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This mod is realy great ...
Are similar projects planed? Does someone work at this mod currently? |
is ruccos mod compatible w/ om?
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some answers from Ruco
Hi all,
I've been busy with other games and hardware. I peaked in here and hopefully with some answers... 1) The ship should only be used with U-boat war installed (don't know if you can even use it witout it). 2) my Ruco Pocket Battleship is just a variation on the first posted PB Scheer in this thread on the first page. The things I changed are; a) all hitboxes on the ship are in my view properly assigned (armor, hitpoints, flooding and so on). Resulting in the ship being able to take hull damage, since the original only gave the big boom option and no hull damage; b) all compartments (from a sub) are assigned to various hitboxes, so the compartments can be damaged and destroyed. Resulting in being able to repair compartments + equipment or if damaged, loose that particular equipment. The original ship does not have this option; c) the last update I posted in here (dated around 21-5-2008), altered various other files (just unpack the file and have a look). It includes the option to start in campaignmode with it. 3) I use the ship with "TMO v1.5.2" and "Spaxs SH4 Uboat Speech fix v7". 4) When I start a campaign using the ship and do no flak gun upgrades, the usable single barrel AA gun can not be aimed upwards. After an upgrade to dual-barrel it's aimable and usable by the player. NOTE: best option is order your crew to man the AA guns and shoot incoming targets and watch the show :lol: . 5) If you have problems using the ship in any way. For your info: I just did a clean install of SH4 + Uboatwar + latest official patch, then started using JSGME (the mod enabler) to add TMO 1.5 + TMO 1.5sp1 + TMO 1.5sp2 + Spaxs SH4 Uboat speech fix v7 + Pocket Battleship Ruco. In this order it works for me, without errors or graphical bugs. 6) If under heavy fire from other Battleships, expect that you will be blown to pieces by a direct hit on a critical compartment. The armor penetrating power of some Battleship shells is just incredible huge and no compartment in the zone.cfg file can resist it, resulting in the big boom without taking proper hull damage first. In my view the SH4 hard-coding is in such a way, that every ship taking a direct high damage shell hit on the right hitbox, results in the big boom effect. SH4 does show hull damage, but not the damage done to a single compartment including the 2 parameters "armor" + "hitpoints" damage. Both parameters will decide if a compartment is lost. The hull damage indicator is in my view, some sort of calculation using all hitpoint damage. The armor value on a hitbox, is responsible for having a certain shell penetrate it and lower the hitpoints value. Anyone with a better explaination with practical showing and backup with files, is welcome to hopefully change the way the "big boom effect" can be controlled. Happy sailing, Ruco |
Hello Everyone!
My first post :arrgh!: yarrrr!
Thankyou to everyone who has contributed to this mod :rock: I don't have any solutions for problems with the ship specifically, but... I have found that the mod enabler does not uninstall all mods properly! The only one I can say for sure is the OM mod - with it removed I get a message saying some file is missing (something to do with flags?) so if you are experiencing problems not found by others - a reinstall might help :D I found that after playing with some other mods - I tried the Bismark again - and did not have a bridge or periscope - reinstalling the game sorted this out. I cant wait till we have some fully functional battleships to play with! With my very own fleet :arrgh!:. It will take time, but it will happen! If your a fan of IL2 have a look at allaircraftarcade.com to see what is possible to do with a game specifically designed NOT to be modded..... hmmm patience. |
about the big boom
it's not so much that the ship is exploding in one hit, its that every compartment seems to explode at the same time which is odd. The only other ship in the game that does that is the North carolina battleship which made it useless to use in the battleditor. Maybe if you find out why this is happening we will finally know what was up with the North Carolina. I mean the Iowa can one shot kill every ship other than the North Carolina and now this ship without the dead ship exploding all at once. Generally the ships produce one huge explosion and then random smaller explosions as it sinks or in a ripple effect. They should not all be exploding at once even with the shell penetration coding being like it is. I really think the key to this lies in why the North Carolina explodes like it does compared to every other battleship. Unless it's something as simple as the NC not having the right armour values and the other battleships WOULD explode like this if they also didn't. I just don't get why my ship explodes so differently to all the destroyers and cruisers I one shot kill. They don't go up in one massive explosion. Unless this gets fixed then this mod can't reach its potential. As it is it reduces the game to no challenge as you can't be hurt at all by anything less than a battleship and the battleships kill you in one hit meaning all you can do is run which is simple to do. Would the solution be found in making the ship vunerable to heavy cruiser fire? At least minor damage. Just something to go between no threat and ultimate threat. |
Welp, I can't get Ruco's version of the mod to work-CTD 60% of the way through the mission (not game) loading screen. I checked JSGME's snapshot comparison, and I only had a few minor things that I changed which shouldn't have anything to do with either mod (TMO and this one). I don't know if it has anything to with the fact that TMO has the U-boat campaign replaced with a string of "----------" (i.e. I think Ducimus said something about you can attempt to run a German campaign at your own peril). In my haste to get SH IV working with my new machine I neglected to make an extra copy precisely for offbeat mods such as this (so that my regular US fleet boat campaign remains untouched).
I'll try the original non-TMO mod next. |
Hi,
I would like to know if this mod is still in further development or if it will still be just a beta version. A lot of work could be done there and If complete, it is going to be a real... hell my english is not good enough to find such a word:rock:... Either way, excellent work... |
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And what G.K. said. |
Well Ruco's version works in vanilla-we'll see how things go.
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Had a fun time of it in my first patrol patrolling off the west coast of Australia. Sunk 130,000 tons of ships. Oddly, not a single British convoy had any escorts, and I easily ravaged them (not that any DDs would have stopped me). The RAF was a complete no-show, despite my being within 1,000 miles of the coast (and often closer). I eventually ran across an enemy task force; the DDs would keep charging me, and dying, while the 3 CA's and 2 KGV's remained on station. I just snuck up from behind and sunk all 3 of the CA's. Oddly, while the cruisers returned fire, the BB's ignored me. Didn't matter because I was completely unable to dent their armor, only blowing the scout plane off. This is where the limitations of the engine come into play, because while I'm probably not going to be penetrating their belt, those 11 inchers certainly should have wreaked havoc on the superstructure, and likewise the DD's should have done some damage to me as well above the belt.
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difool. I have sunk a Iowa with the pocketBB. You are just hitting the wrong part. Try to aim for any of the guns, they got thinner armor then most parts of deck/belt. Eventually you'll cause a munition bunker to go off with the 11"ers.
If i was able to sink a Iowa, Surely you can sink a KGV. |
Yeah, I would have kept hammering them, except that I was out of AP in the forward gun. Oddly I seem to have no way to check what's happening with the ammo in the other guns-most importantly of course the big rear turret, but also the secondaries. Since the Schnellboot guys got you 3 mannable guns surely Turret B could also be made mannable?
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Well, I did some experiments with other mods. [Like I said TMO doesn't work for me] RSRDC appears to work fine by itself, but I get some odd effects when I then added PE4 on top of that (some odd colors here and there, 3,000 yard visibility in daytime light fog, black (texture-less) 4.1 inch turrets). I find that regretful because PE4 just looks fantastic otherwise. I was hoping that the Allied ship density would go down in RSRDC, but just one scout plane mission SE of Ceylon revealed about 7 contacts (RSRDC cuts down greatly on opportunity contacts generated solely by its revised campaign files, but the ships are still out there); frankly I'm not sure how much work the RSRDC gang put into the Allied routes.
One cool thing would be to let your own scout planes perform recon missions. Doesn't necessarily have to involve a 3D launch, just a airbase tag which follows your ship's position. That way you can send out the scout even when far away from land. |
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Hey guys im trying to do a campaign with this and im having a problem of always getting the same mission wen using this mod , any ideas?
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