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#1 |
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Help with weird surface ship problem
Hello all,
I downloaded the playable Fletcher and tweaked it a bit and I have everything working except that when I start a mission it automatically jumps to flank speed. None of the forward telegraph settings do anything (the handle doesn't even move) and if I set the speed for back standard, full, or emergency she slows to a stop but will not go in reverse. The rudder answers by the hot keys and/or clicking on the compass. In short, everything works but engine control. I have checked all the IDs and their parents and they all seem to be correct. Any ideas? Thanks, VM |
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#2 |
Soundman
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Location: Millington, MI USA
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If you changed the cfg for the fletcher you may have messed it up. There should be a part that looks like this
[EngineProperties] AllStop=0.00 AheadSlow=0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66
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#3 | |
Stowaway
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#4 |
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As far as I can tell the issue started when I renamed all the files in the data/Submarine/USS_Fletcher directory from "clemson" to "fletcher." I believed I had found and adjusted all the references in the files to the clemson.
Also, I was working on making the CL Cleveland playable from scratch and it is doing something similar except it has no movement capability at all, either engines or rudder. There is obviously something that I'm doing or not doing, most likely related between the two, but I cannot figure it out. I believe I have all the correct info in the files required to make the ship functional based off of what I've seen in other surface ship mods. One thing I have not done with the Cleveland yet is add the fleet boat compartment types into the .zon file. However I wonder if that is really the problem because, in theory, the .zon file for the clemson/fletcher was already working fine. In that case only the names changed and none of the IDs. Anyway, I hope this makes sense. If not I will try to articulate better/more detail. thanks, VM EDIT: I threw them up on a server if anyone wants to take a look at them Fletcher: http://www.acmestuffco.com/mods/USS%...E%20PROBLEM.7z Cleveland: http://www.acmestuffco.com/mods/CL%2...20TEST%20v1.7z |
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#5 |
Soundman
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the cleveland problem is most likely in the sim unit_submarine propellers and rudders not being named the same in there and the dat. I had the exact same problem with my montana. You could here the engines and watch the rudder angle change but it did nothing. http://gallery.filefront.com/jmardlin//1185774/
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http://www.gamefront.com/files/user/jmardlin Last edited by jmardlin; 03-04-09 at 02:24 AM. |
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#6 | |
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Concerning the horepower I just copied that section from another mod and had not changed it yet. From what I read 100,000 SHP seems to be the correct value for the Cleveland's. thanks (again) jmardlin, VM |
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#7 |
Admiral
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In both ships in the UPC file, the entire "FunctionalSubSystem" section is gone.
Take that back, it is just not at the bottom of the file where I expected to see it. The upgrades are below it. My mistake. Peabody
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#8 |
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Yeah, I just reorganized the file, everything is in there as it should be. Jmardlin fixed the rudder and I just added a 201 in place of a 157 in the .zon but the engines for the Cleveland still do not answer.
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#9 |
Soundman
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I noticed only flank speed works on the cleveland and it says it is below crash depth even though it isn't.
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#10 |
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You got it to move?
It cant get it to work under any speed setting. Another weird thing (at least to me) I just remapped all the IDs for the hell of it and now the telegraph arrow will only go to the ahead standard setting (even if I order flank) and she still doesn't move nor do the screws turn. lol, I really screwed this up. VM |
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#11 | |
Admiral
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Also in your .cam file- lower your conning deck view and in the dat file lower your AA gun. It's floating. ![]() Just checked and the Cleveland is the same problem. Classname. I think you are still working on it so I guess you know the gun is missing? Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 03-03-09 at 12:24 AM. |
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#12 |
Soundman
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you need to do the same fix to the Cleveland then it will work properly. didn't see that you already said that peabody
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#13 |
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lol, dang, I was trying to stay with a convention and it was bad from the beginning. Thanks fellas (again)
@Peabody, yeah I threw them up in the air because I was testing how the nodes worked and decided to try and solve the engine problem first. Lol, I guess the days of watch from the top of the mainmast were far gone by WWII, huh? ![]() Thanks to both of you for your help the last couple of days. A Grateful, VM |
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#14 |
Soundman
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your deck gun in the Cleveland does not work because the parent ids are wrong for nodes 12, 14, 15, 18 and 24 in the dat for the gun. They should be linked to node 9. The controllers in the cam file should also be linked to node 9 in the dat.
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#15 |
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Dang, I need youz guyz help again. So I got the deck gun working acc0rding to what Jmardlin said and technically it works but has some strange after effects.
1. All the turrets, even the "stock" turrets found in guns_radar.dat, have two sets of barrels. I can elevate one set and it fires and moves just fine. I made sure my naming convention was different from the guns_radars.dat but I might have missed something. 2. For whatever reason I like to have turret #2 as my gun of choice so I entered M02 in the .upc as its node and it moves the turret there but removes turret #1. If I switch it to M01 it reverses the problem #1 turret is there but #2 is gone. If I leave the node blank then both turrets show up and I have control of #1 turret. I posted v2 up there in case you want to take a look at what I'm talking about. http://acmestuffco.com/mods/CL%20Cle...20TEST%20v2.7z Sorry to keep bugging you guys. ![]() Thanks, VM |
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