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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
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#2 |
Willing Webfooted Beast
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It means that you won't be able to put the IX in that mission,
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#3 | |
Navy Seal
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![]() ![]() When you start up ME2 - it does a check of all units etc in you SH5 folder. This error shows that the new unit you have added has bits missing. To see what is missing in more detail - run TDWs SHValidator - this will also check and list the errors found. If you want - you can send me the file and I can also have a look ![]() |
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#4 | |
Ace of the Deep
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I also think I know why I'm getting the error - I removed the actual files in the Submarine folder that I was working on (since i'm working on AI unit, not players). btw, how do you add specifically AI units? For example - IIA uboat? Can't seem to figure that out... @Cybermath Here's a picture from a кайбошед (abandoned) project: ![]() |
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#5 |
Navy Seal
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You should have your copy/clone uboat in the submarine folder and also a cfg within the roster folder, for the country. If one of these is missing or set as wrong unit type (not type=200 in both places) - this error is shown in ME
So your error looks like the German roster is missing for your clone |
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#6 | |
Ace of the Deep
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8 |
Ace of the Deep
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#9 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ![]() can't believe my own eyes!!! |
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#10 |
Willing Webfooted Beast
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I can't see the pictures!
Must... get... home!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#11 |
Willing Webfooted Beast
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Gentlemen, I think we have....
BREAKTHROUGH!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#12 |
Navy Seal
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Good job Targor
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#13 |
Ocean Warrior
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Wonderful
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#14 |
Ace of the Deep
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well, now I gotta re-do all the meshes and bones. Ugh. And see if I can come up with something for animation.
Two questions: 1) any technics on moving bones that is not as painfull as doing it based on visual? The valuses that you change for location, what are they based on? 2) any way to MAKE the unit attack in a test mission? because as it is right now it just sails away on its waypoints, even if it sees the target. I'll post better/more screenshots later. |
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#15 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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As for unit, I think it is the same used in SHIII/IV: 1 unit = 10 m, but I can be wrong on this. |
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