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-   -   [REL] Playable Destroyer Beta1.0 -completly new- (https://www.subsim.com/radioroom/showthread.php?t=135025)

miner1436 04-21-08 02:48 PM

I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.

miner1436 04-21-08 06:39 PM

The Asashio sails again
 
I worked for 30 minutes on my favotire destroyer the Asashio, then I ran out of space to import 3D objects :doh: .

Watching firmly from the bridge.
http://img176.imageshack.us/img176/6...3454627di9.jpg



http://img176.imageshack.us/img176/5...3428924km9.jpg

W4lt3r 04-22-08 05:28 AM

Discovered today another glitch in Gunner AI, they do not readjust the gun's "heading" and angle if they miss at medium to close range, while they do on long range. Today they shot like 20 salvos to a cargo ship that was 1400 meters away to my front portside, so i had to manually change my ship's heading to bring those guns to bear..

I'll have to check those .cfg AI files again, maybe readjusting close/medium ranges would change this bug.

The_Pharoah 04-22-08 07:06 AM

I like the look and feel of the DD ver 1.1. I don't like the fact that I can't use anything ie. the main guns or AA - that was my fav part. unfortunately like a real navy captain, all you do is make the decisions and direct the ship for the best possible shot, etc but meh, I like to shoot stuff! :arrgh!:

I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. :( I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).

but yes, definitely an awesome step forward. hopefully in the near future we can have:

1. a working fire directing centre or whatever it was called
2. more DD-based campaigns including lots of ship vs ship action, land bombardment, escort, ferry runs down the slot, etc.
3. ability to use all the armament on the DD (main guns, AA, MGs, depth chgs hopefully)
4. different types of surface vessels - heck, how about an armed merchant?

*sigh* the list is endless but i'm thoroughly enjoying it.

peabody 04-22-08 08:03 AM

Quote:

Originally Posted by miner1436
I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.

I only have one crew member left, they won't tell me how to shut off the alarm so I threw them overboard. I'm not up on the terms is the UZO the way you tell then what target to shoot, if it is, mine doesn't work and I have version 1.0 I think, I just d/led the new one.

Peabody

W4lt3r 04-22-08 08:12 AM

Quote:

Originally Posted by The_Pharoah
I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. :( I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).

If the ranges on the fuel and AA, i can deal with those. And i suggest on taking Vierlings instead of the Type 90 Trips, because they got more range, turn faster, YOU CAN USE ONE OF THEM.. And the AA range can be easily changed, seems it is still on the 1.5 km Longest firing range, wich is kinda ridiculous for those slow Type 90's while they we're actually quite fast turning.

I'll adjust the range of the DD tomorrow and well.. how about 3x the normal range, if you want more fuel that is..

*edit* Ok, just did another war patrol and seemingly i had adjusted the close and medium ranges way too high, resulting in the massive in accuracy / unwillingness to readjust the cannon's angles and aiming points when missing a target in close range. Now they at least attempt on making corrections, but this only reduced how often this happened, so it wont eliminate the problem.

And i myself became a victim to the purple texture fubuki after taking a hit from Clemson Class destroyer's front 5" single cannon.

The ship does take damage but it's damage model doesn't update.. a fix we should look into before putting the pocket BB together?

Xantrokoles 04-22-08 09:48 AM

I can use the UZO and I can unactivate the battlestations, so I am sorry I can't
help you...:-?

U wanna realease the Ashiao?
is it based on my mod?:88)

Axlwolf 04-22-08 10:13 AM

@ The_Pharoah
In the 1.0 version i found 17 knots as the best for long range.The ship get more than 10000 km(It seems near a real fubuki,but i found some various source,it seems the range was around 8000-9000 km)
I think it should be still right in 1.1

miner1436 04-22-08 03:26 PM

I can confirm that when you get hit you turn purple, then when you want to play again it does CTD. As for the Asashio, well I would finish it but I ran out of import space for the node under NDD_Fubuki F.

miner1436 04-22-08 03:38 PM

I ran out of nodes to import the 3D models to.

miner1436 04-22-08 03:57 PM

Im not really sure on how to import whole nodes, only parts of them.

W4lt3r 04-23-08 03:56 AM

Gah, just tried TMO with this mod, and it crashed when got to the mission objective zone, and seemingly it also has disabled me from using the 5" dual deck guns.. Only conflict detected with this mod and the TMO is that both change something in the Sensors.cfg folder.

Anyone got the thing to work with TMO, that you could really engage something with those deck guns?

Axlwolf 04-23-08 07:54 AM

@ W4lt3r,i play with Trigger Maru Overhaul for 1.5,my only problem was the icons on the lower left part of the screen.

@ miner1436,i love the bridge screenshot,i hope something similar could be implemented in the Fubuki.Good work.

@ Xantrokoles,sometime i get a CTD in a custom mission i've created,.
In this mission the Fubuki was part of a japanese task force against an american TF,with some added dive bomber.Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close) i get a CTD when i get pounded really bad by a Pennsylvania BB.
The CTD doesn't happen everytime,sometime i sink normally.I think is related to too much damage in too little time or something similar.
Good work! :up:

W4lt3r 04-23-08 08:05 AM

I think i just thought out why the hell that ship turns purple... Is the damage model adjusted correctly? because visible damage can be seen on the 1.1 version, but 1.0 was fine, although did that thing even have damage model. Dont know but, guess checking out the damage model's settings and checking is the error there.

Donno, just my idea.

Axlwolf 04-23-08 08:44 AM

Maybe its a texture problem?it happen only when the hull get punctured.Some sort of conflict?

Xantrokoles 04-23-08 09:03 AM

@ Axwolf

I don't think this mod is the reason for this CTDs:)

The bridge on the Fubuki is not this way, it doesn't work.
When I did some tests with the Fletcher, this worked very well:yep:

Zaro 04-23-08 08:37 PM

http://img176.imageshack.us/img176/6...3454627di9.jpg

Excellent stuff. Let's hope by some miracle that if SH5 - if it is made - allows control of surface craft.

peabody 04-23-08 08:57 PM

Quote:

Originally Posted by Axlwolf
Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close)

I wonder if the reason they attack you is because actually you are a sub? I wrote a convoy mission and the planes only attacked the merchants not the escorts. Maybe they have an order? Sub first, if no sub then merchant and last warships? Not trying to hijack the thread, just a thought.

I just put a couple of Fubuki missions up in Sh4 mission designers forum, if anyone is interested. I wrote them without the upgrade to the Fubuki, I hope they still work.

Peabody

peabody 04-23-08 11:02 PM

Purple and UZO
 
I just installed the new version of Playable dd and when I took a hit, mine also turned purple and after the mission I got a CTD. Never happened in version 1.
I got the UZO figured out, my fault. I thought the UZO was the TBT.

And I also noticed that when I click on the TBT on the dash it doesn't work, I have to use the button on the console, which is ok, it just worked in version 1.

But the horn starts up without me even putting the men at battle stations and it won't shut off. I haven't tested it yet but is it possible if you encounter the enemy and it gets turned on automatically and that is why we can't shut it off?

So far a lot of fun, just a few bugs.

I got sunk once and the message is:

6:09 Current depth 1460 ft.
6:09 Antenna's fixed sir.

Good - Glad to hear it.:rotfl:You don't think it might have been a better idea to fix the leak? I actually hit bottom, I could hear the noise, sounded just like when you take a sub in shallow water and hit bottom. So it has a pretty good crush depth. And the funny thing, it didn't end the game like it would have with a sub. I thought it would since this is built on a sub.

Peabody

W4lt3r 04-24-08 03:18 AM

Brilliant, I cant play this mod at all with TMO 1.5, always when i get a visual contact, i get CTD.. No matter is my DD mod 1.0 or 1.1, crashes anyway..
And i dont have any other mods activated then TMO (started this first) then started DD mod. *Sigh*


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