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Old 03-13-09, 03:51 AM   #70
tomagabriel
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Join Date: Nov 2006
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@ the emergency surface splash
==============================
While surfacing at high speed (fast/flank) the Ohio will create a lot of water foam around, along with some water streams. It is not yet final version though, so stay tuned for the beta 0.3 version. That is assuming I don't go directly to v. 1.0 after the beta 0.2. Anyway, beta 0.2 will be released today.


@ ADCAP in 688i
===============
I am giving you the steps to enable the ADCAP torpedo in the 688i. NOTE that these steps apply when adding the beta 0.1 ADCAP to 688i. In order to add the future beta 0.2 ADCAP to 688i, the procedure is a bit more complicated because the beta 0.2 ADCAP is based on a German torpedo. Here we go:

1) The beta 0.1 ADCAP torpedo is based on the US Cutie torpedo (known to SH4 by the ID Mk27Torpedo). First step is to enable this torpedo for the entire time period of the war and to make it cheap (cheap is not a must, but is surely... cheap). To do this, open the file \688i\Data\UPCData\UPCUnitsData\Ammunition.upc and search for the Cutie torpedo record - ID=Mk27Torpedo. Input the following lines replacing the old ones:

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 48 ADCAP Torpedo ; this line changed
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1938-01-01, 1946-12-31, 0 ; this line changed
Volume= 1
PackSize=1
Info=Mk27TorpInfo
Notes=Mk27TorpNotes

So availability is from 1938-01-01 to 1946-12-31 and price is 0.

2) You have to make this weapon the default weapon for your torpedo tubes. Find the file \688i\Data\Submarine\NSS_688i.upc and find the "Bow Torpedo" section. The 688i topedo tubes should look like in the lines below. Be sure to set "IDLinkWeaponIntervalDefault1" only with the value "NULL, NULL, TorpedoTube21inUS, Mk27Torpedo" as below:
;Torp tube 1
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable=Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

;Torp tube 2
[UserPlayerUnit 1.Compartment 4.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube 2
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLU_anim01
ExternalDamageZoneTypeID3D= 131

;Torp tube 3
[UserPlayerUnit 1.Compartment 4.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable=Torpedo Tube 3
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 132

;Torp tube 4
[UserPlayerUnit 1.Compartment 4.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable=Torpedo Tube 4
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 133

Ok, the default torpedo in your 4 launch tubes is now the Mk27Torpedo, our ADCAP. Next is to make it the default weapon also for the magazine. Search a bit below for the "[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room" record. Make it as below:

[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=24
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 24 ; this line changed

3) create a folder called Library under the \688i\Data\ folder (it should be like this \688i\Data\Library). Copy the following files from the Ohio mod into this new folder of the 688i mod:

Torpedoes_US.dat
Torpedoes_US.dsd
Torpedoes_US.sim
Torpedoes_US.zon

Thus you import the 3d model and the characteristics of the ADCAP and associate them with the Cutie torpedo (Mk27Torpedo) that you made available for your sub.

4) Install the 688i mod with JSGME and have fun.

==========================================
=Quick fix for SH4 without U-Boot Missios=
==========================================
For those not having the U-Boot missions, until I make a mod version playable under this SH4 version, in order to play with the new release, as a hot fix, you have to give up the improved ADCAP and the cruise missile and to revert to those in beta 0.1. For this you should do step 2) as described above to put the Mk27Torpedo as default weapon back in the tubes (file \OhioSSBN\Data\Submarine\NSS_688i.upc). Furthermore you should set the Mk27Torpedo as the only weapon accepted in the launch tubes, replacing the German torpedo types. Find the \OhioSSBN\Data\UPCData\UPCUnitsData\Weapons.upc and the records below:

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T7Torpedo,T11Torpedo <-----------!!!!!!!!!!!!!!!!See here the German torpedos; replace as below
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun

Change the above lines like this (only the "AmmoTypesAccepted" record is changed):

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= Mk27Torpedo ; <----------------- adding the Cutie torpedo as accepted weapon
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun


I hope this info here helps people to understand how to port torpedos between various platforms. I should appologize for writing these lines without actually testing what I am writing. However I am confident things are correct, since I described what I have done in order to mod the torpedos (so I have done a bit of testing still).

Regards!
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