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SteamWake 06-05-07 02:32 PM

Quote:

Originally Posted by Redwine
Is there some strange thing with some cargo ships, i attempt to fix it and reach to do it but partially.

If the ship is into a single mission, and filled with cargo, fuel or ammo, the settings works as it is souposed.

Those are the coices into a single mission... cargo, fuel or ammo.

But in campaign, seems to be some ships... diferent, a 4th option, may be empty, wich requiere more torps.
...

I had read somewhere that cargo ships in campaign mode are not assigned any cargo or they all have one default load out.

Im not a modder so the above is heresay but might lead to a clue. :hmm:

Redwine 06-05-07 03:22 PM

I think so i found the problem... it is very low armor value.

It seems to be the problem with the Kongo too...

It has a armor value of 35 when an Ise2 has 96 same as Yamato with 96 too.

Carriers has armor values of 20, and even when you rise up the hitpoints value, you still killing them so easy.

I am tweaking all armor values now and testing, i will release a new version soon...

To sink BBs, CAs, CVs, will be more hard now...

:up::up::up:

leovampire 06-05-07 03:25 PM

try doing this is the config file of the cargo ship
 
I actualy can see the different cargo's on the decks of the ships:
It's just like what you do for the Carriers just with cargo and I did the same thing with oil and fuel for the tankers. I only play in Campaign mode with the game.

[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=Freight Containers
CargoType=0

[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=Ammo Crates
CargoType=1

[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=Freight Crates
CargoType=0

[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=Ammo Containers
CargoType=1

[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=trap Container
CargoType=0

[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=Ammo Crates
CargoType=1

[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=Freight Crates
CargoType=0

[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=Ammo Containers
CargoType=1

leovampire 06-05-07 03:28 PM

This is what I have set up for the tankers
 
[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=oil
CargoType=2

[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=fuel
CargoType=2

[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=oil
CargoType=2

[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=fuel
CargoType=2

[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=oil
CargoType=2

[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=fuel
CargoType=2

[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=oil
CargoType=2

[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=fuel
CargoType=2

tater 06-05-07 03:40 PM

What does cargotype=2 do?

I have noticed that I never see cargo on deck in game except for crates. I did see trucks, however ( i made a mission with loads of merchants with different deck cargos)

leovampire 06-05-07 04:08 PM

The type number stands for different things
 
Type=1 is a solid cargo but can expload

Type=2 is liquid but flamable

Type=0 is standard carry cargo

They use type=0 for a lot like Troops / Planes / Freight / Servivors and so forth

But if you pay attention to how the cargo looks on the deck there is a difference between Ammo crates which are long and green and low in height and Freight crates are square tall box's

tater 06-05-07 04:10 PM

Ah, I see.

Have you actually ever seen planes on deck? (of a merchant)

leovampire 06-05-07 04:22 PM

Nope
 
But I do put them inside of my aircraft carriers as cargo

tater 06-05-07 04:36 PM

Doesn't that make CVs even easier to sink? They are a joke right now (Hiryu, Shokaku, and Taiyo) anyway. 1 torpedo and down they go. Sometimes it takes 2 if the first hits the bow or stern. I've never seen a Taiho since I removed it from places it didn't belong, and it's a poor stand in for any CV but itself.

leovampire 06-05-07 05:00 PM

I increased the hit points and armor on my CV's
 
It ususaly takes 4 torpedo's to sink them in different area's of the ship but I made it so the props and rudder is destructable so I always put my first shot around there to try and cripple it so I can reload or turn around if I didn't sink it. On a patrol last night I only had 2 torps on my way back to Pearl come up on a Carrier task force and put them into a Shokaku Carrier and it kept on going with the rest of the task force. Didn't have big holes just jagged small holes in the area of the torpedo hits.

But I don't use any mods what so ever for my torpedo's just the stock stuff.

tater 06-05-07 05:09 PM

It's never taken me more than 2 torpedos to sink a CV with stock SH4.

Usually 1, MOT. Rolls over and sinks, very time.

leovampire 06-05-07 07:45 PM

have a couple of photo's to show something
 
http://static.filefront.com/images/p...p.thumb250.jpg

http://static.filefront.com/images/p...e.thumb250.jpg

http://static.filefront.com/images/p...v.thumb250.jpg

http://static.filefront.com/images/p...j.thumb250.jpg

http://static.filefront.com/images/p...u.thumb250.jpg
http://static.filefront.com/images/p...f.thumb250.jpg

http://static.filefront.com/images/p...u.thumb250.jpg

http://static.filefront.com/images/p...u.thumb250.jpg

What this is showing is the differnt interiors behind the holes if ALL of the 2D interiors are added instead of just the couple of ones thrown in since the patches for the game. And the secondary underwater explosions you get as the ship sinks more and more once the crash depths are set deeper. The second under water explosion was at or around 100m the first pic was around 200m. Also one of the photos shows the dc bubble effect from using it as an effect for fuel and oil in engine rooms and fuel bunkers and those bubbles float up to the surface in a long trail from the ship up. Somthing you may want to add for effects in your Zones file Redwine. If you want the config files for the ships with the 2d interiors let me know. BTW this is a mogami with working FM1 planes they exploaded off the deck shortly after flipping it happend so fast I didn't get a pic.

leovampire 06-05-07 08:07 PM

here are some cargo ship interiors & dc bubble effects
 
these first 2 are oil fires on a tanker

http://static.filefront.com/images/p...n.thumb250.jpg

http://static.filefront.com/images/p...f.thumb250.jpg

now this is dc bubble effects for freighters the second shot is from a ship split in half and bubbles comming from both halfs sinking at differnt rates

http://static.filefront.com/images/p...i.thumb250.jpg

http://static.filefront.com/images/p...i.thumb250.jpg

here are a couple of interior shots for freighters the first is a fuel bunker then an engine room and cargo hold holes

http://static.filefront.com/images/p...c.thumb250.jpg

http://static.filefront.com/images/p...g.thumb250.jpg

leovampire 06-05-07 09:15 PM

But here comes my big question and hope
 
Does anyone now how to make an effect that makes lets say ship bubbles or dc bubbles look like oil instead of bubbles and have it as an effect of it's own? I see that some guys are changing fire effects so why not this? I don't know how to do that stuff other wise I would do it myself. Then from there we need someone that knows how to create an oil effect on the surface f the ocean as well. A reason for fire to burn on the surface of the ocean without a ship.

And could someone tell me how to change how often or how soon you can send contact information to sub command? I just saw 2 invassion / landing forces only a couple of hours appart from each other but could not report the second one because it was too soon. Sometimes I have noticed that if you send a status report you have to wait for a while before you can send a contact report as well. How do you change this?

Redwine 06-06-07 07:35 AM

Hi all...

I was off-line due to internet connection loss...

I am watching your new cargo definitions Leo, all them are explosives... may be nice to have lot of fire works, did you tryied them ? I will...

About to put cargo inside the carriers, do it need to rework all the campaign layers ?

I was testing with carriers, plus i improve the kongo, the problem with kongo was it's armor... too low.

About the carriers, the problem i found when i make them more strong is the loss of fireworks. But they become strongest.

Still testing...


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