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-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

W4lt3r 04-30-08 09:29 AM

The AI crew and standard escort/hostile ship AI is setted quite well for distant gun battles, im yet to adjust the sensor/radar range for the Pocket BB though. I have to verify wich one it is and then readjust it to the standard 32km range it had on that radar.

For the guns, i'll copy my current guns_radars sim files and re-edit those ammo values to bit more sensible, and bringing back the standard fire rate for those IJN 5" Duals ^^' i tweaked them to fire every 0.2 seconds.

But i got a get ready for a party i got invited to. I guess i'll do that adjustment tomorrow.


Also i dont want to bring an un-realistic amount of ammunition for the 11"ers, since that 300 shells (and then there is the current non-existent 150 HE ammunition) is well enough for me. But i'll create a step by step tutorial how to adjust to the values you like.

lancerr 04-30-08 09:35 AM

Another question
 
Odd behavior on the armor for the Pocket BB.

In a shoot out with a DD, I ended up sinking which I thought was really strange and it inspired me to go poking within the files. I have a questin for you Mikhayl and Xan.

I've noticed that all the SH3ZonesCntrl nodes in the .zon file have an armor level of -1. That's supposed to correspond with general armor but what do I need to do to increase that value?

I'm also assuming these zones represent sections of the ship, correct?

W4lt3r 04-30-08 09:40 AM

I've noticed since this was released, that annoying armor bug so i tend to engage those DDs at longer ranges then 12km, altho it's a pain to time those shells directly at them, when they travel roughly 920m/s.. But once you get hang of it, you can easily land all 3 shells on them.

But i havent touched the .zon files at all, but i'll do some tests tomorrow, unless someone else has time to do few tests with altered armor values today.

Hm.. *Goes to quickly check standard pocket BBs .zon files and compares them with playable one*

*edit* Just compared the .zon files of the deutchland (stock) and graf spee's. All values were identical, even nearly same on Iowa.. I dont know what that "Type" means though. some parts it has usually value of 15 or so but some then are even over 180.. would that indicate thickness of armor? who knows..

lancerr 04-30-08 09:45 AM

Another mod question
 
I'm trying my hand at simple mods after all the hard work you've done.

I'm trying to change the sound of the pocket BB to make it more BB like. I went through the files and noticed the sounds referring to a Ship.NCL_Dido._mix file but can't find that file in the sound director.

There are also references to files like Dido.Engine and Dido. Propellor.

Where do I find the files that the BB is using for engine sounds? Thanks.

lancerr 04-30-08 10:02 AM

W4lt3r
 
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

Bewolf 04-30-08 10:05 AM

Quote:

Originally Posted by Mikhayl
Yep that's correct, for each "box" in the .zon file, you can check the corresponding zone number in zones.cfg. I think that when the armor level in the .zon file is set to -1, the armor level value is taken from zones.cfg. If you look at both .zon and zones.cfg you can see the potential pain it would be to rework all the zones to make them repair-able and still have a "realistic" sinking behavior :)
I don't know exactly what is "general armor", it's possible that a zone that has "-1" will use the armor level set in the "collisionable object" controller in the .zon file, but I'm not sure about that.

Tell me how to do it, and I will spend my week end in doing so. :up:

Yes, I am that hot for this ship :D

Raptor1 04-30-08 10:06 AM

Quote:

Originally Posted by lancerr
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

You know some of these ships could fire over the horizon?

Bewolf 04-30-08 10:08 AM

Quote:

Originally Posted by lancerr
W4lt3r : I would love to engage them that far - but my guys don't spot them, nor can I see shell splashes and correct the shot.

I wonder if it's possible to increase the magnification of the gun optical range finders so that it's easier to spot the fall.

Right now - firing at 6000 yards, i can barely see the shell splashes - at that range, even the DD's are opening up at me.

Rereading the Bismarck section, the author who was the rear gunnery officer for Turrent Ceasar and Dora talks about seeing the british battlecruisers at a range of 30000 meters (~32000 yards). I can barely see out to 10000 meters (which makes sense for a sub lying low on the sea but not for a pocket battleship).

Any ideas on how to change visual range? I may have seen some thread some where talk about this as well but i can't seem to find that thread.

AFAIK changing visual range is hard, as the earth in this game is not "round", but flat, an what you percieve as "over the horizone" actually is a plane going upwards, "gulping" parts of the ships on the horizone.

lancerr 04-30-08 10:13 AM

Is there a simple way of increasing the magnification of the Gun's view finder (or range finder or whatver they are called)?

W4lt3r 04-30-08 10:22 AM

Hm, so you'r crew cant spot units further then that range in perfect weather conditions? Guess you need a copy few of my altered .cfg files to be able to see those pesky ships up to 15 kilometers, trust me. I managed to alter the visual ranges, lock on capability and gunnery crew's own ability to fire up to 15km, and im quite proud of that achievement.

Strangely though, i just checked my own .cfg files (sensors, CrewAI) and compared them to the mod one's. And they're completely the same.. guess the base file has something to do with it but i'll gladly upload my own files.

And as answer to the one above me, i think there is a topic regarding the gun sight magnifications...

peabody 04-30-08 10:28 AM

Quote:

Originally Posted by Rene
xantro could you and your team try to make the bismark playable just to show how much power the ship has?and how cool it could be to command the legendary bismarck as the captain

Making the Bismark would be a lot of work for only one mission.:rotfl:.Just joking, but that is history, I didn't write it.

Peabody

lancerr 04-30-08 10:28 AM

Did a little test
 
Here's a little test I just did - very interesting.

I wanted to see what the visual range of detection was for Stock 1.5 with no mods other than the pocketbb mod.

Went into friendly port - Fuso happens to be there. My guys spot him at 13000 meters. No problem - it's not 30K but that's fine.

Then, I start firing to see when I can see shell splashes - Start at 10000, nothing - keep decreasing by 1000 yards till I can see splashes and then increase by 500 to narrow it down - guess what??

The shell splashes are only visible at 4500 yards (not even at 5000). That's ridiculous since DD's start firing at 6000 and if you want to have good gunnery, your optics have to be able to show where your shots are falling.

Any ideas on how to tackle this?

lancerr 04-30-08 10:29 AM

W4lt3r
 
W4lt3r - that would be great. I just did a little test and missed your post. Would appreacite your files.

lancerr 04-30-08 10:33 AM

Thanks
 
W4lt3r - Thanks found the Optics mod.

lancerr 04-30-08 10:37 AM

Mikhay - Thanks. Clipping distance is what exactly since it says .1m? .1M? for near clipping?

lancerr 04-30-08 10:45 AM

Got it- thanks a lot for that info.

I'm assuming if I wanted to make an optics mod for the bb (without affecting standard sub play), that i would create a new node in cameras.dat - let's say BBgunview and add a reference to BBgunview in some file in the PocketBB mod directory?

Bewolf 04-30-08 10:50 AM

Quote:

Originally Posted by Mikhayl
It's not difficult in itself, but for such a big ship it would require either big compromises or big work. Basically, for a normal sub, in the .zon file you have boxes with x-y-z coordinates based on their parent 3D model (the hull for most of them). Each box also have an individual armor level and a "zone type". Say that zone type is "206", open zones.cfg, 206 is "UbtEngineRoom", go to that zone's text block and you have the detailed info (flooding time, hitpoints, armor etc). The upc/upcge file of your sub does the connection between the sub model hitboxes/zones and the damage screen (among other stuff), for example find the "engine room bulkhead" for a u-boot, you will see that it's linked to the zone "206".
Each submarine zones is linked to a compartment or a functionnal subsystem (engine, torp tube, radio, whatever).
The problem with the AI ships is that they use totally different sort of zones useless for subs (like fireworks and stuff). Basically you would need to delete all the "boxes" in the .zon file and redo them from scratch. Then create new zones in zones.cfg adapted to the battleship or modify the existing submarine zones and link them to the boxes in the .zon file.
To get your new hitboxes coordinates you just need to export the hull and view it in 3dsmax or the like, decide where you want to put which compartment/subsystem box and set the coordinates for each box in the .zon file with S3D.

Good luck :D

Though that left more question then it actually answered, I am not intending to give up that fast. Would a prog like wings 3d work? And where do I find the 3d model of the ship?

Raptor1 04-30-08 10:56 AM

The ship's 3d model is located in the dat file, you can extract it with the latest s3d

lancerr 04-30-08 11:12 AM

Another question - shell splashes. Do you know how they are calculated in SH4? Is it based on Ammo type + Speed + Angle of Incidence?

The reason I ask is that I notice varying levels of shell splashes, even from teh same gun so it seems more than a standard setting for all ammo.

The reason I ask is that I'm trying to increase the shell splash height of the 11 inchers.

Bewolf 04-30-08 11:15 AM

Quote:

Originally Posted by Mikhayl
@Lancerr, I'm afraid that bit isn't possible, the number of cameras available seems to be hardcoded.

Bewolf, yep I guess any 3d soft will do. You need to open the .dat file and export the model as obj with S3D, and import in wings3d (don't bother with the uv map stuff). Then you use the coordinates relative to the model to define the size and position of the boxes in the .zon file. for example, say your 3D model is 6 units long on the Z axis (60 metres in game). If you set "z max 6" and "zmin 5" for the box in S3D, the box will be 10 metres long from the tip of the bow. The problem is that you have no visual indication :) You also have to be careful of the parent ID of the "zonesctrl" controller. If it's linked to another node like a lifeboat, you need to pick the coordinates from the lifeboat model.

Rgr. I am a complete noob at that but darn if this won't work I'll bite myself. The Scheer needs propper damage control :D


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