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Old 09-16-07, 11:45 PM   #1
Lagger123987
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Quote:
Originally Posted by tater
Note that you can do the same with Yamato, but in the cfg files in both the Roster, and Sea folders, change the type to 4, and they will happily act like DDs.

tater
:rotfl: Yamato on escort duty? I'll try that tomorrow too, kind of late here, but I'll let my co-worker do some of it for me while I'm busy on the farm.
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Old 09-17-07, 08:52 AM   #2
XLjedi
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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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Old 09-17-07, 11:08 AM   #3
Sailor Steve
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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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Old 09-17-07, 12:06 PM   #4
sqk7744
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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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Old 09-17-07, 08:28 PM   #5
Lagger123987
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Should I split the varients? I finally made a new ship.
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Old 09-17-07, 08:49 PM   #6
tater
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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.

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Old 09-17-07, 09:47 PM   #7
Lagger123987
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Quote:
Originally Posted by tater
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
Yeah, that's why I keep getting the mess ups, but should I split the four varients? Two for the asashio, the two for the new ship?
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