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-   -   [REL]SH3 Warship Mod V3.0 (https://www.subsim.com/radioroom/showthread.php?t=157060)

Kendras 11-20-16 11:34 AM

Hi,

I tried this mod a few minutes ago. Well, against ennemy battleships, it's not easy, because you just have a very bad precision with the guns for a target further than 10 km, whereas the ennemy has an excellent one. So, I die everytime. How would be possible to increase my precision ?

Thank you for any aqnswer!

itadriver 11-20-16 12:40 PM

I'm not on the pc.
There is a file in cfg folder where you can find "max angle" set a lower value.
This evening I will be more detailed :)

itadriver 11-21-16 04:17 PM

Quote:

Originally Posted by Kendras (Post 2447691)
Hi,

I tried this mod a few minutes ago. Well, against ennemy battleships, it's not easy, because you just have a very bad precision with the guns for a target further than 10 km, whereas the ennemy has an excellent one. So, I die everytime. How would be possible to increase my precision ?

Thank you for any aqnswer!

In data/cfg folder change:

1)SIM.cfg:

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=18000 ;[m] (or what you want. I use 18000 becouse I use 20KM mod)
Max fire wait=6 ;[s]

[AI AA guns]
Max error angle=6 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=6 ;[s]



2) CrewAI.cfg

; Weapons.
Cannon range 1=10000 ;[m] close range limit
Cannon range 2=15000 ;[m] medium range limit
Cannon range 3=18000 ;[m] long range limit
AA guns range 1=2000 ;[m] close range limit
AA guns range 2=3000 ;[m] medium range limit
AA guns range 3=6500 ;[m] long range limit

;selection
Cannon Selection Range=18000 ;[m] max range to contact
AAGuns Selection Range=6500 ;[m] max range to contact
Recomended Torpedo Range=2000 ;[m] max range to contact
Recomended Deck Guns Range=18000 ;[m] max range to contact

Kendras 11-21-16 06:35 PM

Quote:

Originally Posted by itadriver (Post 2447879)
In data/cfg folder change:

1)SIM.cfg:

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=18000 ;[m] (or what you want. I use 18000 becouse I use 20KM mod)
Max fire wait=6 ;[s]

[AI AA guns]
Max error angle=6 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=6 ;[s]


2) CrewAI.cfg

; Weapons.
Cannon range 1=10000 ;[m] close range limit
Cannon range 2=15000 ;[m] medium range limit
Cannon range 3=18000 ;[m] long range limit
AA guns range 1=2000 ;[m] close range limit
AA guns range 2=3000 ;[m] medium range limit
AA guns range 3=6500 ;[m] long range limit

;selection
Cannon Selection Range=18000 ;[m] max range to contact
AAGuns Selection Range=6500 ;[m] max range to contact
Recomended Torpedo Range=2000 ;[m] max range to contact
Recomended Deck Guns Range=18000 ;[m] max range to contact

Thank you for the tip. I've made as you say, but I notice no difference. My crew is still noob with long range fire. Definitely, SH3 is not the proper game to play with a warship ! :roll::-? :hmph: But I like big battles between AI warships, it's nice to watch ! :cool: Are you writting some battle missions for SH3 ?

itadriver 11-22-16 03:29 AM

You have to consider that the experience of your crew makes the difference. However, from 18km, just few of hits have to hit the target. It is more realistic. In my mod each battle does not last less than an hour. If you see the screen I posted, you can notice that the battle start at 10.00 and after 50 min I was able to sink just a BB.

No, I'm not writing missions. As i told, I'm working on a warship mod, based on wac4.1. I made 80% but if I will not find a modder that helps me for a few things, it never will be released.

Kendras 01-18-17 10:25 AM

Hi Itadriver !

I'm working on a high polished Yamato. Do you want to make her a playable battleship ? I think you are the most competent here to do that ! :)



What I've done so far :
- reworked texture
- added a big flag and a smaller one with detailed textures
- improved and more historical anti-AA guns equipment
- corrected sim parameters for all the guns (historical parameters such as fire frequency, load time, speed of rotation/elevation)
- a new anti-AA shell with high power (fired from the main guns :))
- revised all the types zones, and added fire effects

What I'm planning to do:
- improve a bit the 3D model to correct some (small) mistakes
- add some japanese soldiers on the AA guns
- make the ship playable :up:

... and probably more ideas ! ...

:salute:

itadriver 01-18-17 01:56 PM

Yes. Let me know when you will finish it. :)

Kendras 01-19-17 10:33 PM

crash tests
 

Kendras 01-27-17 05:31 AM

I would like to add a 3D model of a golden chrysanthemum-shaped shield on the Yamato's bow. I've found this link (http://www.subsim.com/radioroom/showthread.php?t=146569), but the D/L links are dead ! :wah:

http://www.pbs.org/wgbh/nova/supersh...bolglory-l.jpg

http://blog-imgs-12.fc2.com/a/b/i/ab...0178410711.jpg

http://mokehana.web.fc2.com/image/ya...1.jpg?39525189

Kendras 01-27-17 09:11 AM

Quote:

Originally Posted by Kendras (Post 2458986)
I'm working on a high polished Yamato. Do you want to make her a playable battleship ?

I've just discovered that a first mod already exists ... for SH4 :shifty: : http://www.subsim.com/radioroom/down...?do=file&id=26

the_frog 01-28-17 05:11 AM

kendras,

a basic 3D model of the Emperor's Seal came with the re-work of SH4-derived Japanese cruisers I did in 2013:

http://www.mediafire.com/file/cb8ai7...s_refitted.zip

The version of the Agano is probably best suited for your purpose.


Cheers

Kendras 01-28-17 06:16 AM

Quote:

Originally Posted by the_frog (Post 2461507)
kendras,

a basic 3D model of the Emperor's Seal came with the re-work of SH4-derived Japanese cruisers I did in 2013:

http://www.mediafire.com/file/cb8ai7...s_refitted.zip

The version of the Agano is probably best suited for your purpose.


Cheers

Hello dear Frog,

Many thanks ! I am very glad to hear this ! Is this 3D model independant from the ship's model, i mean a separated node, or do i need to separate it myself ? I am sorry, i don't have any working computer at the present time to check.

Best regards.

the_frog 01-28-17 07:36 AM

Hello kendras,

sorry, I forgot to tell, the seal is not a separate model but part of the 3D model of the hulls.
I extracted the model and added a (new) texture. I can now be used as separate item:

http://www.mediafire.com/file/41fwuw394tgwit1/Seal.7z

Note, it is a rather plain thing, basically a disc with a texture on it. Also, I guess you need to re-size it; it was made for the Agano, a smaller vessel.

Kendras 01-30-17 11:16 AM

Quote:

Originally Posted by the_frog (Post 2461529)
Hello kendras,

sorry, I forgot to tell, the seal is not a separate model but part of the 3D model of the hulls.
I extracted the model and added a (new) texture. I can now be used as separate item:

http://www.mediafire.com/file/41fwuw394tgwit1/Seal.7z

Note, it is a rather plain thing, basically a disc with a texture on it. Also, I guess you need to re-size it; it was made for the Agano, a smaller vessel.

Thank you very much ! :yeah: Will see that A.S.A.P. ! :yep: I'll keep you informed about the result. I would have prefered a whole detailed 3D model, but this is better than nothing. Again, thank you for the help !

gap 01-30-17 04:38 PM

Quote:

Originally Posted by Kendras (Post 2462055)
I would have prefered a whole detailed 3D model, but this is better than nothing.

Here's a 3D version of the Imperial Seal of Japan, modelled after the drawing you linked at post #745 in this thread:

http://www.mediafire.com/file/8ffuqpkulbblovb/IJSeal.7z

It comes in two version: the first version has ambient occlusion shadows mapped on the diffuse texture, which should make it to look sharper than it would with a simple diffuse texture, but its edges are not splitted; the second version in identical in size and shape, but it is both AO-mapped and edge splitted. That was done by splitting it automatically along its hard edges, using the Blender modifier recommended a while back by the_frog :up:

The second model should look better, but its vertex/poly count is higher. My suggestion is to try both versions and see how they look in game. If you can't spot any significant difference, just use the lower-poly version :03:

Both models are about 1 m in diameter. Again, a resizing by you might be required, and one last recommendation: the texture file provided includes an alpha channel to be used as specular mask. For better lighting effects, my recommendation is to enable it in seal's material, by adding to it the appropriate controller :salute:


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