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#121 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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![]() Quote:
Peabody
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#122 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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![]() ![]() open data\library\shipparts\torpspawngun.dat and make all nodes visible. Now check if the torp launcher actually shows up and rotates to the approximate solution (the top part that is). please report back here with the results.
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#123 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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will do but why did it work with the first and not the second version of your mod ? maybe has to do with the Gyoratei mod ? keltos |
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#124 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
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wow, thank YOU Gentlemen, I will await developments safely here on the dock. There are a LOT of loose fish out there in the firing range.
![]() thanks so much. I see i am very glad i had the courage to ask about this. Thank you again! ![]()
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Erlaubnis an Bord zu kommen.
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#125 |
Swabbie
![]() Join Date: May 2008
Posts: 9
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Hi guys,
I performed several tests with Miner's Chidori and Gyroatei boats (both were already compatible with AI Torp mod), but encountered exactly the same error. With default settings of torpspawngun.dat torpedoes were fired in the opposite direction (i.e. target bearing = 330 deg while the torpedo was sent approximately to bearing 210). I tried to eliminate the "mirrored" bearing by playing around with "Speed direction" parameter (under "Velocity"). After changing the Z-axis from "1" to "-1" torpedoes were launched to bearing 30: I got the correct direction, but the angle was still "mirrored"... Also, I noticed that both units spawned - from time to time - some sort of "sparks"... Keltos, I'm sure you noticed that too... Any idea how to get the AI Torp mod compatible with these units? Last edited by Pasterz; 10-20-09 at 01:34 PM. |
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#126 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() ![]() tested Gyoratei with Darkfishes AI torpedo mod v 2.0, no torps although the Gyoratei did engage the DD with their triple A when in range, shortly before being destroyed.. I also thought they would change course towards the enemy but no, they kept their assigned headings... [edit] implemented the AI torp mod before the Gyoratei as : Quote:
I noticed the torpedo launchers were set to x=0.48 and x=0.38 on the Gyoratei, changed all to 0.52 and -0.52 so that they wouldn't fire all over the place. keltos Last edited by keltos01; 10-20-09 at 02:32 PM. |
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#127 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Results: I found one mistake, I put the ship inside the sea folder instead of the NDD_Somers folder. Corrected: still no torplauncher I made all nodes visible, still no torplauncher I put a 5InchDoubleT on node M05, did not show. (the M05 is the one I created for the TorpLauncher) I put the TorpLauncher on node M01, the 5InchDoubleT disappeared but no TorpLauncher appeared in it's place. Peabody
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#128 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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![]() as I said, please make the launcher visible to see if it actually shows up, knowing that is half of the bug fixing. PS the AI torps mod doesn't change the AI behaviour so if ships don't head for the enemy now they never will
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#129 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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the first mod, with the simpler nodes does work, I mean fires torpedoes, maybe there is something in the pyramid architecture of the second mods' nodes ?
if I install it on top of the second one : "torpedospawnfx.dat" has already been altered by the "Darkfish AI torps v 2.0" mod. did you change that file ? [edit] ![]() I implemented it on top of v 2.0 and it fires again ! : keltos |
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#130 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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![]() Quote:
check the .eqp file if it's really "torpspawngun" that you'll find there. Also, make sure inside the Data\Library\ShipParts folder there's a torpspawngun.dat .sim and .zon file.
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#131 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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![]() ![]() but with the first mod, they fire not at the enemy that's there, and sometimes get caught by their own... Quote:
torpspawngun keltos Last edited by keltos01; 10-20-09 at 03:14 PM. |
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#132 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() ![]() ok so that was the torpedospawngun thing, now they spawn but... see above... ![]() what are those 2 Foo Fighters next to my Gyoratei ??? they actually move up then fall back in the water making pcheet noises ! ![]() and the torps fire the wrong way around.... I wish I could film this : fireworks !!! [edit] tried to rotate the launcher node with 3,141593 like the torpedo tubes -> still fire back keltos Last edited by keltos01; 10-20-09 at 03:42 PM. |
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#133 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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![]() Quote:
Yes the ShipParts has the .dat, .sim, .zon The Library has torpedospawnfx.dat The Sea folder had NDD_Somers folder with a NDD_Somers.dat and NDD_Somers.eqp both containing the M05 node as shown in the turorial I did. But in the turorial I tried a IJN DD, it didn't work so I tried the Somers DD. Did you get a chance to read it to see if I did something wrong? I am going to download the MOD again just to see if maybe I have a corrupt file. But one thing I need to figure out is why the 'normal' 5 inch gun did not show on node M05, so there may be a mistake somewhere, but I don't know how making an M05 node could mess up. ![]() 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. |
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#134 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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![]() Quote:
![]() Your tutorial seems fine. Still, if they fire in the wrong direction, make the gun visible so I can see the orientation of all 3 parts.
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#135 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Last edited by keltos01; 10-20-09 at 04:03 PM. |
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