02-02-09, 04:59 AM
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#13
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Silent Hunter 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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There are 11 torpedos. I found one problem, but not "the" problem. There are 3 Shipwakes in the val file which is not part of the Mod
cause when I first started this mod last year I didn't know what it did... and I kindo forgot about it when I remapped the ids after version 3.4 in the hope of maybe later on making it stand alone, like our japanese deck gun.
and therefore not linked because of the changed IDs. They are linked to the 3 torps that have the problem. I fixed that and the 3 torps now have an accurate wake AND a messed up wake.
so we need to remove one ? one other thing I changed was the names in the .dat :
SH_Torpedo_G7a_TI type 95 mod 1 I added the part in bold letters to the name so as to be able to find my eggs...
maybe that caused the problem too ?
what I'd like, even for the boats actually, is to have the correct names in the .dat, but since I d'ont know all the files I would have to change , I never did that part..
As you see in the pictures there is not a "Straight line" wake, that is in there now, but it also has the messed up wake too.
I have to leave for the rest of the night, so I will look more tomorrow. But at least I found part of the problem.
thanks for that
One thing I did find confusing is in the stock German files the .dat has a shipwake for all except the acoustic (naturally) and also these 3 messed up ones also have a shipwake in both the .dat and the .val. I compared all numbers in the shipwake values and did not find any differences. But I am in a rush, so I may have missed something.
I didn't change anything there, ever. I only modifed the .sim according to RL data and the .zon according to my excell file.
But it does seem like a 'clue' that the only ones messed up are the 3 that have shipwakes in the .val.
right, so here it goes for the wakes:
Type 89 being the equivalent of a mk10 pre-war, should have a wake.
Type 96 should have a small wake, being partly an air torpedo.
Type 95 mod 1 and 2 are oxygen torpedoes, so should leave no wake or a very very slight one, but I don't know if the game AI spotters would differenciate between slight and normal wake ? in that case, they shouldn't have any.
would it be possible to have 3 different type III torpedoes for instance with different .sim characteristics ? here I used the pre existing types because I didn't wanna have too many files to change and check, but my goal is to have torpedoes with the exact japanese name in all relevant files and stand alone (so as to keep the german ones for those playing the german side, but no doesn't matter cause they then wouldn't play the japanese one would they ?)
keltos
Peabody[/quote]
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"Honorable Builder of Sinking Ships"
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