SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

lancerr 05-01-08 07:29 AM

Mikhayl - I can't seem to find Particles.dat - I only see .fx files under Data/Sea/Particles folder.

deamyont 05-01-08 07:31 AM

Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?

andycaccia 05-01-08 09:09 AM

I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?

Xantrokoles 05-01-08 09:23 AM

Quote:

Originally Posted by deamyont
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?

With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
Quote:

I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim

andycaccia 05-01-08 09:32 AM

Quote:

Originally Posted by Xantrokoles
Quote:

Originally Posted by deamyont
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself :-?

With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
Quote:

I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim

Thanks I have found them, but i wish to check also the AA guns and the aa ammo amounts as well. Moreover, the shells used by all the weapons. Where should I look for theese?
Thanks in advance!:D

W4lt3r 05-01-08 12:26 PM

I modified the standard german AA guns ammo caps and then the IJN small arm guns (25mm Single and twin), wich can be found either in gersubparts at library folder. The IJN AA guns can be found in data/library/shipparts guns_radars.sim and guns_Radars01.sim

Just search for "AAGUN" in the guns radars.

Ishigami 05-01-08 01:32 PM

Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody :up:

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)

Xantrokoles 05-01-08 02:32 PM

Quote:

Originally Posted by Ishigami
Excellent work!
It’s now working for me, a really stunning ship. I just sunk 113500 BRT in the mission from Peabody :up:

By the way now that you fixed the problem with the purple damage for the Admiral Scheer / Graf Spee will you upload a fix for your Fubuki destroyer as well? (or is it already fixed?)

Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign:yep:

andycaccia 05-01-08 03:15 PM

Sorry to bother you all with my requests again... I can not repaire my damage. I fought agains some armed merchants and then I noticed my BB was slowing down, but nothing in the damage screen was red nor repairable. How can I make the ship fully functional in the damage section as u boats are?

W4lt3r 05-01-08 05:07 PM

Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..

haegemon 05-01-08 05:49 PM

Is it planned to model interior compartments (bridge, gunner compartment, etc) ?

Ishigami 05-01-08 05:51 PM

Quote:

Originally Posted by Xantrokoles
Working on a Surfaced campaign...so I will add it in there, although it will be a US campaign:yep:



Hhmm looking forward to it. :hmm:

miner1436 05-01-08 05:54 PM

Quote:

Originally Posted by W4lt3r
Oh boy, i just screwed up my files big time.. every time now i hit an hostile ship with the 11"ers, i get CDT. No, this is not the mods fault. i was playing too much with the files in UPC folder and the shells.zon files, so im doing completely fresh install, although im going to backup the mods though ^^

Annoying setback..

Can you get the star shells working? They would be most useful for those moonless nights.
http://img170.imageshack.us/img170/1...1943359cd4.jpg

W4lt3r 05-01-08 06:01 PM

I dont know how to get the thing to appear in the ammo selection menu. and seems also that the player controlled gun only has AA/AP Ammunition avaiable, since the IDs for HE is non-existant and i dont know how to tweak the ammo bar to bring that star shell.

And then a question would be how long they'd travel until bursting into light ball... Donno

But im still in midway of reinstalling this damn thing.

I'll get to it tomorrow (had the damn radar adjusted as well..) Now i have to do heap load of AI recoding again, since my computer did not want to make a copy of the files i wanted it to :damn:
Takes only 2 days though.. unless some parts of the AI is already in the mod.. at least the sight is.

I guess there was a mod that brought the SS shells for player controlled gun.. I'll check it's files and see if i can find a clue how to bring them to the 11"ers..

And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

Fincuan 05-01-08 07:36 PM

Quote:

Originally Posted by W4lt3r
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

andycaccia 05-02-08 05:47 AM

Quote:

Originally Posted by Fincuan
Quote:

Originally Posted by W4lt3r
And another question regarding the ammo. Why the hell 28cm cannon uses 105mm ammunition? That's just... weird..
[Weapon 21]
ID= 11in_Soclu
NameDisplayable= 28cm Drillingsgeschütz
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 105mmHEGer, 105mmAPGer <- This part????

I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

I noticed this strange feature, but how can I modify the shell power without changing the power of other ships using those shells too??

I have the feeling those 280mm guns are a bit underpowered...:x

Xantrokoles 05-02-08 06:36 AM

Quote:

Originally Posted by haegemon
Is it planned to model interior compartments (bridge, gunner compartment, etc) ?

No 3d modeller is interested(that's why we got no other rooms in the sub interior)
I only made an change by erasing the dive planes and the periscopes
Not great but much better:yep:

Andycaccia: please start reading this thread from the beginning, because you asked two questions, which are answered already!:nope:(damage problem)

Quote:

Originally Posted by Finucan
I'm not sure if that part has any effect, since the used shelltype is defined in AdmiralScheer_Geschütz.sim and guns_radars**.sim files anyway. Playable pocket BBs 11 inch guns use 14inch AP shells(ID 0x184e4d13c98196cc) by default.

When you delete 105mmHEGer you can't use HE munition anymore, so it must have a sence...

lancerr 05-02-08 08:19 AM

Btw - Star shells don't do squat in Sh4. I attacked a convoy escorted by two DD's. After a hit from my 11inch, the first DD launched a star shell right on top of itself but it did not affect the lighting of the scne at all. All you saw were the star shells but you couldn't make out any of the ships at all.

W4lt3r 05-02-08 10:08 AM

Someone said that the star shells have lightning setted up but the opacity is 0 (particles.dat) thus does not make any lightning difference to the surroundings.

lancerr 05-02-08 10:46 AM

I don't see any lighting effects in particle.dat - even for somethng like BigFire - I'm not sure what's controlling the effect that particle emissions have on lighting conditions.

All that seems to be definied in Particles.dat are the different types of particle emitters, how long they emit, the size of particles etc.

The emitter object themselves must be affecting light but I'm not sure.


All times are GMT -5. The time now is 11:48 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.