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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
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#2 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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Peabody
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#3 |
Silent Hunter
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right.. like that helps !
![]() no it's actually a TI at the base... the mod (.dat, .sim and .zon checked) http://files.filefront.com/v+35+IJN+.../fileinfo.html keltos |
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#4 | |
Ocean Warrior
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#5 |
Stowaway
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when i see things like that it is usually a corruption in the game from forgetting to uninstall a mod somewhere along the line while you were making changes to your mod.
try replacing the data folder with a fresh back up copy and start again with the previous to last version of your mod and redo your last changes you made to it again. |
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#6 |
Ocean Warrior
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Good suggestion Webster, I've never had that happen, but have heard others with that problem. Thinking about this some more, if it isn't some sort of mod install problem, then I've really got no idea how that would happen. It looks like the torpedo has about 100 wakes... Actually as I type this, I notice that the wakes to the outer edges are faded - no what you'd expect if it was a genuine wake in the wrong place. I wonder if you have changed the wake graphic? Resized it in some way? Perhaps you have changed the particles file to emit a higher number of wakes? Have you seperated the wake for the torpedo and the periscope, if not, does the periscope have that same funny wake. If you have, do all the other torpedoes do this?
It's impossible to say for sure what the problem is, as only you know what you have changed. What have you changed to do with wakes?
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#7 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Could you download the latest version (http://files.filefront.com/v+35+IJN+.../fileinfo.html ) and tell me if you have the problem too ? I think jsgme leaves stuff hanging around sometimes... keltos |
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#8 |
The Old Man
![]() Join Date: Apr 2007
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Actually, 3 SH3 ShipWake controllers come with stock UBM (on the german torps)...
![]() [edit] But regarding the problem, I doubt it is related to JSGME in this case. It can't be responsible for a sudden change in how the torpedo wake looks. Something went fubar along the line of what you were doing. As suggested, track back your changes, and/or replace the wake controller of the problematic torp with one of another torpedo that works.
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#9 |
Admiral
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More information from testing:
The type 96 is also has the weird wake. The newest Type 89 has no wake. This a picture facing aft, immediately upon firing the forward tube with a Type 95 Mod1. The wake in front of the boat gradually develops, but the wake behind the sub appears immediately when the torp leaves the tube. ![]() I can't show it in this picture but the wake is moving, but not from the center. It is starting about the location of the red lines and moving in the direction of the arrow. ![]() Just to leave no stone unturned. I loaded only the torpedo mod and fired from a German sub instead of the Japanese ones and got the same results. (which is what i expected) Maybe the extra info may help. Peabody
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#10 | |
Ocean Warrior
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#11 |
Ocean Warrior
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Peabody, what files are in the torpedo only mod? A lot, or only a few?
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#12 | |
Admiral
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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. 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. But it does seem like a 'clue' that the only ones messed up are the 3 that have shipwakes in the .val. Peabody
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#13 |
Silent Hunter
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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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#14 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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![]() ![]() I copied and pasted the wake node from the 3.4 type 95 torpedo to the 3.5 mod like Skwasjer suggested and here it goes in game : on single line wake !!!! will check the others later right : ![]() the weird wake is the one from the type 95 mod 2 where I didn't change the wake controller, the small good wake coming from the sub is a type 95 mod 1 where I just copied pated the controller from the 3.4 mod. here it is : http://postdownload.filefront.com/13...a0acb983b3195c keltos Last edited by keltos01; 02-02-09 at 05:52 AM. |
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#15 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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know issues : the early war type 89 has no wake and the Kaiten 2 doesn't yet have a dedicated model of its own.
all japanese submarine torpedoes available in this mod, including a couple experimental ones ! tested and they work now ! thanks peabody ! keltos download link : http://files.filefront.com/v+36+IJN+.../fileinfo.html Last edited by keltos01; 02-03-09 at 04:36 AM. |
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