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-   -   Request for help in modifying ships (https://www.subsim.com/radioroom/showthread.php?t=248298)

mundio_73a 01-29-21 09:45 PM

Request for help in modifying ships
 
Asking for help in modifying ships' equipment

Sorry for my english, the message was translated in google translator.

Attached I am sending a link to the google page with graphic files

https://sites.google.com/view/imbire...C5%82%C3%B3wna

I'd like to change the ship completely.
For this purpose, I chose the KILO (Project 636) and ASTUTE classes.
I note that the subsim mod with AStute does not work. I have a working mod with this ship, but have no idea where I downloaded it from.
I would like to put a 20-37 mm AA cannon on the coming tower in or near the place marked with arrows.
The cannon may not be visible underwater.
I want this cannon to combat airplanes and fishing boats.


Another problem is that I would like to increase the submersion time (oxygen reserve). Unfortunately, I don't know where it is configured.

I am looking for someone to help me with this.

Why do I want to make such changes?
One sentence of explanation: I play for fun - not for reality.


Best wishes,
mundio_73a

Benjamin2557 01-30-21 07:45 AM

Quote:

Originally Posted by mundio_73a (Post 2725759)
Asking for help in modifying ships' equipment

Sorry for my english, the message was translated in google translator.

Attached I am sending a link to the google page with graphic files

https://sites.google.com/view/imbire...C5%82%C3%B3wna

I'd like to change the ship completely.
For this purpose, I chose the KILO (Project 636) and ASTUTE classes.
I note that the subsim mod with AStute does not work. I have a working mod with this ship, but have no idea where I downloaded it from.
I would like to put a 20-37 mm AA cannon on the coming tower in or near the place marked with arrows.
The cannon may not be visible underwater.
I want this cannon to combat airplanes and fishing boats.


Another problem is that I would like to increase the submersion time (oxygen reserve). Unfortunately, I don't know where it is configured.

I am looking for someone to help me with this.

Why do I want to make such changes?
One sentence of explanation: I play for fun - not for reality.


Best wishes,
mundio_73a


Ok, it sounds like a funny MOD ! :)

Of course I can help, before doing that I need to know if you want to put three 20mm AA cannon or only one ?
If only one, which slot you would like to put it and if three, which slot you want your playable 20mm to be (the game allows you one playable gun and two playable flak gun) ?

For your second question, oxygen reserve is hardcoded, either in the .act files or in the .dll files or something like that.
If anyone can confirm what I'm saying ?

mundio_73a 02-01-21 06:44 PM

Quote:

Originally Posted by Benjamin2557 (Post 2725816)
Ok, it sounds like a funny MOD ! :)

Of course I can help, before doing that I need to know if you want to put three 20mm AA cannon or only one ?

Thank you for your reply.

Generally speaking, in my games I use the classic cannon less and less. I use AA cannons to modify the range and muzzle velocity - around 1 space velocity - and "arm with an antimatter missile" - that is, attach 6 or 8 inch missiles. With this type of weaponry I shoot at fishing boats, junks and aircraft carriers, and classically - at airplanes.
Due to the ease of fighting with planes - I would like to attach two 20-37 mm cannons in two separate places, but if there is no space - even one will be a fantastic solution for me. I want to put them on top of the coming tower.
I'm not a programmer, unfortunately I don't know much about programming.
If I change something, it's because either people explained to me how to do it, or I figured it out myself after a long time.
Unfortunately, I can't handle the placement of the plots. Too many changes. I don't really understand the nature of configuration files - how to add an item that is not there.

One more thing, unfortunately I did not talk to the author of the mod - regarding consent to change it, so I do not know if we can change the mod like this.

I will be very grateful for your cooperation.

Yours faithfully,
mundio_73a

Benjamin2557 02-02-21 11:42 AM

Quote:

Originally Posted by mundio_73a (Post 2726479)
Thank you for your reply.

Generally speaking, in my games I use the classic cannon less and less. I use AA cannons to modify the range and muzzle velocity - around 1 space velocity - and "arm with an antimatter missile" - that is, attach 6 or 8 inch missiles. With this type of weaponry I shoot at fishing boats, junks and aircraft carriers, and classically - at airplanes.
Due to the ease of fighting with planes - I would like to attach two 20-37 mm cannons in two separate places, but if there is no space - even one will be a fantastic solution for me. I want to put them on top of the coming tower.
I'm not a programmer, unfortunately I don't know much about programming.
If I change something, it's because either people explained to me how to do it, or I figured it out myself after a long time.
Unfortunately, I can't handle the placement of the plots. Too many changes. I don't really understand the nature of configuration files - how to add an item that is not there.

One more thing, unfortunately I did not talk to the author of the mod - regarding consent to change it, so I do not know if we can change the mod like this.

I will be very grateful for your cooperation.

Yours faithfully,
mundio_73a

I'll do it for you if you want to. Share me the MOD, like that you'll keep it for yourself without compromising the author's work.
You can use a file transfer website, upload it and share the link to me.

mundio_73a 02-11-21 02:27 AM

Something like that?

Kilo
https://drive.google.com/file/d/1wic...ew?usp=sharing

HMS Astitute

https://drive.google.com/file/d/1Mnz...ew?usp=sharing




This message is valid if you haven't started working on d shifts yet.
If you want to change - I will only ask Kilo class. I don't care about Astitute.
During the campaign with the Kilo class, there was a problem with changing the base. I decided to move the base from Fremantle to Darwin.
Apparently, everything is fine in the Flotilla.upc file, but after the specified date I cannot end the patrol in Darwin or Fremantle - although the latter has a slanted anchor graphic.
Now I'm playing with the PT-109 weapon changes and, as always, I'm having a lot of trouble with that. I want to make an artillery boat out of a torpedo boat.

Best wishes,
mundio_73

mundio_73a 03-07-21 10:47 AM

Can someone explain to me what is wrong?
 
Due to the fact that the user Benjamin2557 (who promised to help me) did not log in for nearly a month - I decided to try to add an anti-aircraft gun to the Project 636 Kilo coning tower myself.
I installed the cannon somehow, it even shoots. I added the attachment point in the coning tower \ objects \ Conning_636_01.val file (copied it from another file), added the ID to the Conning_636_01.sim file. But I am not able to add a crew member to operate this gun (similarly the gun does not fire automatically - although it has been activated), even though I added the following lines in the file NSS_636upc:

[UserPlayerUnit 1.FunctionalSubsystem 27]
ID = FlakGun1
NameDisplayable = AA Gun
FunctionalType = WeaponFlak
IDLinkFunctionalSubsystemSlots = CTBackAA, 1

[UserPlayerUnit 1.FunctionalSubsystem 28]
ID = CrewFlak
NameDisplayable = AA Gun Crew
FunctionalType = CrewMembersGrouping
IDLinkFunctionalSubsystemSlots = CrewMemberSlot_FlakL1, 0, CrewMemberSlot_FlakC1, 0

Can someone explain to me what is wrong?

Best regards,
mundio_73a

mundio_73a 06-24-21 10:11 AM

Benjamin -I cannot contact you.
 
Pliki powinny być dostępne do 21.07.2021.

https://megawrzuta.pl/download/9a15a...a30fd179d.html

https://megawrzuta.pl/download/c7375...c94829c11.html

Best regards,
mundio_73a

ETR3(SS) 06-24-21 05:43 PM

Here is the guide you may be looking for to adding working, manned gun mounts. https://www.subsim.com/radioroom/sho...d.php?t=162021

KaleunMarco 06-24-21 07:22 PM

Quote:

Originally Posted by Benjamin2557 (Post 2725816)
For your second question, oxygen reserve is hardcoded, either in the .act files or in the .dll files or something like that.
If anyone can confirm what I'm saying ?

yes, you are correct. oxygen use is computed within a proprietary file and, to date, has not been mod-able.


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