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Originally Posted by Jace11
Thanks for your advice and help, the more I look, the more I see things I want to fix. It's in a terrible state really. Erm, I'm ok on zons and zones. I just made a zones.cfg for ships and planes. But if I release a mod that changes zones.cfg it will clash with about 10 other mods.
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Mostly with Fx Updates, but if you have designed your modifications over this mod, there shoudn't be problems
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Originally Posted by Jace11
Skin switching is confusing me now... in the museum I view the US floatplane and it uses the US skin, the BR version uses the coastal command skin.. fine... but then I make a single mission and add one of each, both appear in the US skin until close range then both switch skin to the UK version. This is with stock models. How can this be happening!!!
Is it hardcoded or hidden in the GR2? The LOD file has nothing to do with it as I tested deleting it and replacing it with the full model... same thing happened. I am stumped on this at the moment.
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Try setting separate test missions for each of them. SH5's engine might have problems rendering multiple textures on the same model at the same time
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Originally Posted by Jace11
The turrets on the float plane work well, they fire front and back no problem. I cant get rear turrets on the other search planes to fire. When they should fire, the front one fires instead.
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What search plane are you talking about? I might have a look into it
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Originally Posted by Jace11
Aircraft guns are good though, they are an effective deterrent against the human player staying on the surface and as the AI for bombing is botched for player subs moving faster than ~10 knots, they are often all the player is up against. They don't do much damage but they do whittle away at hull integrity which will hamper a player in the campaign, so forcing him to dive.
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Quote:
Originally Posted by Jace11
Plane loadouts, well alot is guess work...
Loadouts are in the Air/plane/plane.cfg They seem to be divided into types, looking at them I would say..
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Aircraft with bomb loadouts (type 2,3) will still attack player sub though (just tested that). I am guessing here but I think the game picks a loadout for a given situation so if the player is on patrol and is detected a Type 5 mission is launched if available, but maybe types are considered too.
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It makes sense. thank you for sharing yor knowledge
On a side note, I have noticed that Type1 (basic) loadouts are never declared in stock plane cfg files, and eqp files Basic Loadout definition are therefore missing their Loadout reference. Is this okay, or it is a mistake by devs?
MoreoverI don't see start/end date settings, as opposed to ship's eqp files. Can they be added?
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Originally Posted by Jace11
Air missions are configured in airstrike.cfg in the cfg folder..
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Range: obvious really but I also remember something like if you are closer then the probability of an air mission against you increases proportionately.
Base modifiers: multipliers based on airbase veterancy level. In SH3 I don't think bases went up in veterancy level as the war progressed. It was modded in I think, I seem to remember that. In SH5 I have no idea, will have to check airbase layers in the campaign at a few dates. Could well be botched again...
Night multiplier so much less likely to get attacked at night.. (though that sounds like fun with the new leighlight mod!)
Probabilities are pretty self explanatory, the attenuation factor is the reduction in prob. per time interval and the Logic Steps Between Air Sessions determines how long each interval is. It shows how to calculate this in the airstrike.cfg file
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Everything is (well... more or less) clear. Thank you again for teaching me
On airbase veterancy level assignation in campaign we should disturb Trevally I think
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Originally Posted by Jace11
The bombs.dat models are really old and naff compared to the new ones. Open it and have a look, also not sure if they are fully functional.
Stock game loadout cfgs contained a mix of each type e.g Bomb250kg (old model) and Bomb_250kg (new model). It seemed completely random. Both have their own sets of damage, AP, MaxEF etc. I think mods for air dropped bombs may have missed that their are actually two sets of bombs in game.. not sure.. I just got rid of all the old ones cause they look 10 times worse and it simplifies editing damage etc to one set of files.
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I see... an underscore can make a big difference LOL
Honestly, until today I was unaware of the two sets of bombs though. If only we could open guns_radars_01 in GR2 editor, we could export the detailed meshes, and re-import them into guns.dat. This would be useful for simulating bombs with different bursting charges
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Originally Posted by Jace11
Anyway, Ill upload some files for people to play with soon. I kinda switch from one thing to another, Im looking at effects too, though I have finished making my TDC now.. woohoo!!!
Main things to look at:
Fix broken top and rear turrets on some large aircraft.
Skin swapping in the floatplane model.
Cloning VLR or enabling skin switching in that model.
Maybe alter some other things to help the AI...
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Awesome, I can't wait for your new mod! Let me know if I can help with some of the problems you have listed above