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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
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[WIP/REL] The Battleships Campaign: Ten Career Playable Battleships So Far
The basic idea is that all the allied stock battleships are playable in a career which is adapted for battleships. I know Iowa and several other BBs are playable in career, but it was pointed out to me that carrying out a photo recon behind a triple 16" turret was hardly appropriate. The Battleships Campaign will feature task force vs task force patrols and large naval encounters.
I have released a taster of the work I've done so far, it isn't much: I haven't even altered the missions yet so you'll be playing like a fleet boat still. The playable BBs are:
V0.1 RELEASED V0.2 RELEASED V0.3 RELEASED V0.4 RELEASED V0.5 RELEASED http://www.gamefront.com/files/user/wevbarker2011 Enjoy the ships; please post back any huge bugs (I know there is some very fishy damage atm - I need to speak to Peabody) Will. Last edited by wevbarker2011; 11-13-11 at 06:19 AM. |
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#2 |
Swabbie
![]() Join Date: Jun 2009
Posts: 8
Downloads: 76
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With "very fishy damage" you mean weird-damaged main gun? Because most of the playable main guns look strange (New Mexico's triple 16in and UK's quad 14in works). Everything else seem to work ok, the guns do not have that bug in the museum.
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#3 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
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I actually meant that although these ships will catch alight, blow up and even sink, your sub will never be destroyed. Even on the sea floor upside down. Whats more no damage is done to the conventional submarine systems. As for the main turrets, the game makers were clearly not historians; some of these ships came with 100% wrong armament. Thats very very easy to fix though, once I've tracked down all the right information from wiki etc and all the dates for the refits and rebuildings of the ships. The New Mexico and a few others were compleately rebuilt throughout the war but the stock models have none of that showing.
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#4 |
Swabbie
![]() Join Date: Jun 2009
Posts: 8
Downloads: 76
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I meant that there is a bug with some of the playable main guns, it doesn't happend on museum but it does on singleplayer missions and career, see screenshots
The Colorado BB on a modified battle of midway mission (modified so the "sub" starts in surface) showing the strange texture http://img847.imageshack.us/img847/2171/bug1lq.jpg Colorado BB again on the museum (it's sinking, but I guess that it's because the game thinks its a sub) without the bug http://img214.imageshack.us/img214/6300/bug1museum.jpg |
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#5 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
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i have found some bugs too...including the old one wich the guns are not firing just stand there...second some ships are black...and third i think on colorado or nevada when i press space to fire the AA guns it crashes to desktop...thats all of them...and i missed you...what happen you said you will make all the ships playble
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#6 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
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I can see that turret is drawing a skin from the T01 or 2 texture in the submarine file, not from Its true dds or tga. Odd. Ill look into it; and Chrysanthos, which AA gun is crashing for you? Is it a 40mm quad, 40mm twin or 2pdr quad? if so check you have the stock weapons UPC file. Sounds like I quoted a shell the game engine couldn't find.
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#7 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
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And as for black ships, the textures have date windows on them in .cfg which obviously conflict with the unit availability window I gave the ships, so your using the vessel when it never existed so to speak. Ill tweak that too. Thanks loads for the screenshots Boos! Ill look into it. And Chrysanthos, I just made eight more playable BBs, thats what happened!
seems theyre full of bugs -_- |
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#8 |
Mate
![]() Join Date: Sep 2011
Posts: 53
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I think ive just found the issue with the gun textures; when I created new weapons in the ussubparts folder i didnt know they needed independent textures in the textures folder; kind of obvious since they didn't feature .cfg files! ill sort it out when I have some time; and since im deep in third derivatives and stationary points of inflection from my maths homework that time isnt now
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#9 |
Swabbie
![]() Join Date: Jun 2009
Posts: 8
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Many thanks
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#10 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
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:/...
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#11 |
Mate
![]() Join Date: Sep 2011
Posts: 53
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Hehe ill tell you now that its only a quick fix
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#12 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
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Experiment Chrysanthos! There was no tut for anone before you or me! Try copying the file content/structure for a playable ship. Down to the last detail, just with another stock vessel. Then remap the IDs for s3d files.
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#13 |
Mate
![]() Join Date: Jan 2011
Location: Lampa,Santiago,Chile,South America, Earth, Solar System, Sagittarius Arm, Milky way
Posts: 53
Downloads: 217
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XD
i think you can fix some things... for example in the nevada i havn't a uzo or a periscope...and i haven't the battleship image in the damage control...your mods can be better...try your limits mi friend...you can do better things
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#14 |
Officer
![]() Join Date: Mar 2010
Location: Botosani, Romania
Posts: 242
Downloads: 614
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am i doing something wrong?
main guns never goes to fire position, they always returns before shot even a single shell ![]() |
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#15 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
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well thats the problem i am talking about but no one listens:/ what is the id nodes how should i rewrite them and what i need to delete and wich folder....i am not a magician you know:/
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