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I really need to find and look into these settings :hmm2: Quote:
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those files contain a lot of settings. Some of them seem to be related with conning towers, and Flag guns slots. But where are availability/cost settings? IIRC, conning towers are available in campaign, depending on date, and they are subject to a cost as any other upgrade, but I cannot see these settings in game files :-? |
You are quite welcome to use these files. They are made with the older version of the GR2 editor again, sorry. I am wary of using the latest version if, as you said, it doesn't open files I have already changed. I've made quite a few edits in my install and would have to start from scratch with the new editor and I can't remember half of what I've done already.
Some of the eqp entries I modded previously to bring forward some throwers and HHog to be in game before the campaign ends. Historically I think HHog was in general use mid 43, but I have read of it being installed on a few ships in late 42. You can edit the dates etc if you wish, its just the GR2 files that are essential for the new hardpoints. I've attached the new "bones" to the relevant hull parts where necessary. Flower + 2 extra KGuns 19410102 A Class + 2 KGuns 19400402, "A" turret NULL 19420702, HHog from 19430302 B Class,+ 2 KGuns 19400202, "A" turret NULL 19420602, HHog from 19430202 Tribal,+ 2 KGuns 19410102 HogIsland, All inverted AA guns flipped to be above deck and they seem to have correct field of fire without further edits. + 4" gun at stern with 20 -340 degree traverse - basically copied Liberty stern turret values and its fire restrictions but used a british uncovered deck gun instead???. It is linked to the the HogIsland stern, so should the player blow the stern off it shouldn't float in the air or look weird, it should stay attached. The sim file for this ship is necessary as it contains the turret angles, but it also contains a further mod to remove the ship reflection on water.. sorry. http://www.gamefront.com/files/23332...ts+and+Hog.zip P.S Ill get back to aircraft at some point but Im away next week :(, I did find the float plane still switches skins even when it is the only plane present. So while your new method can replicate this extra skin thing, it still means the skins will flip at a certain LOD for the secondary skin (e.g British), If only 1 plane is presnet and it uses the primary skin no LOD switching is seen. If 2 planes are present (1 of each nation) both planes LOD switch skins :(. Much like ships do with external cam... I thought this was hardcoded, but I saw lots of LOD values in the ship GR2s, I wonder if these control switching things in and out of view.. Are there any other ships that have very broken guns etc? I use the Ditmarchen as a Dale class tanker (a ship mod from OHII) I think that could use a couple of guns as its pretty defenseless from what I remember. |
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Here is All the torpedoes modified for torpedoe's failure patches (GenericPatcher add-on) - already included in the Generic Patcher (MODS folder) (since v1.0.100.0)
The fixes contained in this package were especially designed for working together with TDW's torpedo failure patches, and for bringing in game balanced torpedo failure probabilities. For better results, it is recommended to use either of the versions listed below and to enable ALL of the failure patches by TDW. List of the versions: - Stock torpedoes: regular version. Enable it anywhere in your mod list using JSGME. - Stock torpedoes - MagDet range 3m: as above, but magnetic detonator's range of activation increased from 2 (stock setting) to 3 m. - FX Update torpedoes: FX Update compatible. Enable it after the said mod. - FX Update torpedoes - MagDet range 3m: as above, but magnetic detonator's range of activation increased to 3 m. |
Thank you Volodya, link added to the first page :salute:
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My new (old) thoughts about Reworked U-boat Guns -
I decided to revert to the old values for elevation animation because new fine tuning of animation start/end indexes will take too much time.. I'll test all guns again to see how they works in rough sea.. and then we could release sub guns mod as a part of future Historic Guns mod.. I think, M42 Twin we could to include later, as soon as its issue will be solved.. As for the folder UPCDataGe, we can make two versions - stock - included only gun's .sim files EUF compatible - included all the files of UPCDataGe e.g. I'm using my own edition of EUF and I need only .sim files, the files of UPCDataGe I will to edit anyway.. |
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I think it will not take much time.. a week or less :up: |
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On the other hand two versions not needed, just inform that to use without EUF requires to remove folder UPCDataGE.. EDIT: on the third hand (:D) everyone use EUF now.. those like me who use edited EUF version will be able to edit files by themselves.. at least I think so :know: |
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I'm sorry :oops: four-guns fire and two-guns fire :hmm2:, is this mean - at the same time? two-guns fire: at first the first pair, then the second pair, while the first one recharges, correct? PS: if so, I think we should keep in the mod two-guns fire only.. |
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four-guns fire: this was the firing mode used in emergency cases, because it allowed to dispatch an heavy gunfire load in a short time; in game: the four muzzles will fire in short sequence (i.e: top right, then bottom left, then bottom right, then top left and again top right, etc.). Gun reloading times will be a bit longer, because the two couples of guns will need to be reloaded at the same time. two-guns fire: this was the firing mode used most commonly, because it allowed for a more accurate fire control and for a more continuous gunfire flux; in game: only a pair of muzzles will fire (either top right/bottom left or top left/bottom right, I don't remember exactly now). In reality, the firing couple of guns alternated, but there is no way to simulate it in game. Gun reloading times will be a bit shorter, because one pair of guns would have been reloaded while the other pair was still firing. That's all :salute: |
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