik there is only 2 missions hwere she starts high in the water. any ideas?

UrPeaceKeeper 05-15-08 01:19 AM

Herr I managed to mitigate the effects temporarily if you can keep it above 30ft. Use the Damage Control Crew to repair it, but important to note is when they fall asleep, if you change your speed at all you go under again.

This is incredibly annoying so I await the next fix with bated breath :)

:|\\

Herr_Pete 05-15-08 08:05 AM

thanks man:D shall keep the cotnrol team awake for hours on end lol :D

Xantrokoles 05-15-08 08:59 AM

you have to open the missio with the missions editor and then you set the player's submarine depth to 0, then saving and your surfaced.


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