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-   -   [REL] Jyunsen B, Kaichu and kaidai IJN mod (https://www.subsim.com/radioroom/showthread.php?t=137761)

keltos01 05-27-09 04:40 PM

I-Boat Damage Mod
 
I-Boat Damage Mod version 1.3 released

http://files.filefront.com/IBDM+JB+v13+ ... einfo.html

includes the Jyunsen C2 damage model, this one is a working damage model but will still be refined.

btw thanks to Polyfiller who solved a crucial problem for me

keltos

keltos01 05-28-09 05:39 AM

damage
 
I tried Peabody's dc mission, so as to test the C2 damage model and see if the Kaitens could be hit by dc

http://img37.imageshack.us/img37/5633/damage.jpg

on the surface :

http://img32.imageshack.us/img32/4874/98147812.jpg


obviously yes, since after sustaining a lot of damage from dc attacks, and finally surfacing
to sink the US DD with the DG I saw no Kaiten on deck . :)

keltos

keltos01 05-28-09 07:50 AM

Kaitens on deck - separate obj
 
The kaitens now have separate damage models :

http://img11.imageshack.us/img11/842...nsseparate.jpg

http://img7.imageshack.us/img7/5536/59647433.jpg


they can then be destroyed one at a time !

keltos

keltos01 06-05-09 01:26 PM

C2 tube doors
 
http://img189.imageshack.us/img189/7926/c2copy.jpg

here are the tube doors, the model will have to be altered somewhat to fit the opening etc.. but now all tubes have doors.

http://img510.imageshack.us/img510/7926/c2copy.jpg




then again sometime in the future maybe someone can cook up a real IJN torpedo tube door... and make tubes that don't make as much fuss as the japanese did suck the firing air back in !

keltos

keltos01 06-05-09 02:20 PM

http://img198.imageshack.us/img198/7926/c2copy.jpg


moved the gun a bit aft, same with the watch crewman on deck, changed torpedo door texture

keltos

http://warshipsww2.eu/lode.php?langu...=2&idtrida=552

polyfiller 06-05-09 05:03 PM

Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ... then every dozen tests or so, when you take damage on that zone, your unit begins to appear invisible as the game engine slowly crashes .... eventually everything locks up and you have to reboot.

It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

keltos01 06-08-09 01:55 PM

Quote:

Originally Posted by polyfiller (Post 1112980)
Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ... then every dozen tests or so, when you take damage on that zone, your unit begins to appear invisible as the game engine slowly crashes .... eventually everything locks up and you have to reboot.

It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

then what link should I use ? I want them to be able to blow up if hit...

keltos

keltos01 06-09-09 02:32 PM

zone set to =63 ExternalStorage (I want them to get destroyed, here two are hit by dcs...)

http://img41.imageshack.us/img41/9894/kaaiten63.jpg
I'd like to see the kaitens here...

http://img29.imageshack.us/img29/9894/kaaiten63.jpg

http://img188.imageshack.us/img188/9894/kaaiten63.jpg


Quote:

Originally Posted by polyfiller (Post 1112980)
Keltos .... warnign warning ....... looks to me like you've got the Kaitens associated with a damage zone which has destructable=true in zones.cfg ... I say this because I see them falling off the deck.

I've encountered some very strange results if using destructable=true on playable units ..... if you refer to the zoneid which is destructable in the .upc or .upcge file for the playable unit ...
It's fine just soo long as the zoneid is NOT listed in the upc or upcge file.

It is not listed in the upcge, a lucky overlook from my part ?

would it be ok then ? is there any better zone to link the Kaitens to ? without having to create a new one ? ...

I know from I-Boat Captain that in RL some got damaged by dc, inoperable but not destroyed (or the sub would go down with them !)

keltos

polyfiller 06-09-09 02:59 PM

Keltos - if you want them to be destroyed (visually) then that is fine - just have a single seperate zone branch in the .zon file with the zone 63 in it and have the zone number (63 you are using ?) defined as destructable in the zones.cfg.

What you can't do without causing game engine problems is have a destructable zone that's part of the main zones branch in the .zon and is mapped to an item in the upcge. So you can't have both destructable item and have it show in the damage screen as such. I reckon there may be a way to trick the system by have a parent zone of 63 in the upcge and define it to be in the same place as the Kaiten itself, with a slightly lower hitpotin value - so you would guarantee the damage screen would show up as destroyed at the same time the kaitens themself are blown off the sub. Worth a try I think.

keltos01 06-09-09 03:24 PM

Quote:

Originally Posted by polyfiller (Post 1114918)
Keltos - if you want them to be destroyed (visually) then that is fine - just have a single seperate zone branch in the .zon file with the zone 63 in it and have the zone number (63 you are using ?) defined as destructable in the zones.cfg.

What you can't do without causing game engine problems is have a destructable zone that's part of the main zones branch in the .zon and is mapped to an item in the upcge. So you can't have both destructable item and have it show in the damage screen as such.

I reckon there may be a way to trick the system by have a parent zone of 63 in the upcge and define it to be in the same place as the Kaiten itself, with a slightly lower hitpotin value - so you would guarantee the damage screen would show up as destroyed at the same time the kaitens themself are blown off the sub. Worth a try I think.

I'll try, I just wanna have those kaiten show on the damage screen.. I know I always want more.. :oops:

how do you set up such a parent zone ? I'm a real beginner at zones..

keltos

polyfiller 06-10-09 07:34 AM

Keltos - for parent zones - look at zones.cfg and you'll see some zones have a parent. Look at 21 & 55 for example - they should show 29 or 201 as the parent. You just specify the number of the parent zone. Children do not pass damage updwards to parents (unlike real life) but parents pass damage down to children - but only when completely destroyed (also not quite like RL).

I then suggest the parent zone id should be in the main zones branch of the subname.zon file and also linked to the equipment item in the .upc

I'd also not want you to do this if you have NOT had the game engine crash - my observations are based on my extensive testing ... but no one is perfect. I'd suggest adding the zone 63 to the .upc and do a test ... let me know if you sub starts to enter stealth mode i.e. the game engine stops rendering it from the outside view ... before slowly crashing the game.

Hope this helps.

keltos01 06-10-09 11:18 AM

I'll give it a try, thanks Polyfiller !

keltos

keltos01 06-10-09 02:34 PM

doors
 
C2 doors 3d model fixed :

in 3ds

http://img189.imageshack.us/img189/2141/doors.jpg

in s3d :

http://img197.imageshack.us/img197/6844/doorss3d.jpg

doors linked to new texture nodes so they'd have colors like in RL :

http://img191.imageshack.us/img191/2933/c2doorsred.jpg

ingame :


http://img189.imageshack.us/img189/692/c2newdoors.jpg

up close :

http://img188.imageshack.us/img188/2141/doors.jpg


now the tedious/hard part : fixing the animation....

tube 1 anim ok

[edit] fixed all doors anims :D


keltos

Carotio 07-05-09 07:13 PM

version 3.7 available through SHMF too :03:

keltos01 07-22-09 04:32 PM

Version 3.7 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod has been released !


it includes :

Takao's IJN name and rank mod

Two new loading screens

IJN Torpedo mod including kaiten

IJN Telegraph mod

New detailed towers and texture for the Type AM submarine and the Jyunsen B

A stand alone Type 22 radar :

Type 22 "stick" mast mounted surface/air http://www.silenthuntermods.com/foru...earchclick.gif radar for the Type AM

Type 22 "drum" drum mounted surface/air http://www.silenthuntermods.com/foru...earchclick.gif radar for the Jyunsen B

A new localization file giving you new info on torpedoes (explosive power added) and Snorkel and radar.

A bigger deckgun 127 mm available right away as an upgrade.


Radar :

http://img208.imageshack.us/img208/7...riptiongo4.jpg


Torpedoes :

http://img513.imageshack.us/img513/6...riptionlj7.jpg

v 3.0 Jyunsen B

http://img205.imageshack.us/img205/5...yunsenbkm7.jpg


Flank speed ahead :

http://img503.imageshack.us/img503/1...nbflankcn7.jpg

IJN Snorkel :

http://img392.imageshack.us/img392/7...snorkeleo1.jpg
Type AM loadout :

http://img396.imageshack.us/img396/6...loadoutxw0.jpg

Type AM submarine


http://img529.imageshack.us/img529/2197/v3typeamrq0.jpg

http://img145.imageshack.us/img145/2...typeam2te5.jpg
http://img145.imageshack.us/img145/v...pg/1/w1024.png

Type AM tower and snorkel :

http://img133.imageshack.us/img133/7...ndtowerct5.jpg

Kaidai 4

http://img120.imageshack.us/img120/6...kaidai4io1.jpg
http://img120.imageshack.us/img120/v...pg/1/w1024.png

http://img79.imageshack.us/img79/6497/v3kaidai4boa4.jpg

Kaichu

http://img395.imageshack.us/img395/9215/v3kaichufi7.jpg

Thanks to Peabody for much of the latest bug fixes including the snorkel and IJN radar stand alone set up, Sledgehammer427 for his Jyunsen B deck texture, waiting for the complete one ! http://www.silenthuntermods.com/foru...ended/wink.gif


Enjoy !

Keltosv


I'm still working on refining the damage model for all I-boats, and it's not because I tweak the Narwhal that I forgot this mod, far from it !

keltos

keltos01 08-14-09 04:20 AM

The mod will now include AOTD_Mad_Max's IJN Naval rockets - ship to air.

maybe he can make another ship to surface ?

ok that one not historically accurate on a sub, but would be fun to fire !

keltos

keltos01 08-14-09 02:44 PM

IJN Naval surface to air rockets
 
I have received both IJN Naval surface to surface rockets and IJN Naval surface to air rockets from AOTD_Mad_Max, they will be implemented in the next Jyunsen B mod :

IJN Naval surface to air rockets (AOTD_Mad_Max)

http://img14.imageshack.us/img14/9266/rocketssam.jpg

I can't stop watching ... :D :88) but...

http://img134.imageshack.us/img134/9063/rocketsats.jpg

http://img33.imageshack.us/img33/8074/rockets.jpg


the US planes also fire rockets !!!!


keltos

keltos01 08-31-09 04:22 PM

new version 3.9.3 includes the Sen Toku and C2 submarines.

to Daemon : have a look around mate !

keltos

keltos01 09-22-09 03:07 PM

Version 3.7 of the Jyunsen B mod released !
 
http://img529.imageshack.us/img529/8702/gunscopy.jpg
Version 3.7 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod has been released !


it includes :

Takao's IJN name and rank mod

Two new loading screens

IJN Torpedo mod including kaiten

IJN Telegraph mod

New detailed towers and texture for the Type AM submarine and the Jyunsen B

A stand alone Type 22 radar :

Type 22 "stick" mast mounted surface/air http://www.silenthuntermods.com/foru...earchclick.gif radar for the Type AM

Type 22 "drum" drum mounted surface/air http://www.silenthuntermods.com/foru...earchclick.gif radar for the Jyunsen B

A new localization file giving you new info on torpedoes (explosive power added) and Snorkel and radar.

A bigger deckgun 127 mm available right away as an upgrade.


Radar :

http://img208.imageshack.us/img208/7...riptiongo4.jpg


Torpedoes :

http://img513.imageshack.us/img513/6...riptionlj7.jpg

v 3.0 Jyunsen B

http://img205.imageshack.us/img205/5...yunsenbkm7.jpg


Flank speed ahead :

http://img503.imageshack.us/img503/1...nbflankcn7.jpg

IJN Snorkel :

http://img392.imageshack.us/img392/7...snorkeleo1.jpg
Type AM loadout :

http://img396.imageshack.us/img396/6...loadoutxw0.jpg

Type AM submarine


http://img529.imageshack.us/img529/2197/v3typeamrq0.jpg

http://img145.imageshack.us/img145/2...typeam2te5.jpg
http://img145.imageshack.us/img145/v...pg/1/w1024.png

Type AM tower and snorkel :

http://img133.imageshack.us/img133/7...ndtowerct5.jpg

Kaidai 4

http://img120.imageshack.us/img120/6...kaidai4io1.jpg
http://img120.imageshack.us/img120/v...pg/1/w1024.png

http://img79.imageshack.us/img79/6497/v3kaidai4boa4.jpg

Kaichu

http://img395.imageshack.us/img395/9215/v3kaichufi7.jpg

Thanks to Peabody for much of the latest bug fixes including the snorkel and IJN radar stand alone set up, Sledgehammer427 for his Jyunsen B deck texture, waiting for the complete one ! http://www.silenthuntermods.com/foru...ended/wink.gif


I'm still working on refining the damage model for all I-boats, and it's not because I tweak the Narwhal that I forgot this mod, far from it !


Version 3.7 of the Jyunsen B mod released !


list of features coming soon

D/L :


http://www.filefront.com/14580601/V_...d_JyunsenB.rar

miner1436 09-24-09 09:45 PM

Close up of the conning/command room
http://eastcoastarmory.com/forumPic/junsen_b.jpg


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