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-   -   [REL] Yamato playable (beta) (https://www.subsim.com/radioroom/showthread.php?t=143729)

antarcite 02-11-09 03:33 PM

Need help
 
Sorry

Where i put these files in SH4 folder in way to play with Yamato?

how can i run it. It is simple?


Thanks
:-?

Alex_SoboL 02-11-09 04:32 PM

Quote:

Originally Posted by antarcite
Sorry

Where i put these files in SH4 folder in way to play with Yamato?

how can i run it. It is simple?


Thanks
:-?

Use program Generic Mod Enabler(JSGME) http://www.users.on.net/~jscones/sof...sgme_setup.exe. Download and install jsgme. In game directory you will find MODS folder. Download and unpack this ship in MODS folder, then run jsgme.exe you should see the “yamato”. Activate mod by pressing ">" button. Run the game and in the single mission or career choose Yamato.

antarcite 02-11-09 04:51 PM

thanks
 
my thanks for the tip

:salute:

ElephantMemory 02-14-09 04:10 PM

Anyone have any idea's as to why my Radar will work on a quick mission, but It will not work in Campaign?

tomhugill 02-15-09 04:03 AM

You have mail sir! For anyone else you just need to upgrade to the next radar up , cant quit eremember fug 16 or something and tht should sort it

ElephantMemory 02-17-09 02:21 PM

PM sent about that other ship. Also, is there a way to get a fire to go out once it starts burning? Seems like once a ship is on fire its like that till the end of time.

Marauder7 03-12-09 09:38 PM

Secondary Guns
 
Hiya! The yamato looks great and the main guns are awesome but I was wondering about all the port/starboard weapons. Are they all AA? I'm asking because none of them would fire on ships in the one mission I've done so far and there were no aircraft. It made for very slow firing and I had a hell of a time tracking destroyers circling around me. I've played the Bismark and that ship can throw a ton of lead. The side guns will take out destroyers before I can even train the main gun on them! I love the yamato and her 18's but it doen't seem to match up to the Bismark in terms of rate of fire and amount of fire it can throw into a broadside.

PS anybody ever try putting the cannon info from the yamato 18's onto the bismark? I would really like to see what the bismark would be like with 18 inch guns :)

jmardlin 03-13-09 12:30 AM

Open the sim for the playable bismark main gun and paste this value into the node for the gun under ammo storage AP 0x184e4d13c98196cc. The gun will then be firing AP round for the yamato

Marauder7 03-13-09 12:33 PM

Woohoo! Thanks alot! Time for some major commerce raiding :)

Marauder7 03-13-09 05:03 PM

Damage problems
 
Hi all. Been having a blast trying out all the excellent BS mods but I have one very big problem. I can't repair any damage and my hull integrity gauge is always 000. This happens with all the mods I've tried, Graff Spee, Bismark, Yamato and Iowa so far.

Any ideas on what may be going on? I'm running SH4 with the uboat expansion v1.5

I also remove any mod before I try another one with JSGME to avoid any conflicts.

Thanks for the help :D

tomhugill 03-13-09 06:37 PM

With the yamato its an intended feature , you can die but only if you sink. Which will happen if you flood too much. I felt that hit points you couldnt repair where a poor way of damage modeling as a ship will continue to fight untill it sinks or its guns are destoryed , not when it run out of hp!

jmardlin 03-13-09 09:31 PM

Graf spree is probably the zon file but the others the armor levels are high enough that only a battleship can cause any real damage other than a torpedo. the zon files are not set up with fleet boat zones in most cases.

polyfiller 03-14-09 08:20 AM

Tom - agree high hp value gives a chance for the dammage caused to zones to be reflected. What I'm trying to work out now is a suitable hp value such that when your zones take a hammering - you would see between 30 and 40% damage agains the main hull .... to avoid questions / queries like the one above and also to make the whole damage experience consistent.

All others .... patience ... the damage modelling for the TSWSM is coming along nicely, lot's of damagageable / repairable equipment, damage zones which your cause ship to sink slowly and in many different ways. Also different layout of zones for differnet ships and to match a ships topology better than the standard U-boat type zone names. Only trouble is it's very time consuming. I reckon it's around 40 hours to damage model one playable ship.

SilentAngel 03-30-09 02:14 PM

hmmm seem to be having a problem with a lazy ai crew, they wont fire there damn guns:P

I installed it after the latest real environment mod.

Regio Sommergibile 03-30-09 03:04 PM

Great addition! i'm gonna try it now!:up:

woody4077 04-01-09 08:03 PM

i've dl'd this mod but not used so how is it?

tomhugill 04-02-09 04:50 AM

Load up sh4 and try? :timeout:

Regio Sommergibile 04-02-09 06:53 AM

Great the Yamato is awsome... BIG cannons and tons of AA. In some ways she's poorly armed. There are no middle guns for "rapid" fire; only supercannons :D

Btw in some missions you start underwater or sinking. "normal"

tomhugill 04-02-09 09:36 AM

Theyre missions for subs where you start submerged , adjust the starting parameters in the mission editor and your sorted

Wolfling04 04-10-09 04:32 AM

Hello,

The Yamato does have campaign correct, sorry for newb question, just didn't see it.

edit: n/m i answered my own question ;)


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