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Old 07-08-08, 01:41 PM   #1
peabody
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Quote:
Originally Posted by Ishigami
No I’m not using two playable ships at a time. I just interchange them with JSGME.
It’s just that the playable Yamato, Fubuki and Scheer are build on German subs and therefore I’m not able to use the same mission. Of course saving a mission as an American one is easy but it got some other disadvantages like we are not able to use her in the campaign mode and we are not able to use bases to resupply (right?).
It’s a bit surprising and I have to admit a bit inconvenient but that’s all, no major problem.

Okay I see you replaced the 5” AA guns for gameplay and debuging reasons. Now I understand, yea well sometimes you have to make compromises.

Will you replace these 4” guns? I think it’s kinda pointless to have a playable gun but not being able to shoot at a target that’s starboard.
Those two playable AA guns are quite realistic. She actually had there two single 25mm AA guns. That’s why I was a bit confused it looked like you wanted to add the missing AA guns to be more like the original but changed some other stuff to being not “historically accurate” (correct term?). But now it makes sense.

I really think a playable 8” would be better. First of all we got a larger turning angle and it makes considerably more damage. The 8” reloads faster than the 11” (e.g. Scheer) or 18” (e.g. Yamato) so we don’t have that much standby time.

And you got me wrong. I’m still pleased with her! She is stable (I got no major bugs
(except the bugs all these ships have) or crashes) and nice.

I made some small adjustments like resizing the picture for the menus so it isn’t cut off anymore, renamed her in the menu to “Takao Class” and the unit back to “IJN Maya”. I exchanged the stock textures with the textures from the “retextured warship mod”, thanks to that she is not looking that rough anymore. (my limit of modding... wuah I'm so noob...)
I just wanted to give some inputs and of course influence the direction of development. :rotfl:
The four inch turned out to be a mistake because I put in two, that's why it won't swing to starboard because you will shoot the other gun. Being a beginner at this I thought you could use two Deckguns, then after it was all installed, I realized it was the AA that had a choice of two.

Like I commented, when I started to mod (which I know nothing about) I only had the Pacific Campaign. I made the in game Sen Toku playable and was working on a Japanese campaign and then everything changed and there were ship being released almost daily. Well, I didn't like the uboat interiors and was used to where everythting was on the Fleet boat so I used that. I did not expect anyone to use this in a Campaign anyway, I find that surprising, because I noticed with the other ships that there is no ability to shoot at more than one target at a time so to attack a convoy for example, you have 3-6 DDs shooting at you. So I figured the Single mission approach and then expand to Single Patrols. Longer and more involved but with a 'Task Force' not solo. Still not Career level, I know, but more the way I was thinking the ship would be used.
I'm understand what you are saying, I just wasn't looking at it that way. (Campaign wise).

Please explain "resizing the picture for the menus". It must be something I missed, I don't know what it is that's getting cut off. If you are talking about the Quick mission screen, that happened with 1.5. For some reason when they went from 1.4 to 1.5 they changed the title and date to double space and that pushes the picture down. It double spaces after Tile and again after dat and that pushes the pic way down. It was one complaint, although minor, with some of the changes. That pic is the proper size, 256X400. Maybe I will start putting Title and date on the same line that will solve it, if that is what you are talking about. Let me know if that is what you meant or if there is something else I missed.

I did upload a mission (same one that was included) but added a base for refit. "Maya Task Force and Refit". You can refit at Wake and go anywhere you want.

The two AAs on the front were listed in the eqp file as NULL, two of the many I mentioned were not on the ship. I think they used the same file for Takao but deleted some of the guns to make the two ships "different". So I just put two guns there for now. The Jap ones would not be playable without taking them out of the gunsradar.dat and make a separate entry add to the Upgradepack and Weapon file etc. It was a shortcut to get it released so it could be used (not an excuse just an explanation) something that can be fixed.

As for the textures, anyone can add the retextured MOD. As I am sure you realize, they are not mine and I am not going to use them to change the texture of the ship.
People can download the retexture MOD and run it.

I am a complete noob at modding too, I just bought the game the end of January and didn't know what modding was until I came to subsim. And this is the first time I ever did a ship. But if you start changing classes and names, you should be careful, you may end up conflicting with 'in game' ships. So if you want to make a mission and use a couple of Mayas or a Maya and a Takao, you may get CTDs. If what you changed works that's good.

Peabody
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Old 07-12-08, 03:07 AM   #2
Ishigami
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There is this silhouette picture in the torpedo, crew and damage control screen. The stern and bow was cut off and it was a bit too deep. Maybe my resolution (1280x1024) is at fault, I don’t know. Any way I resized the ship in the picture and lifted it a bit, that’s all.

Like I said that are just some minor adjustments for myself.
No CTD this far so it’s working for me (atm).

Well good work!
I’m looking forward to your next release or project.
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Old 07-12-08, 10:25 AM   #3
peabody
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Quote:
Originally Posted by Ishigami
There is this silhouette picture in the torpedo, crew and damage control screen. The stern and bow was cut off and it was a bit too deep. Maybe my resolution (1280x1024) is at fault, I don’t know. Any way I resized the ship in the picture and lifted it a bit, that’s all.

Like I said that are just some minor adjustments for myself.
No CTD this far so it’s working for me (atm).

Well good work!
I’m looking forward to your next release or project.
Oh, ok, I thought you meant the screen going into the mission where the pic is pushed down. The pic came from the "NCA_Maya_II_sil.dds" which is in the submarine folder. So you can compare.

I have an unhappy sailor, his feet are no longer in the deck so now he has to shine his shoes everyday.
The 4 inch are off. And the 8 inch is the Deck gun. The flak guns (single 25mm I think) went back where they were, the position of the 4 inch.

Been a little busy lately re-wiring a friends house, so it's taken a while to get this done. Then somewhere I made a mistake and all the guns stopped firing. I couldn't find the mistake so decided it was easier to start over rather than keep looking because the only part I had been working on was making the Turret a deck gun.

You did comment the 8 inch reloads faster than some, the sim file was set for 15 sec but it actually was more like a minute. I realize it takes a while IRL but I changed the setting so it actually loads about the same as the gun in front of it which is faster than real life. But the ones shooting at you are also reloading faster then they should. My other 8 inch were firing about 3 times for every one on the playable unit. So I made the change. I never timed the Spree but it is set for 25 sec.

I left the US 5 inch, it didn't make sense to go back to the Jap guns since they didn't work right. I am going to do some testing and see if I made a mistake but for now they are still US.

I posted a question about the shell, the 8 inch are actually using 6 inch shells. Didn't get an answer yet, so I may just go ahead and try changing it and see what happens. It also doesn't use the HE which the info from Sailor Steve has a website that says they DID use HE and AP and another that is not in game, so I may change that too. If the shell will work, haven't tried it yet.

I'll go ahead and post what I have so far and you can test it and see it works. (but you don't get paid for testing. :rotfl:.)

Edit: I still have been unable to move the bridge due to texute problem. Since it is actually two objects and I don't know 3D modelling I can't get rid of the bars and get it back into the game. The texture always ends up with move vertices than the obj.

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Old 07-12-08, 10:43 AM   #4
Xantrokoles
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He Peabody,
I have to say, you did a great job and you have to keep it up.

Maybe you have tried Skawas new S3d and it is real fun to plave objects one other models.
Why don't you add some things from the interiors onto your bridge?
For example a steering wheel or more crew members.
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Old 07-12-08, 10:57 AM   #5
peabody
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Quote:
Originally Posted by Xantrokoles
He Peabody,
I have to say, you did a great job and you have to keep it up.

Maybe you have tried Skawas new S3d and it is real fun to plave objects one other models.
Why don't you add some things from the interiors onto your bridge?
For example a steering wheel or more crew members.
Thank you, Xantro.
I agree with you on the adding to the bridge, the reason I didn't I am trying to move it to a better compartment, this one is way too small. But the best compartment has so many bars in the way, I can't see at all. I can move the bars but the compartment is two objects and I can't get it back into the game with textures on it. I do not know anything about 3D, but Keltos tried too and the fact it is two objects I think is the problem. I tried to split into two objects and load separate but the vertices count for obj and texture are then different. I am still working on it. I guess I will have to learn how to texture and redo it.

The crewmembers are on the ship just not in that compartment because there is no room and they would be in the way to see ships.

I just did an upgrade and made the Turret the playable gun. Link is in first post.

Peabody

Upgrade to version 1.1

http://files.filefront.com/IJN+Maya+.../fileinfo.html
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Last edited by peabody; 07-12-08 at 10:07 PM.
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Old 07-12-08, 01:22 PM   #6
Ishigami
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8" turrets using 6" shells? Maybe thats the reason I was unable to sink a Northampton in a 1 on 1 test mission.

Downloading new version
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Old 07-12-08, 01:29 PM   #7
peabody
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Quote:
Originally Posted by Ishigami
8" turrets using 6" shells? Maybe thats the reason I was unable to sink a Northampton in a 1 on 1 test mission.

Downloading new version
I didn't change the shells yet, didn't get an answer. So, I am just going to have to test them. I think there may be an accuracy problem too. I know w3lt4r did a fix one time. I'm going to check with him and see what he has to say about accuracy fix. I can't find it.

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Old 07-12-08, 02:37 PM   #8
Xantrokoles
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Quote:
Originally Posted by peabody
I agree with you on the adding to the bridge, the reason I didn't I am trying to move it to a better compartment, this one is way too small. But the best compartment has so many bars in the way, I can't see at all. I can move the bars but the compartment is two objects and I can't get it back into the game with textures on it. I do not know anything about 3D, but Keltos tried too and the fact it is two objects I think is the problem. I tried to split into two objects and load separate but the vertices count for obj and texture are then different. I am still working on it. I guess I will have to learn how to texture and redo it.

The crewmembers are on the ship just not in that compartment because there is no room and they would be in the way to see ships.

I just did an upgrade and made the Turret the playable gun. Link is in first post.

Peabody
Splitted objects are almost impossbile to rework in 3d programs.
The have two objects which belong to different textures.
I also know the 'too small compartments problem' and I fexed it with switching the unit
But they are rare.

I know only two persons who can texture models for SH4, especially the lightmaps.
Keltos is sadly not a person who can work perfectly with textures:rotfl:
But we love his work on the Ijn subs
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Old 07-12-08, 03:55 PM   #9
W4lt3r
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"
I didn't change the shells yet, didn't get an answer. So, I am just going to have to test them. I think there may be an accuracy problem too. I know w3lt4r did a fix one time. I'm going to check with him and see what he has to say about accuracy fix. I can't find it."

Didnt bother to quote, but about the accuracy fix. I did check quite many sources of the SH4 files and around the web, and seemingly the inaccuracyness at +8km ranges by standard gunnery crew is hardcoded to the game, at least this is my current hypothesis. Since im yet to find the correct coding for the AI gunners of both NPC ships and the player's gunners.

But lately i've been busy with quite few kendo camps and such, so i havent been able to reach my computer that much. Or a computer at all really.

I'll try to do more research when possible on this matter and hopefully provide a fix that would alter the accuracy so that you no longer need to lob 500 shells at a target that is 13km away, instead only to shoot max 20 shells or so..

*Editto* and it is W 4 L T 3 R, or also spelled as Walter, ^^ and my fix only adjusted the maximum spotting range of the deck crew and maximum firing ranges of NPC ships and own gunner's maximum range. So i didnt do really "accuracy" fix, only a range buff :P
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Old 07-22-08, 07:28 PM   #10
peabody
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Update 1.2 is up with the sound fix and shells for playable gun fixed.

http://files.filefront.com/IJN+Maya+.../fileinfo.html

Please!!!! Let me know if you get that stupid alarm sounding and it doesn't stop. I think I eliminated it but not sure.

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