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

tomhugill 02-10-09 05:20 AM

Ill have to get Peabody to show me how as hes added one for the iowa

Alex_SoboL 02-10-09 08:49 AM

Ok! A have one more question, how add this ship in Operation Monsun mod?

DarkFish 02-10-09 11:27 AM

Quote:

Originally Posted by Alex_SoboL
OK. How I can add UZO on this ship myself?

You can do this by adding something like this to the ships upc file (Data\Submarine\Subname\Subname.upc):
Quote:

[UnitPart 1.Compartment 1.EquipmentSlot 7]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1
Now for your next question:
Quote:

Originally Posted by Alex_SoboL
Ok! A have one more question, how add this ship in Operation Monsun mod?

In UPCData\UPCCampaignData\Flotillas.upc you'll find something like
Quote:

[Flotilla 1.UserPlayerUnitType 1]
ID= F1Porpoise
NameDisplayable= Porpoise class
AvailabilityInterval= NULL, 1944-11-11
IDLinkUserPlayerUnitType= Porpoise
UnitTypeCommonality= 4 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL ; when the flotilla is disbanded, the subs of this type are transferred to this one. If NULL then submarine assigned to training -> desk job or reassignment
now if you want to change this submarine class to for example Balao, replace this with:
Quote:

[Flotilla 1.UserPlayerUnitType 1]
ID= F1Porpoise ;I suggest you leave it this way, if you change it you'll have to change hundreds of other entries too.
NameDisplayable= Balao class ;Doesn't have to be changed, the new ship will load successfully if you leave this.
AvailabilityInterval= NULL, 1944-11-11 ;When this ship is available. Change if you only want to enable it for a certain time period.
IDLinkUserPlayerUnitType= Balao ;must be the same as the ships ID in the ships upc file, look for ID=Balao under [UserPlayerUnit 1].
UnitTypeCommonality= 4 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL ; when the flotilla is disbanded, the subs of this type are transferred to this one. If NULL then submarine assigned to training -> desk job or reassignment
It works the same for OM and the yamato, only look under UPCDataGE for the Flotillas.upc file.
Alternatively you can just wait for TSWSM to come out.;)

tomhugill 02-10-09 04:43 PM

Shameless plug ftw!

Alex_SoboL 02-11-09 04:45 AM

[QUOTE=DarkFish]You can do this by adding something like this to the ships upc file (Data\Submarine\Subname\Subname.upc):
Quote:

[UnitPart 1.Compartment 1.EquipmentSlot 7]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1
It has not worked at me:wah: One more. After adding Yamato in Operation Moonsut, i have lost a AA weapons. In what a problem, and how correct this?

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


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