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-   -   [REL] AI launched torpedoes (https://www.subsim.com/radioroom/showthread.php?t=154068)

Bubblehead1980 10-16-09 08:43 PM

re
 
Just use the link in post one or is there another link? Little confused bc the info in post one says they can only hit stationary targets, newest post says it can hit moving targets sometimes.

Where is the link with the latest version? Great work, cant wait to try it out.

Starforce2 10-16-09 08:44 PM

your mod is up. If you post an update send me a PM. Or if you need me to change anything.

DarkFish 10-17-09 10:35 AM

Updated version released
 
Updated AI torpedo mod released! Check 1st post for DL link!

AI ships are now able to use torpedoes against moving ships. You have to manually add the launchers to AI ships though, instructions are in 1st post.

vickers03 10-17-09 05:28 PM

thanks, this is really awesome:rock:

keltos01 10-18-09 07:09 AM

Quote:

Originally Posted by DarkFish (Post 1190772)
Updated AI torpedo mod released! Check 1st post for DL link!

AI ships are now able to use torpedoes against moving ships. You have to manually add the launchers to AI ships though, instructions are in 1st post.

way to go man way to go !!!

:yeah::yeah::yeah:

dl now !

keltos

Pasterz 10-18-09 11:19 AM

DarkFish, first of all thank you very much for your efforts on this mod... It will take the SH4 gameplay to a whole new level... :yeah:

Question for you: I downloaded the updated package and used it together with Miner's Gyroatei / Chidori torpedo boats... Original version of your AI Torp mod was compatible with these units, while with the new version both units are using their deck cannons only...

What I'm doing wrong? Is there another mod that should be enabled with your AI Torp package?

DarkFish 10-18-09 05:18 PM

Quote:

Originally Posted by Pasterz (Post 1191235)
DarkFish, first of all thank you very much for your efforts on this mod... It will take the SH4 gameplay to a whole new level... :yeah:

Question for you: I downloaded the updated package and used it together with Miner's Gyroatei / Chidori torpedo boats... Original version of your AI Torp mod was compatible with these units, while with the new version both units are using their deck cannons only...

What I'm doing wrong? Is there another mod that should be enabled with your AI Torp package?

Hmm, weird... I didn't change any of the names so units that had them before should still have them...:hmmm:
check the torpedo boat's .eqp file and see if it contains something like this:
Code:

[Equipment 7]
NodeName=M01
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231

also, use external camera close to the torpedo boats to check if the torpedoes do spawn.

Admiral Von Gerlach 10-19-09 03:32 PM

Getting ready to implement this remarkable mod..just a few questions from a shellback.... ie newbie to some of the adjustments...

Installation:
- install manually or using JSGME, no files will be overwritten.
- Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open
Quote:

using S3D -
you'll find nodes called cfg#M01_NPT_Boat_A,

what is S3D?


cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A)
- Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship.

Quote:

Make sure this node is placed well clear of the ship.
how do we do that?


- now
Quote:

finally in the ships .eqp file add:
Quote:
[Equipment 6] ;one more than the previous
NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05'
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231
do we need special program to edit .eqp file?

can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat? or a cruiser? that would be a huge help to an novice who would love to see this in action. thanks for any help that is possible.
And thanks so much for this remarkable mod.

DarkFish 10-19-09 06:32 PM

Quote:

Originally Posted by Admiral Von Gerlach (Post 1191762)
what is S3D?

Silent 3ditor (http://www.subsim.com/radioroom/showthread.php?t=119571)
Quote:

how do we do that?
Using S3D, select the node and change its position.
Quote:

do we need special program to edit .eqp file?
No, you can open them using notepad.
Quote:

can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat?
I would if I had better internet. But as of now I can't DL the PT boat mod 'cause if I exceed my 1GB limit my DL speed crash dives to crush depth:damn:

Admiral Von Gerlach 10-19-09 08:05 PM

thank you very much for the help, that was very nice of you......

much appreciated.

peabody 10-19-09 08:37 PM

Quote:

Originally Posted by Admiral Von Gerlach (Post 1191762)
Getting ready to implement this remarkable mod..just a few questions from a shellback.... ie newbie to some of the adjustments...

Installation:
- install manually or using JSGME, no files will be overwritten.
- Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open you'll find nodes called cfg#M01_NPT_Boat_A,

what is S3D?


cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A)
- Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship.



how do we do that?


- now

Quote:
[Equipment 6] ;one more than the previous
NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05'
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231
do we need special program to edit .eqp file?

can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat? or a cruiser? that would be a huge help to an novice who would love to see this in action. thanks for any help that is possible.
And thanks so much for this remarkable mod.

Admiral,

I'll give it a shot on a tutorial. I need to make one so I will give it a try. I don't have Miners ships yet and there are several ships in one MOD, so to simplify for a test, I will use an existing ship. DD usually have Torps so I chose the NDD_Asashio. (Japanese DD). I'm sure if I mess up, Darkfish will shoot me....or maybe just tell me I'm wrong.:03:

1. Extract the AI Torp Mod to a place you can work on it and we will combine the ship changes into the same MOD so it should work with just enabling one mod without permanently changing the ship in the game.
2. Open the AI Torp folder
3. Open the Data folder
4. Create a folder called "Sea"
5. Open the Sea folder and create a folder called "NDD_Asashio"
6. Open the "NDD_Asashio" folder so we can copy files to it
************************************************** **.
7. Go to your SH4 install, find the Sea folder, find the NDD_Asashio folder and open it.
8. Copy NDD_Asashio.dat to your working "NDD_Asashio" folder
9. Copty NDD_Asashio.eqp to your working folder.

Now your files are ready to work on, everything from here on uses the files in the "working' folder not the ones in the SH4 folder so close them so you don't use the wrong ones.

Darkfish gave you a link to S3D (Silent 3ditor) make sure it is installed.

Creating the launcher.

1. Open the 'working copy' of NDD_Asashio.eqp with NOTEPAD.
2. Notice the first three item are M01, M02 and M03, so we need to make an M04.
3. Scroll to the bottom of the eqp file and add:

[Equipment 25]
NodeName=M04
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231

4. Save the file and close it.
************************************************** ******
Adding node to NDD_Asashio.dat

1. Open S3D.
2. File/Open browse to your 'working' folder and the NDD_Asashio folder and open "NDD_Asashio.dat.
3. Click + beside node 7 to open the tree.
4. Click + beside node 12 to open it. This is the front of the ship. Notice it says NDD_Asashio_F and the next node is _B. One is front one is the back, I have already looked at the DD and I think the best place for this is next to an actual Torpedo Launcher that is already on the ship, so I picked a spot for it.
5. On the right side of S3D shrink the "linked 3D Model section with the arrow at the far right. Then Click on "Model Preview" and a window shows up.
6. Click node 166 and you will see a red dot, that is where the Torpedo Launcher is on the ship. (It's a T01 node which if you refer to the eqp file you will see it is a torp turret, we are not going to use it, just have the toeps launch next to it using Darkfish's technique and the Translation numbers for Z.)
7. Click the + next to node 164 to open 165.
8. Select node 165 and right click:
9. Select Append New Chunk/Nodes(type:4)/Node (Type 4/100) Click.
10. You should get a node 166 down towards the bottom of the file, and it says "Node".
11, Select 166 Node and on the right side at the top COPY the ID
12. Now right click on 166: Node and select:
Append New Chunk/Label (Type:8/0)
13, Now you have "A node 167:<New Label>" . It should be selected, if not select it.
14 Go to the upper right and find "Parent ID" and Paste the number you copied before into this box.
15. Node 167 should now indent under node 166.
16. Again at the top right you will see Label and under that Name: Erase <New Label> and enter (no quotes) "cfg#M04_NDD_Asashio" and 166 and 167 should now have labels.
17. Go back up and select node 12 and COPY the ID (NOT the Parent ID).
18. Select 166:Node-cfg#M04_NDD_Asashio and at the top right PASTE Into the PARENT ID box. Make sure it goes in the Parent ID.
19. If you did it right the node 166 should pop up into its proper location in the list.
20 Select Node 166 and look for the red dot in the Preview Window. Use the Node Positioning to move it where you want it. X is left/right Y is up/down Z is forward/back.
21. If you select node 168 which is T01 you can copy the Z value so the Torpedo will spawn next to the actual on ship Torp launcher.
22. Put the Z value into node 166. and if you want it the same height as the launcher you can also use the Y value. Darkfish states you put it at least .5 away from the ship. I used .7 to test it.
23. Save the .dat file.

I am posting a couple pics of S3D showing creating the node. And one with the Created node and the preview window. The reason I had you start on the 165 node to create the new node is to keep the numbering in order. And it will renumber all nodes below it. There are other ways to do this including copying, but this is simple for this example, so I thought I would show you how it works.

http://img29.imageshack.us/img29/6789/torptutorial.jpg

Arrows point to the node created after it is done. The Node Positioning boxes and in the Preview window the red dot that represents the position of the launcher. NOTE: I think I forgot a step, I think the "Visible:" box needs to be "unchecked" otherwise the launcher you just created will be visible in the game. It is in the node positioning section.

http://img198.imageshack.us/img198/6...ptutorial2.jpg

Now I will go try this to see if it works.:arrgh!: Or if I messed it up.:hmmm:
Copy to the MODs folder and create a mission with the ship.

Edit: Not working. Where did I mess up? Did something wrong.

Peabody

keltos01 10-20-09 01:07 AM

I'll try it out too tonight.

keltos

but we should do the US ships first ;)

peabody 10-20-09 01:20 AM

Quote:

Originally Posted by keltos01 (Post 1191942)
I'll try it out too tonight.

keltos

but we should do the US ships first ;)

I tried a Clemson DD to see if that was the problem, it didn't work either. And that's what I want more ships shooting at me.:wah:

Peabody

keltos01 10-20-09 01:24 AM

[edit] done :

http://img7.imageshack.us/img7/6813/gyoratei.jpg



Quote:

Originally Posted by peabody (Post 1191943)
I tried a Clemson DD to see if that was the problem, it didn't work either. And that's what I want more ships shooting at me.:wah:

Peabody

so rockets weren't enough huh ? ! ;)

Me too, I want more stuff thrown at me ! and it's historically accurate too, but did DDs ever fire torpedoes at a submarine before the ASCROC era ?

would be fun anyways, silly me implemented Darfish's mod thinking I was gonna get shot at, but the Gyoratei are IJN !!!

I will try and add the Gyoratei to Peabody's DC test mission and see if she attacks the DDs with torpedoes or guns or both.

[edit] first time with the mission editor - NO JOY - although the Gyoratei showed on the above screen, they don't show in mission..... grrrr....

so I fired this :

http://img195.imageshack.us/img195/7469/89140065.jpg


keltos

boy you never sleep !

keltos01 10-20-09 03:00 AM

Gyoratei
 
http://img25.imageshack.us/img25/6813/gyoratei.jpg

Firing torpedoes (away from target.... :( )

http://img33.imageshack.us/img33/9550/64336795.jpg

would there be a submerged enemy there ??????

http://img218.imageshack.us/img218/2717/subsub.jpg

Peabody ?

to get that I used Darfish's first AI torpedo mod, with number 2 the Gyoratei don't fire... torps or anything else for that matter...

got them in Peabody's DC attack mission ! yeepee !

grrr they NEVER attacked the DDs.....

keltos


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