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Old 10-20-09, 02:44 PM   #1
peabody
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Quote:
Originally Posted by DarkFish View Post

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.

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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Old 10-20-09, 02:52 PM   #2
DarkFish
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Quote:
Originally Posted by peabody View Post
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
weird, very weird...
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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Old 10-20-09, 02:58 PM   #3
keltos01
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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:
Hmm, weird... I didn't change any of the names so units that had them before should still have them...
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
still had torplauncher in the Gyoratei, changed it to
torpspawngun keltos
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Last edited by keltos01; 10-20-09 at 03:14 PM.
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Old 10-20-09, 03:18 PM   #4
keltos01
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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
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Old 10-20-09, 03:25 PM   #5
peabody
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Quote:
Originally Posted by DarkFish View Post
weird, very weird...
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.
You directions say to put TorpLauncher in the eqp file???? Which one is it suppose to be?
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.

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Old 10-20-09, 03:43 PM   #6
DarkFish
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Quote:
Originally Posted by peabody View Post
You directions say to put TorpLauncher in the eqp file???? Which one is it suppose to be?
[...]
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?
Aww, my mistake, I did change the gun's name after all. It's supposed to be "torpspawngun". Updated 1st post.

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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Old 10-20-09, 03:51 PM   #7
keltos01
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another shot :



side view :




mechwarrior

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Old 10-20-09, 04:00 PM   #8
peabody
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Quote:
Originally Posted by DarkFish View Post
Aww, my mistake, I did change the gun's name after all. It's supposed to be "torpspawngun". Updated 1st post.

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.
Mine will not show, I made all nodes visible. I do not get any torps launched even after changing the name.

Like I said in the other post, I even tried putting it on M01 in place of the 5 inch, but the 5 inch disappears and the 'torpspawngun' does not show.

At this point I am at a loss. Does the M05 node need anything in the ships .sim file? I know the gun has its own sim file making it a wpn_cannon, didn't know if I am missing anything.

I downloaded again in case I had a bad file but it still will not work. So if Keltos has it working (partly) then something is wrong with my implimentation of it.

I forgot with the new download, I will have to go in and make everything visible again, I will do that now before I post this.
Made all nodes visible, even the M05 and it still is not there. Something is not right, I will keep looking.

@Keltos, If you are online send me the file you have with the torps working, so I can look at it.

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Old 10-20-09, 04:06 PM   #9
keltos01
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I use the stock version 2.0 of Darkfish's AI torpedo mod and the Gyoratei mod with AI torpedoes.

I had to change the link to torpspawngun but is all I did...

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Old 10-20-09, 04:11 PM   #10
peabody
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Quote:
Originally Posted by keltos01 View Post


I use the stock version 2.0 of Darkfish's AI torpedo mod and the Gyoratei mod with AI torpedoes.

I had to change the link to torpspawngun but is all I did...

keltos
I downloaded the one listed today, but I don't see "version 2" anywhere. The guns are not visible on my ship, that is why I want to look at the one you have, there must be something different, give me a link to it. Something on the ship MOD must be different.

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