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#1 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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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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#2 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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![]() 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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#3 |
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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#4 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
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. 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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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#6 | |
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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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I call it v 2.0 respective to the earlier version, it is the one available for dl on the first post of this thread.
as for the Gyoratei : http://www.mediafire.com/file/mqygnjqjgnx/Gyoraitei AI Torps v1.1.7z I modified the torpspawngun in that version so now it fires, if only backwards. keltos |
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#8 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Ok, I got the Gyoratei and it works with the launchers. So, for some reason it does not work with the two "stock" ships I tried, a IJN DD and a USA DD. I will look over the files to see if there is a difference but at this time i do not know the problem.
I did notice in two tests that the torps were dropping and hitting other objects and that would turn them around, my tubes were facing forward most of the time except when the boat did a sharp turn in one direction or the other, then they did get messed up once. The biggest problem I had is they are not (which is normal) "launch" they dropped. When we made Playable ships the torps did the same thing, they dropped and that was from a standard torpedo tube attached to the boat. But of course they were "Playable" ships so they were not launching by themselves but did react the same way and drop and didn't move forward until they were in the water. 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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#9 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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Could these AI lauched torpedoes be installed in submarines? In that case this would be a great addition to the cold war mod if the enemy subs and surface vesses were able to launch acoustic torpedoes! Although not active sonar homing ones it´s certainly an improvement. Some of us are still working on that cold war mod ....... I haven´t given it up yet
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