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Old 01-28-13, 10:45 AM   #370
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by V13dweller View Post
Thanks gap, I have edited the file and now the Cimmaron runs at it's realistic speed.
Glad you managed to do it by yourself!

If possible I would like to add realistic ships and planes specs to the list of features of the present mod.

Maybe you could take care of this aspect. What do you think?

Quote:
Originally Posted by V13dweller View Post
Also, Is it possible to set how fast the propellers spin? in case you have not noticed, some ships propellers spin impossibly slow, the best example is the Liberty ship, or the type C2-s ship.
unit_Ship => Propulsion => eng_rpm
(same group as max_speed)

Please note that Engine's max (max_force) force and max power (eng_power) can be set as well. Should we mess with these parameters?

Quote:
Originally Posted by V13dweller View Post
I am now looking for the Historical engine RPM's now, after finding out how to set the speed and RPM in Goblin Editor.
Yes, please, do it!

Quote:
Originally Posted by V13dweller View Post
Also, how can I view the weapons on the ships, and edit them?
fro their .eqp file

historical gun armaments will be an important feature of this mod.

Quote:
Originally Posted by V13dweller View Post
And could you also tell me where I can increase the armour on ships?
Because I would like to correct the weak armour on the Graf Zeppelin and if I need to, others.
This is a bit more complicated.

For a start, there is a main armour setting, found in unit's zon file (ColisionableObject => ArmorLevel).
Moreover the same zon file contains information on the various zones placed around the unit (engine room, conning tower, tanks, ballast, propeller, etc).
Damage properties for each zone type are defined in Zones.cfg. Zone definition set in this file can be shared by several units. Among the various zone-specific properties, there are armor settings. Zones armor can be an absolute value, or a percentage of parent object's armor. In most cases parent object is the main unit itself, so main ArmorLevel setting is used as base.

I could go into details but since you are moving your first steps into SH5 modding, I am afraid I would confuse you. Just tell me if you want to know more

Adjusting unit's armor levels and creating new zones definitions will be another important part of this project.

Quote:
Originally Posted by Rongel View Post
Here is one idea that I've been thinking about. Well, it's also TDW's FX update issue. Airplanes and AA-guns create a lot of debris when using FX update. The debris floats and doesn't dissapear. Bigger battles start to stutter soon, and particle effects become bugged.

So it would be really nice to add a option to remove the debris from smaller AA-guns, deck guns and cannons are still okay, the fire rate is much slower. Maybe revert back to stock settings (can't remember anymore the effect). This way we could get large battles without computers melting (maybe even port air-raids ).

I know TDW is a busy man, so maybe it could be added with this mod???


the idea is good, though reducing the number of debris, and making them to sink after a short while instead of totally getting rid of them, seem to me a better option.

In any case, I don't know where to start from. Can you start having a look at Fx Update, while we are waiting for TDW to come back and to give us some cue.
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