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Old 03-07-12, 04:36 PM   #34
Generalee
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Join Date: Mar 2012
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Quote:
Originally Posted by peabody View Post
Those are the kind of issues you run into when you enable two different ships. People add the necessary guns for that ship.
So in your files above, they are installing different guns using the same file. One ship has a 16Inch50CalMk7 and the other ship has a 14in50calUS.

So the problems include:
1. You can not have two with the same number [UpgradePack 32], if they were different you only have to copy and add another entry [UpgradePack 33] But they are the same ID.

2. You can not have two entries with the same ID. ID=Upack16Inch50CalMk7
This is the ID used in the sub or ship upc file to put that gun on the sub or ship.
Example from Takao:

IDLinkUpgradePackSlots= BowDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= 1941-01-01, 1945-12-31,
Upack8inDoubleDG

That will access the UpgradePacks.upc file:
[UpgradePack 47]
ID= Upack8inDoubleDG


So you would also have to change the ships.upc file and the ID in the UPgradePacks.upc, and that would mess up the ship as the modder built it. So if you post it anywhere, it would have different files than the original ship. So the modder would get all the complaints about why his ship does not work when he makes changes and releases a new version. So if you want to do it for yourself that is up to you but if anyone else gets it I am sure the person that built it would not be very happy about it.

3. UnitUpgradePackIntervalOptions1= NULL, NULL, 400 means it will not be on the ship unless you buy it. The other file is 0.
NOTE:
;UnitUpgradePackIntervalOptions1= 1944-03-28, 1944-09-01, 800
;UnitUpgradePackIntervalOptions2= 1944-09-02, NULL, 300

Both of these entries have a ; in front of the line, so the game ignores anything after a ; so the only entry that matter is the first one with the NULL, NULL, 0. (which is startdate, end date and cost). so the gun is available all the time and costs nothing.
************************************************** *********
So here is the way the files work, I will use your entry above and make a 'dummy' ship.upc entry since I do not know where the file came from.

If it is entered as an Upgrade it will be in the Ships.upc

[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgBowDeckGun
NameDisplayable= Deck Gun Mount
Type=NULL
AcceptedTypes=USDeckGun
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1945-12-31, Upack16Inch50CalMk7

Now that links to the file you posted first in the UPgradePacks.upc

[UpgradePack 32]
ID= Upack16Inch50CalMk7
NameDisplayable= 16"/50 Mark 7
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGun
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1= 1944-03-28, 1944-09-01, 800
;UnitUpgradePackIntervalOptions2= 1944-09-02, NULL, 300
IDLinkUpgradePackElements= 16Inch50CalMk7

And that one links to an entry in Weapons.upc which I will 'fake' from another ship:

[Weapon 12]
ID= 16Inch50CalMk7
NameDisplayable= 16" Double Turret
FunctionalType= WpCannon
WeaponInterval= NULL, NULL
WeaponSlotType= NULL
AmmoTypesAccepted= 16inAPUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 2
LeadersSlots=1
WeaponCrewMembersSlots= 2
ExternalLinkName3D= 16in_Deck_Gun_US
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

And that file links to the Library/USSubParts/shipname.dat

+ 9. Node- 16in Deck_Gun_US

************************************************** ********

That is why I said many files need to be "fixed" if you are going to try to put several ships into one MOD that were not meant to be used that way. And it is also the reason some of the Modders make "ShipPacks", all that work is already done.
So it is good to learn how it is done, but it is easier to just use JSGME and play the King George. When you are done, quit the game, disable the MOD and enable the next ship you want to play.

One additional comment: You are only looking at the gunfiles, but you may run into the same problems with radar, sonar, flakguns, radio antennas, ammo, interiors, ordersbars, crew ranks, and the list goes on and on. It all depends on how the ship was built.

Peabody



lol... this seems very complicated indeed... I think I will follow your advice and use them one at a time... but I sure hope building a ship mod is easier than doing this, because I want to build a sub, more specificly, a Japanese Kaidai 7 class submarine (aka I-76 class) it's info are as follows:

Class overview
Built: 1939-1943
In commission: 1942-1944
Planned: 10
Lost: 10

General characteristics
Displacement: 1,630 long tons (1,656 t) surfaced
2,602 long tons (2,644 t) submerged
Length: 105.50 m (346 ft 2 in)
Beam: 8.25 m (27 ft 1 in)
Draft: 4.60 m (15 ft 1 in)
Propulsion: 2 × Kampon Mk 1B Model 8 diesels, 2 shafts, 8,000 bhp
1,800 shp
Speed: 23.1 kn (42.8 km/h) surfaced
8.0 kn (14.8 km/h) submerged
Range:
8,000 nmi (15,000 km) at 16 kn (30 km/h) surfaced
50 nmi (93 km) at 5 kn (9.3 km/h) submerged
Test depth: 80 m (260 ft)
Complement: 86
Armament: ***8226; 6 × 533 mm (21 in) TTs
(6 × bow)
***8226; 12 × Type 95 torpedoes
***8226; 1 × 120 mm (4.7 in) L/40 11th Year Type Naval gun
***8226; 2 × Type 96 25mm AA guns
Notes: 354.7 tons fuel

Source:http://en.wikipedia.org/wiki/Kaidai_...haracteristics

Give your opinions if you want it or not

Generalee

Last edited by Generalee; 03-07-12 at 04:50 PM.
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