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#1 | |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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#2 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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I wonder if you put 16' guns on a destroyer, would it capsize or maybe do a complete roll when it fired? ...maybe like a kayak?
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#3 |
Eternal Patrol
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It should sink instantly if it works right, because a triple 16" turret weighs more than most destroyers!:rotfl:
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#4 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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This I gotta see
![]() (ya know, if enough force is generated on the roll axis anything is possible ) Say a front and rear 16" gun+mount. The DD also needs a high top speed to stay on plane vs. the weight of those puppies' as Sailor Steve mentioned Will test your mod tonight Lagger123987
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#5 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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Should I split the varients? I finally made a new ship.
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Two things.
1. you'll note that the bungo pete mod should also include a Names.cfg inside the roster folder. You can add your new ship to that usuing the same formula as all the other ships: Classname=what you want it called in plain english 2. Many times doing this you will get an error in the mission editor where it can't find the ship. It means you missed something. New ship is called "ShipName." In Data/Roster/Japan/Sea/ShipName.cfg you need the class name set to ShipName. You need the Type= set to what you want (4 is DD, 0 through 4 act like escorts). In Data/Sea/ShipName/ShipName.cfg you need the class set to ShipName exactly as it is in the roster version I just talked about. The Type also needs to be exactly the same. All the files in the ShipName folder inside Sea need to also be called ShipName. ShipName.cfg, ShipName.eqp, ShipName_sil.dds(or tga), etc. Failure to have the cfg in there named right will give the same error. The stock game uses a NDD_Name convention, but the class names are then DDName. I find this confusing, and it is easy to mess one up. Dump the _ and name the ship in a less complicated way to avoid having to check so often to get them to match up. tater |
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#7 | |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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