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Old 01-27-13, 09:14 AM   #361
V13dweller
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What exactly is the "Reflector Base" in the CFG files of some ships?

Also, I fixed the Cimmaron Tankers speed by setting it's CFG speed to 18
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Old 01-27-13, 10:46 AM   #362
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Quote:
Originally Posted by V13dweller View Post
What exactly is the "Reflector Base" in the CFG files of some ships?
They are... the reflectors: the spotligts they are pointing at enemy units during night attacks

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Originally Posted by V13dweller View Post
Also, I fixed the Cimmaron Tankers speed by setting it's CFG speed to 18
I am not sure if changing that setting alone will be enough. Probably, you should also change the max speed setting found in unit's sim file
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Old 01-27-13, 11:15 AM   #363
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Im not sure what program is needed to open SIM files.
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Old 01-27-13, 11:29 AM   #364
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Originally Posted by V13dweller View Post
Im not sure what program is needed to open SIM files.
easy: run GoblinEditorApp.exe (found in main SH5 folder), open NOL_T03.GR2 with it, and merge then NOL_T03.sim. Double click then on the unit_Ship controller, in 'Project Tree' window, select again unit_Ship in the following 'existing behaviors' tree, and navigate to Propulsion => Propellers. The property you need to change is called max_speed.

Once finished, close the 'edit behavior' window, right click on NOL_T03.sim in 'Project Tree' window, and select save file
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Old 01-27-13, 11:57 AM   #365
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When I merge the file it says "You don't have the actor DLLs for the following controller types
Water reflection
cmdr_AIship
obj_funnel
unit_ship
Please get the appropriate actor DLLs"
Could you also simplify this as much as you can? because I have never used this before.
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Old 01-27-13, 12:12 PM   #366
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Quote:
Originally Posted by V13dweller View Post
When I merge the file it says "You don't have the actor DLLs for the following controller types
Water reflection
cmdr_AIship
obj_funnel
unit_ship
Please get the appropriate actor DLLs"
Could you also simplify this as much as you can? because I have never used this before.
yes, following this guide should solve your dll's problem

Moreover, before you run again GoblinEditorApp.exe you should right click on it in order to display its property window, and in the 'compatibility' tab, check the box 'disable visual themes':



This will solve a problem with flickerings drop-down selection boxes in the editor
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Old 01-28-13, 12:46 AM   #367
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Thanks gap, I have edited the file and now the Cimmaron runs at it's realistic speed.
Also, Is it possible to set how fast the propellers spin? in case you have not noticed, some ships propellers spin impossibly slow, the best example is the Liberty ship, or the type C2-s ship.
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Old 01-28-13, 01:24 AM   #368
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I am now looking for the Historical engine RPM's now, after finding out how to set the speed and RPM in Goblin Editor.
Also, how can I view the weapons on the ships, and edit them?
And could you also tell me where I can increase the armour on ships?
Because I would like to correct the weak armour on the Graf Zeppelin and if I need to, others.

Last edited by V13dweller; 01-28-13 at 04:13 AM.
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Old 01-28-13, 05:36 AM   #369
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Here is one idea that I've been thinking about. Well, it's also TDW's FX update issue. Airplanes and AA-guns create a lot of debris when using FX update. The debris floats and doesn't dissapear. Bigger battles start to stutter soon, and particle effects become bugged.

So it would be really nice to add a option to remove the debris from smaller AA-guns, deck guns and cannons are still okay, the fire rate is much slower. Maybe revert back to stock settings (can't remember anymore the effect). This way we could get large battles without computers melting (maybe even port air-raids ).

I know TDW is a busy man, so maybe it could be added with this mod???
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Old 01-28-13, 10:45 AM   #370
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Thanks gap, I have edited the file and now the Cimmaron runs at it's realistic speed.
Glad you managed to do it by yourself!

If possible I would like to add realistic ships and planes specs to the list of features of the present mod.

Maybe you could take care of this aspect. What do you think?

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Also, Is it possible to set how fast the propellers spin? in case you have not noticed, some ships propellers spin impossibly slow, the best example is the Liberty ship, or the type C2-s ship.
unit_Ship => Propulsion => eng_rpm
(same group as max_speed)

Please note that Engine's max (max_force) force and max power (eng_power) can be set as well. Should we mess with these parameters?

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I am now looking for the Historical engine RPM's now, after finding out how to set the speed and RPM in Goblin Editor.
Yes, please, do it!

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Also, how can I view the weapons on the ships, and edit them?
fro their .eqp file

historical gun armaments will be an important feature of this mod.

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And could you also tell me where I can increase the armour on ships?
Because I would like to correct the weak armour on the Graf Zeppelin and if I need to, others.
This is a bit more complicated.

For a start, there is a main armour setting, found in unit's zon file (ColisionableObject => ArmorLevel).
Moreover the same zon file contains information on the various zones placed around the unit (engine room, conning tower, tanks, ballast, propeller, etc).
Damage properties for each zone type are defined in Zones.cfg. Zone definition set in this file can be shared by several units. Among the various zone-specific properties, there are armor settings. Zones armor can be an absolute value, or a percentage of parent object's armor. In most cases parent object is the main unit itself, so main ArmorLevel setting is used as base.

I could go into details but since you are moving your first steps into SH5 modding, I am afraid I would confuse you. Just tell me if you want to know more

Adjusting unit's armor levels and creating new zones definitions will be another important part of this project.

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Here is one idea that I've been thinking about. Well, it's also TDW's FX update issue. Airplanes and AA-guns create a lot of debris when using FX update. The debris floats and doesn't dissapear. Bigger battles start to stutter soon, and particle effects become bugged.

So it would be really nice to add a option to remove the debris from smaller AA-guns, deck guns and cannons are still okay, the fire rate is much slower. Maybe revert back to stock settings (can't remember anymore the effect). This way we could get large battles without computers melting (maybe even port air-raids ).

I know TDW is a busy man, so maybe it could be added with this mod???


the idea is good, though reducing the number of debris, and making them to sink after a short while instead of totally getting rid of them, seem to me a better option.

In any case, I don't know where to start from. Can you start having a look at Fx Update, while we are waiting for TDW to come back and to give us some cue.
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Old 01-28-13, 10:54 AM   #371
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Quote:
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Thanks again Gap! It might be that some people are hesitant to the idea sabotaging their torpedoes though...
Rongel,
could you please post a chart showing the new failure settings for each torpedo?
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Old 01-28-13, 02:42 PM   #372
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Yesterday I have been working on the twin flak M42, in an attempt to make it available as U-boat upgrade.

I have been successful, in part: the gun is displayed in the upgrades interface among other heavy AA guns, and it is fitted aboard the sub if selected.

Nonetheless, when I try walking toward it, my avatar "freezes" (I get stuck in front of it), audio changes (the bunker background sound gets replaced by a more generic ambience sound), and the screen is filled with dynamic waterdrops. I can still exit the game, give orders by way of the UI, and even navigate elsewhere using the shortcuts, but as soon I try approaching the gun again, I get stuck like before...

Seems a wrong camera setting. Maybe this explain why devs didn't include the game in game. Nonetheless, I will try and see if I can spot a mistake from my part.
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Old 01-28-13, 07:44 PM   #373
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Just ran another test.

This time I changed the ExternalLinkName3D setting of the M42 Zwilling (found in Weapons.upc), making it to point to the 37mmM gun model (Flak SK C/30), instead than 37mmTSA. All other settings unchanged.

Supposing that there was any error in my settings, I expected that the "stand-in" M42 would have been affected by the same problem as the "real" M42 during my previous test.

Unfortunately, this time I could walk around the gun and man it with no problem. This fact seems to demonstrate that the problem is either in 37mmTSA.GR2, 37mmTSA.sim or 37mmTSA.cam.

Any idea on what can be wrong with them, guys?

A screeshot showing the gun during my first test. It was taken just after I had got stuck around it (note the waterdrops):


Last edited by gap; 01-28-13 at 07:55 PM.
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Old 01-28-13, 08:13 PM   #374
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A comparison between the working single mount M42 (on the left), and the flawed twin mount (on the right):



Can you spot the error? Aren't the last 3 bones misplaced? As far as I can understand, they should have the subset 37mmTSA_Body as parent, and not 37mmTSA_Barrel, as it is currently
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Old 01-29-13, 12:38 AM   #375
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Quote:
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Can you spot the error? Aren't the last 3 bones misplaced? As far as I can understand, they should have the subset 37mmTSA_Body as parent, and not 37mmTSA_Barrel, as it is currently
Could this be corrected with the GR2 Editor/Viewer?
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