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Different kind of texture issue from Scheer's noob skipper!
Hey all. Longtime lurker here. I've got a graphical glitch issue with my Admiral Scheer and wonder if anyone has any insight.
I had the "Holy Smokes Whoa!" brown and green pattern --with purple damage-- that a lot of folks have had and posted. Now, running Pocket Battleship 1.1 only --NO other mods whatsoever running-- my ship is completely black, with the turrets a uniform grey, as is the eagle on the ship's stern. My computer is a dual core Alienware with 2 gigs of very fast RAM . . . but my card is a GeForce 8800 Ultra. I've heard terrible things about SH4 1.5 running with my card, and have encountered a few. But usually turning off high textures and post-FX fixes things... ANY help or insights from GeForce 8800 users would be MOST appreciated. And yep, I'm running brand new drivers and have read the GeForce tweaks thread. But I'm still here and still could use a hand. Thanks! |
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however the problem will be with the rank names of the crew in your \MODS\USS Clemson\Data\Submarine\USS_Clemson\USS_Clemson.upc File. This file tells the Game what crew to put where, However the Crew titles that Monsun uses in each of those positions is not the same as the ones that stock games uses (which is what this Mod uses), thus the game does not know what to put there...so it puts nothing. You will have the same problem for the same reason if you install RFB 1.5Beta You can fix it by camparing the Upc files of other ships in the Monsun files I.E. under s\Silent Hunter Wolves of the Pacific\MODS\Monsun(or what ever this file is named)\Data\Submarine\(choose any ship in there) and go to its UPC file and look for the lines (there will be many and many variations just pick one, or several, or use them all) IDLinkCrewMember= (you can only use one desigantion per each) I.E. =PO2C And what ever is there is what would need to be in the same place but in the Clemson file. Sorry I didn't go into very much detail but this is it in a nut shell. If Xantro or Mik should ever decide to make a fully playable ship (I.E. include damage cntl and other things) then I will personally take the time to go through all of the files and make a patch for each ship that will make it able to work with RFB and Monsun. until then I hope this helps you |
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You should read further back in this thread this problem has been fixed, odd I have an GeForce 8800 as well I have no problems... just lucky I guess[/quote] Well, I've re-read the thread twice and I see no mention of a graphical glitch like the one I'm reporting. It's late. Am I punchy and missing it? :doh: As I said, this is not the "Flower Power" glitch. This is the entire ship being a flat black, with only the turrets and stern eagle being grey. No texture of any sort anywhere. Just your basic model sans texture. Like a trillion dollar Stealth Panzerschiff! :p (I wish.) As for the 8800 issues, http://forums.ubi.com/eve/forums/a/t...5/m/8931084046 That's a forum at ubi.com's community tech support that mentions it. The game crashes when major explosions i.e. torpedo impacts are displayed. :down: |
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The Bismarck/Admiral Hipper mod wasn't as funny as the Sboat mod... Quote:
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But I think I didn't understand this(thats why I am not a good modder) Thank you anyway!!!:up: Quote:
Although I did the same thing, I can't understand why my conning is not working:-? Quote:
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but after fixing this I got other problems... Btu why don't you make a career toutorial? |
Xan, i just read some german sites and seemingly the 6 x 10,5 cm Flak L/65 C33 that the deutchland has, you have setted them to be anti ship weaponry. while they we're designated as long range heavy flak :roll:
Why not just adjust them to be part of the AA crew, giving them "bigger flak "boom"" compared to the 25mm, 38mm, 40mm AA the thing has.. Well, just being accurate. And seemingly Scheer HAD Heavy explosive ammunition for the 11"ers, amount of 150 per turret.. Also why the front gun is only in the library of the mod and the rear gun is only designated as a standard 11" gun that the AI Pocket Battleship uses? |
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Hyvää vappua btw :()1: |
i'm not being told when my ship is taking damage!!
anybody else having this ( i don't have the realism mod on cuz i don't want subs to be affected) |
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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
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Ok I've searched everywhere but .....
...... could you tell me where to find the data for the hitting power of the AI shipguns/Ammo ? I've found the data for playable ships in UPCDATA/UPCUnits/weapons Thanks :D |
If you're looking to adjust ammunition amount, the player controlled gun's ammunition can be found in the mod's folder on the path : Data\Library\Gersubparts or shipparts
There should be Scheer_Cantrecallthisword. dat/sim files, open the .sim file with S3d and find the ammo in drop down menu. AI guns: Data\Library\Shipparts, there Guns_Radars.sim files, (01 contains some more AA guns, 02 doesnt contain anything regarding pocket BB). Just scroll down it and eventually you might cross for "AAGun", check it's name if it's IJN or USN. I adjusted my own IJN Gun's ammo cap 10 times higher. I could send you my modified ammunition files but it also alters some standard AI guns (5" IJN DUALS) fire rate for example. :roll: |
1. Thank you for responsing for me :arrgh!:, thanks mikhayl for the infos
2. The 10,5 are automaticly setted as anti shipping guns 3. I guess W4lt3r will bring out a addon mod for the AI, and the ammunition:lol: (hope so) otherwise you got to wait for my next release!:doh: |
Hi W4lt3r
Thanks for the reply and also the work you do generally on these data values. :up: Sorry my post was misleading because it's not directly about the playable Graf Spee. I'm trying to balance up encounters between ships like the Graf Spee and other bigger ships I'm OK with ammo levels. What I'm trying to find is the hitting power of a gun .. specifically the AI bigger ships - CAs and BBs. I can find references to the smaller guns but nowhere can I find ( for example) data for the 14 inch guns of the non-playable KGV. If I look in radar_guns (SIM) there is no reference (that I recognise) to how much hitting power the weapon has. As you can see it has range, recoil time, clip size etc but no hitting power (unless the algorythm uses shell speed to somehow calculate the effect of shell impact - although I doubt it) I'm wondering if the game doesn't really attempt to simulate the hitting power of the AI big weapons and just has some generic effect. Maybe the bigger ships are just blazing away with eye candy. I can see how a playable ship can be given more powerful weapons using the UPV/Units/weapons file, but I can't see how it can be adjusted for the AI big ships. http://i306.photobucket.com/albums/n...GunsScreen.jpg |
Ah ... THAT'S how it's doing it.
There's bit more sophistication in its methods than I gave it credit for. :lol: Thanks Mikhayl .... |
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