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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Navy Seal
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Just use the link in post one or is there another link? Little confused bc the info in post one says they can only hit stationary targets, newest post says it can hit moving targets sometimes.
Where is the link with the latest version? Great work, cant wait to try it out. |
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#107 |
Planesman
![]() Join Date: Feb 2009
Location: minnesota
Posts: 189
Downloads: 25
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your mod is up. If you post an update send me a PM. Or if you need me to change anything.
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http://silenthunter.filefront.com/We accept all types of Silent hunter mods, utility and tutorial items too. |
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#108 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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Updated version released
Updated AI torpedo mod released! Check 1st post for DL link!
AI ships are now able to use torpedoes against moving ships. You have to manually add the launchers to AI ships though, instructions are in 1st post.
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#109 |
Pooped from posting
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thanks, this is really awesome
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#110 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() dl now ! keltos |
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#111 |
Swabbie
![]() Join Date: May 2008
Posts: 9
Downloads: 85
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DarkFish, first of all thank you very much for your efforts on this mod... It will take the SH4 gameplay to a whole new level...
![]() Question for you: I downloaded the updated package and used it together with Miner's Gyroatei / Chidori torpedo boats... Original version of your AI Torp mod was compatible with these units, while with the new version both units are using their deck cannons only... What I'm doing wrong? Is there another mod that should be enabled with your AI Torp package? |
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#112 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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![]() Quote:
![]() check the torpedo boat's .eqp file and see if it contains something like this: Code:
[Equipment 7] NodeName=M01 LinkName=torpspawngun StartDate=19380101 EndDate=19451231
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#113 | |||
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
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Getting ready to implement this remarkable mod..just a few questions from a shellback.... ie newbie to some of the adjustments...
Installation: - install manually or using JSGME, no files will be overwritten. - Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open Quote:
what is S3D? cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A) - Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship. Quote:
- now Quote:
[Equipment 6] ;one more than the previous NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05' LinkName=TorpLauncher StartDate=19380101 EndDate=19451231 do we need special program to edit .eqp file? can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat? or a cruiser? that would be a huge help to an novice who would love to see this in action. thanks for any help that is possible. And thanks so much for this remarkable mod.
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#114 | |||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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Silent 3ditor (http://www.subsim.com/radioroom/showthread.php?t=119571)
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#115 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
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thank you very much for the help, that was very nice of you......
much appreciated.
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Erlaubnis an Bord zu kommen.
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#116 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
I'll give it a shot on a tutorial. I need to make one so I will give it a try. I don't have Miners ships yet and there are several ships in one MOD, so to simplify for a test, I will use an existing ship. DD usually have Torps so I chose the NDD_Asashio. (Japanese DD). I'm sure if I mess up, Darkfish will shoot me....or maybe just tell me I'm wrong. ![]() 1. Extract the AI Torp Mod to a place you can work on it and we will combine the ship changes into the same MOD so it should work with just enabling one mod without permanently changing the ship in the game. 2. Open the AI Torp folder 3. Open the Data folder 4. Create a folder called "Sea" 5. Open the Sea folder and create a folder called "NDD_Asashio" 6. Open the "NDD_Asashio" folder so we can copy files to it ************************************************** **. 7. Go to your SH4 install, find the Sea folder, find the NDD_Asashio folder and open it. 8. Copy NDD_Asashio.dat to your working "NDD_Asashio" folder 9. Copty NDD_Asashio.eqp to your working folder. Now your files are ready to work on, everything from here on uses the files in the "working' folder not the ones in the SH4 folder so close them so you don't use the wrong ones. Darkfish gave you a link to S3D (Silent 3ditor) make sure it is installed. Creating the launcher. 1. Open the 'working copy' of NDD_Asashio.eqp with NOTEPAD. 2. Notice the first three item are M01, M02 and M03, so we need to make an M04. 3. Scroll to the bottom of the eqp file and add: [Equipment 25] NodeName=M04 LinkName=TorpLauncher StartDate=19380101 EndDate=19451231 4. Save the file and close it. ************************************************** ****** Adding node to NDD_Asashio.dat 1. Open S3D. 2. File/Open browse to your 'working' folder and the NDD_Asashio folder and open "NDD_Asashio.dat. 3. Click + beside node 7 to open the tree. 4. Click + beside node 12 to open it. This is the front of the ship. Notice it says NDD_Asashio_F and the next node is _B. One is front one is the back, I have already looked at the DD and I think the best place for this is next to an actual Torpedo Launcher that is already on the ship, so I picked a spot for it. 5. On the right side of S3D shrink the "linked 3D Model section with the arrow at the far right. Then Click on "Model Preview" and a window shows up. 6. Click node 166 and you will see a red dot, that is where the Torpedo Launcher is on the ship. (It's a T01 node which if you refer to the eqp file you will see it is a torp turret, we are not going to use it, just have the toeps launch next to it using Darkfish's technique and the Translation numbers for Z.) 7. Click the + next to node 164 to open 165. 8. Select node 165 and right click: 9. Select Append New Chunk/Nodes(type:4)/Node (Type 4/100) Click. 10. You should get a node 166 down towards the bottom of the file, and it says "Node". 11, Select 166 Node and on the right side at the top COPY the ID 12. Now right click on 166: Node and select: Append New Chunk/Label (Type:8/0) 13, Now you have "A node 167:<New Label>" . It should be selected, if not select it. 14 Go to the upper right and find "Parent ID" and Paste the number you copied before into this box. 15. Node 167 should now indent under node 166. 16. Again at the top right you will see Label and under that Name: Erase <New Label> and enter (no quotes) "cfg#M04_NDD_Asashio" and 166 and 167 should now have labels. 17. Go back up and select node 12 and COPY the ID (NOT the Parent ID). 18. Select 166:Node-cfg#M04_NDD_Asashio and at the top right PASTE Into the PARENT ID box. Make sure it goes in the Parent ID. 19. If you did it right the node 166 should pop up into its proper location in the list. 20 Select Node 166 and look for the red dot in the Preview Window. Use the Node Positioning to move it where you want it. X is left/right Y is up/down Z is forward/back. 21. If you select node 168 which is T01 you can copy the Z value so the Torpedo will spawn next to the actual on ship Torp launcher. 22. Put the Z value into node 166. and if you want it the same height as the launcher you can also use the Y value. Darkfish states you put it at least .5 away from the ship. I used .7 to test it. 23. Save the .dat file. I am posting a couple pics of S3D showing creating the node. And one with the Created node and the preview window. The reason I had you start on the 165 node to create the new node is to keep the numbering in order. And it will renumber all nodes below it. There are other ways to do this including copying, but this is simple for this example, so I thought I would show you how it works. ![]() Arrows point to the node created after it is done. The Node Positioning boxes and in the Preview window the red dot that represents the position of the launcher. NOTE: I think I forgot a step, I think the "Visible:" box needs to be "unchecked" otherwise the launcher you just created will be visible in the game. It is in the node positioning section. ![]() Now I will go try this to see if it works. ![]() ![]() Copy to the MODs folder and create a mission with the ship. Edit: Not working. Where did I mess up? Did something wrong. 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; 10-19-09 at 09:54 PM. |
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#117 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I'll try it out too tonight.
keltos but we should do the US ships first ![]() |
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#118 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
![]() 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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#119 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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[edit] done :
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![]() Me too, I want more stuff thrown at me ! and it's historically accurate too, but did DDs ever fire torpedoes at a submarine before the ASCROC era ? would be fun anyways, silly me implemented Darfish's mod thinking I was gonna get shot at, but the Gyoratei are IJN !!! I will try and add the Gyoratei to Peabody's DC test mission and see if she attacks the DDs with torpedoes or guns or both. [edit] first time with the mission editor - NO JOY - although the Gyoratei showed on the above screen, they don't show in mission..... grrrr.... so I fired this : ![]() keltos boy you never sleep ! Last edited by keltos01; 10-20-09 at 02:44 AM. |
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#120 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() Firing torpedoes (away from target.... ![]() ![]() would there be a submerged enemy there ?????? ![]() Peabody ? to get that I used Darfish's first AI torpedo mod, with number 2 the Gyoratei don't fire... torps or anything else for that matter... got them in Peabody's DC attack mission ! yeepee ! grrr they NEVER attacked the DDs..... keltos Last edited by keltos01; 10-20-09 at 03:15 AM. |
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