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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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The idea is that you use the UZO station that have been transformed into a firecontrol station. You lock get relevant information right there in one station. I have not planeed anything to the original way of the player main gun, since i kinda want the crew to do there job while im manouvering the ship. I use angle on target alot, so im hanging in uzo station and manouver from there, thats why i got this idea to have the relevant information right there without clicking around.... Again, i have no idea if it will work....its alot of reading and manipulating....and it realy takes alot more time than i thought it would.... Main problem is that i have to use one base megamod since most mods have changes in the menu init....either i had to create it for stock or i had to create it for one mod. My base foundation is Fall of the rising sun mod...FOTRS.... Here is another CONCEPT layout....the final one is kinda between them....i will upload the final layout when i have time... ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#2 | |
Watch
![]() Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
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![]() Generalee |
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#3 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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release.....when its done ![]() Initialy no. The player stil have to use the "old" way. I might look into the player operatet gun later...but it all comes down to how well i can get the firecontrol to work..... ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#4 | |
Watch
![]() Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
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![]() Quote:
![]() Generalee |
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#5 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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![]() Quote:
yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........ TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#6 | |
Watch
![]() Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
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![]() Quote:
Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod. "CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. "Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod. What do I have to alter or do to avoid it to override and so that I can have many ships at a time? Thanks Generalee |
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#7 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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![]() Quote:
I realy dont have enough mod experience to explain all you need to do. To avoid this problem you are having im working on two ships that will be apart of my small mod. a 3rd ship might come in. You need to get the ships in a pack if you want them to work. The submarines normaly also will have some errors when installing surface ships. My best advice is to run one at the time. Maby Karles ships work in multible installs since hes the same creator....but realy dont know.... I make paralel work on the Furutaka beside my main ship Takao. Hopefully i can get a BB in there to, especialy the Kongo....but right now i work one ship at the time, when i get something that work on that one i copy/paste it to the other one.... This is the best answer i can give...sorry....
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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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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![]() Quote:
To make it simple to understand an example: TBear is working on a MOD for the Takao, he obviously is not going to add a CareerStart for the King George V. So that means the LAST Careerstart.upc is the only one that will work right. One progam I have found to be very helpful, especially with Menu1024_768.ini but will work with any file that you edit with notepad is called Winmerge. So you get the warning for the Careerstart.upc. You open Winmerge and on one side you open the King George CareerStart.upc, and on the other side you open the Other CareerStart.upc (whatever that might be) and it will highlight the lines that are different. That may help you to fix them. You only have to know what information must be changed and what does not. Another example: If in the Flotillas.upc the missions are different, it is ok to leave one or the other in as long as they are both missions for surface ships. I don't have the King George so I will show an example of a CareerStart from the German uboat add on that we used for TBear to test the ships before he got his 'campaign' going. ![]() As you see on the left is the Careerstart for the Takao and on the right is the Careerstart for the Furutaka. And the difference is highlighted. So obviously for it to work both ships have to be in one file, since as you said the last one installed overwrites the old one. So this program may help you it may not. But it will show the difference in the two files.
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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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