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Old 10-20-09, 03:45 AM   #121
peabody
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Quote:
Originally Posted by keltos01 View Post

Firing torpedoes (away from target.... )

would there be a submerged enemy there ?????? NO

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
I thought that was the idea of the new one, it could shoot at moving targets. I must have done something wrong but I thought I followed the directions.

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Old 10-20-09, 06:44 AM   #122
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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.
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Old 10-20-09, 09:23 AM   #123
keltos01
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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.

will do but why did it work with the first and not the second version of your mod ?

maybe has to do with the Gyoratei mod ?

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Old 10-20-09, 01:01 PM   #124
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wow, thank YOU Gentlemen, I will await developments safely here on the dock. There are a LOT of loose fish out there in the firing range.

thanks so much.

I see i am very glad i had the courage to ask about this. Thank you again!
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Old 10-20-09, 01:15 PM   #125
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Hi guys,

I performed several tests with Miner's Chidori and Gyroatei boats (both were already compatible with AI Torp mod), but encountered exactly the same error. With default settings of torpspawngun.dat torpedoes were fired in the opposite direction (i.e. target bearing = 330 deg while the torpedo was sent approximately to bearing 210).

I tried to eliminate the "mirrored" bearing by playing around with "Speed direction" parameter (under "Velocity"). After changing the Z-axis from "1" to "-1" torpedoes were launched to bearing 30: I got the correct direction, but the angle was still "mirrored"...

Also, I noticed that both units spawned - from time to time - some sort of "sparks"... Keltos, I'm sure you noticed that too... Any idea how to get the AI Torp mod compatible with these units?

Last edited by Pasterz; 10-20-09 at 01:34 PM.
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Old 10-20-09, 02:05 PM   #126
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tested Gyoratei with Darkfishes AI torpedo mod v 2.0, no torps although the Gyoratei did engage the DD with their triple A when in range, shortly before being destroyed..

I also thought they would change course towards the enemy but no, they kept their assigned headings...


[edit] implemented the AI torp mod before the Gyoratei as :
Quote:
Gyoraitei PT Boat: BY-Miner1436
Add Gyoraitei PT Boats to SHIV
Beware, they have a DC rack, and can reach speeds of 33.5 knots.
Install using JSGME or Maunally
Ask me before you use this in your mod.

This is the AI torpedo version.
You must have the AI torpedo mod downloaded AND activated by JSGME before using this mod.

Installation order:

AI Torpedo Mod
Gyoraitei
no change...

I noticed the torpedo launchers were set to x=0.48 and x=0.38 on the Gyoratei, changed all to 0.52 and -0.52 so that they wouldn't fire all over the place.

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Last edited by keltos01; 10-20-09 at 02:32 PM.
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Old 10-20-09, 02:44 PM   #127
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.

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Old 10-20-09, 02:45 PM   #128
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Quote:
Originally Posted by keltos01 View Post
tested Gyoratei with Darkfishes AI torpedo mod v 2.0, no torps although the Gyoratei did engage the DD with their triple A when in range, shortly before being destroyed..

I also thought they would change course towards the enemy but no, they kept their assigned headings...
clearly there is something wrong
as I said, please make the launcher visible to see if it actually shows up, knowing that is half of the bug fixing.

PS the AI torps mod doesn't change the AI behaviour so if ships don't head for the enemy now they never will
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Old 10-20-09, 02:50 PM   #129
keltos01
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the first mod, with the simpler nodes does work, I mean fires torpedoes, maybe there is something in the pyramid architecture of the second mods' nodes ?

if I install it on top of the second one :

"torpedospawnfx.dat" has already been altered by the "Darkfish AI torps v 2.0" mod.

did you change that file ?

[edit]




I implemented it on top of v 2.0 and it fires again ! :



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Old 10-20-09, 02:52 PM   #130
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   #131
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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Old 10-20-09, 03:18 PM   #132
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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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Last edited by keltos01; 10-20-09 at 03:42 PM.
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Old 10-20-09, 03:25 PM   #133
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   #134
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   #135
keltos01
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another shot :



side view :




mechwarrior

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