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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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So you have added 3 different deck gun entry to the zone.cfg file , like deck gun 1 , 2, 3?
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#2 | |
Swabbie
![]() Join Date: Aug 2008
Posts: 9
Downloads: 1
Uploads: 0
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Last edited by CaptSovhan; 01-10-09 at 03:25 AM. |
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#3 | |||
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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I am keen to learn what the required links are between the .zon file and zones.cfg and upc. For example in the .zon file under node 8, box 1 is type 113. Does this equate to zone 113 in zones.cfg ? And if so, how does this relate to what's in the UPC file ? And what makes the right compartment take damage and be repairable ? Do you have to use a 3D editor to look at the location of the boxes in the .ZON file to see which ship part each box should relate to if it receives a hit ? Any help much appreciated ... am just struggling to work out how this area works. TIA. |
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#4 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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First, nice work with the ship. I really like it, but there are some flaws.
For starters, there is no "bridge point" in the ship, so you cant use binoculars to give targets to the gun crew Second, The crew doesn't automatically start firing at hostiles, so it is up to you only to take out the enemy with the 2nd 16" triple turret. Well, the most major flaws are there but shouldn't be too hard. I can link you my gun range mod if you need it, though making one of your own isn't that hard.. Just need to alter two cfg files, that's all. |
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#5 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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@ Poly filler , heres how the damage modeling works (to the best of my abilitys):
Firstly you have the zones.cfg file , this give infomation about various compartments such as hit points , and how they flood , and what effect this has on the ships sinking. This if u like is the set of rules on how the damage model performs. Important: If you are constructing a new damage model you will need to create new zones in the ZONES.CFG file for each new element , for example for each bulkhead or diesel engine you will need a new entry , if you use the same thing twice ie deck gun you would need a zone for each gun rather than just one zone with 3 different damage boxes. Next you have the ships upc file , for example the northcarolina.UPC . In this file you chose the the structure of the main compartments on the ship ie engine room. And then choose what systems go into each compartment. For example the diesel engines into the engine room , or various radars into the deck watch. Also contained within this file is what sub systems the overall systems are made up of , for example your propulsion system made be made up of a diesel engine and a propeller shaft. This is very imporatant because for some systems to function you need all the subsystems present in this upc file. For example the radar will need the radar cabinet and a radar antenna subsystems for it to function properly. Lastly is the number of crew slows which can be edited in this file (Ive forgoten how to do this so ill add about it later). This .UPC file is then contected to the ships .ZON file each of the compartments in the .UPC should have its own corisponding damage box withing the .ZON file which will have 2 sets of x.y.z cords. At the moments there is no way to physically see these boxes so I used a rough approximation based on various nodes from the .DAT file. Each damage box is assigned a system and can be given and armor value -1 corisponds to the overall ship armor value given in the zone file collisionable object bit , or you can set lower values. This is useful in giving the ship acurate values for various systems rather than a blanket value. One thing to note is that when ships are made playable they still have all the zone from when they where AI ships , which dont show up on the damage screen (these are what caused the ship to sink when no damage was shown) Ive found its best to remove these or they interfere with the sinking mechanics. However it maybe possible to use their damage boxes to model the compartments better , something that I need to try). Something I have found is by default that ships armor is far too strong , and that using historical value does not give adiquate protections (this only holds for BB sized ships) As with around 37cm (historical value from the KGV your very suceptable to fire from low cal. weapons). I have found values around 50cm to give protection from Small Cal. weapons but not enough to always bounce BB shells. Now when i built my damage model for the yamato if felt the method of hit points governing the ship wasnt very acurate to how a battle ship would fail in real life. I mean it would keep fighting till its weapons systems stopped working or it sank or abbandoned ship. So in my yamato I gave her a huge ammount of hit points (in the magnitude of billions) but made the crash depth very small (about 25 meters (this is the point where the ship has pretty much sunk) ) and made the crash speed very high so it loses HP very quickly once it sink below this depth. This did lead to a very long time spent trying to balance the values controling the sinking and flooding but i felt it worked well in the end. I hope this ramble helps you if you have any questions give me a pm ![]() |
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#6 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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A few questions...
Has the issue with not being able to give targets to the gun crew been resolved yet? Has the issue with the gun crew not automatically firing on hostiles been resolved yet? Has anyone created/modified the files needed to make this work in RFB?
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#7 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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ohh and by the way...
some nice impressions we had with coop mp... http://www.9teuflottille.de/phpBB2/viewtopic.php?t=7652 (carefull more than 150 screenshots) Thank You CaptSovhan ![]()
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Stormy...... |
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#8 |
Swabbie
![]() Join Date: Apr 2007
Posts: 11
Downloads: 7
Uploads: 0
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Something i dont understand is that i dont have any AA gun slots and Deck watch slots (for putting crew there) anymore using the RFB -> North Carolina Setup
id like to know what file is causing this |
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#9 | |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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![]() Quote:
I run Stock>North Carolina now and have no problems with the ship...but I lose the realism of RFB... ![]()
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#10 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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Superb work with this mod... it is really a joy sailing this ship. Many thanks
![]() edit: only 1 observation ... pls check the bottom of the ship has couple features hanging there... not sure if they should be there... apart from that it is simply super! Thanks Last edited by thyro; 01-26-09 at 04:17 PM. |
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#11 | |
Watch
![]() Join Date: May 2009
Location: Holland
Posts: 28
Downloads: 76
Uploads: 0
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Mod?
Quote:
The water looks magnificent. Thanks Nikolai |
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#12 |
Stowaway
Posts: n/a
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bump
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#13 |
Swabbie
![]() Join Date: Jun 2009
Posts: 6
Downloads: 8
Uploads: 0
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Holy crap! This is AWESOME!
![]() This will fill my need to shoot things with a deck gun, that is for sure. My god, the power! Muah!!! I am going to take her on a career soon. This should be great. Entire convoys, destroyed by my fire raining down for the heavens, like ants on a sidewalk. Hehe. I can't stop laughing after playing the test mission. ![]() |
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#14 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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Has the bridge node been added into the ship?
if not, I'm sure i can find a way to do this myself ![]()
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#15 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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those guys from filefront they make some changes so anyone lost ths ships here they are
http://www.gamefront.com/files/user/chrysanthos66 Last edited by chrysanthos; 02-23-11 at 01:19 PM. Reason: sorry...my keyboard is messed up;) |
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