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Old 06-22-08, 02:23 PM   #166
Herr_Pete
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Thanks work perfectly. Brilliant submarine! Il have so much fun with all those torpedo tubes
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Old 06-22-08, 02:36 PM   #167
Schroeder
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Do TBT and stadimeter work with your version?
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Old 06-22-08, 04:44 PM   #168
Q3ark
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Quote:
Originally Posted by keltos01
Q3ark gave me a link to pdf book on the sub ! awsome ! ask him or me if you want the link, or if he agrees we can post it here.
Here's the link if anyone's interested. It's called "The T class submarine" by Paul J. Kemp. It's a good read and it's free (It all appears above board and legit), which makes it even better . The link is at the bottom of the page under a load of adverts.

http://213.8.170.243/PostNuke-0.762/...article&sid=60
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Old 06-23-08, 12:30 AM   #169
keltos01
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Default Kemp

Thanks for posting the link Q3ark, it's a really good book, I've read part of it already, might even print it and make it a real book !
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Old 06-25-08, 10:06 AM   #170
keltos01
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Default wip so far

I've tried to add a torpdeo animation node to the .dat file, we'll see tonight or tomorrow how it goes, this way the 11th tube has its own animation, which is more correct.

RL got the better of the past few days, glad it's over
k
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Old 06-25-08, 04:19 PM   #171
barndog
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Default I am guessing this boat does not work with RSRD

I tried installing ONLY 1.7 file and I get no bridge and no periscope??

Am I doing something wrong?
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Old 06-25-08, 07:11 PM   #172
peabody
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Quote:
Originally Posted by barndog
I tried installing ONLY 1.7 file and I get no bridge and no periscope??

Am I doing something wrong?
This happened to me and it turned out to be in SH4/Data/UPCData/UPCUnitsData. Check that folder and see if you already have a sub with "UnitParts8subname.upc" This one is named Unitparts8 so they conflict, so I just renamed one Unitparts9 and the tower came home.

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Old 06-25-08, 07:41 PM   #173
barndog
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Default Thanks Peabody

I'll try it and report what happens\

Yep That's the ticket THANKS

Last edited by barndog; 06-25-08 at 08:34 PM.
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Old 06-26-08, 03:17 AM   #174
keltos01
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Default tubes

good, now let's work on those tubes, thanks for the data you pm'd me Peabody.
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Old 06-26-08, 04:42 AM   #175
keltos01
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Default 11th tube

Here's what I've done so far :
I added a new animation in the .dat, positionned it above the others and called it BMM (back middle middle, didn't really know what to call it), I linked the upc 11th tube to the anim :

[UserPlayerUnit 1.Compartment 1.WeaponSlot 3]
ID= TorpMountS3
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BMM_anim01
ExternalDamageZoneTypeID3D= 130

here's the .dat :




Here's the .sim :




the bottom part of the . sim window :



0x810ea03ab150c625 is id for node 118 BMM_anim

0xbf94f0be0856d708 is the id for node 128 BMM_anim01

I copied the node using insert .dat function in s3d, then changed its name, then gave it a random id,

is it enough ???

I'd really like that middle stern tube to fire from its real position, and be animated and all ...
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Old 06-26-08, 08:30 AM   #176
keltos01
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CTD everytime, back to the previous version...
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Old 06-26-08, 09:11 AM   #177
keltos01
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Default found it !!

I found how to get number 1 to fire forward again, such a small change.. btw thanks to Peabody for this

I opened the .sim file, removed the extra tube I had set as number 0, created another one at the end of the list of tubes, gave it the BLD doors (so 2 rear tubes use the same doors for now) and saved.




as you can see the first line is back to normal "stock" model, the last one is the BLD.

As Peabody said, number 0 here is actually tube number 1 in game.

I loaded SH4 (a pre-1.4 version, and yes it works there as well )




went to the periscope station, selected tube one, hit enter and whoosh ! it fired !
turned around 180°, fired all 3 stern tubes

thanks to all who downloaded it feels nice to do a mod for more than one !

whole mod version 1.8 :

http://files.filefront.com/v18+Hr+MS+Zwaardvisch+Terar/;10808744;/fileinfo.html

just the new .sim file for those who have the 1.7 version :

http://files.filefront.com/NSS+Trito.../fileinfo.html
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Last edited by keltos01; 06-26-08 at 09:34 AM.
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Old 06-26-08, 12:21 PM   #178
Schroeder
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Sounds good.

Are the problems with the CTDs already solved? (or have I been the only one experiencing them....:hmm
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Old 06-26-08, 12:42 PM   #179
peabody
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Quote:
Originally Posted by Schroeder
Sounds good.

Are the problems with the CTDs already solved? (or have I been the only one experiencing them....:hmm
Unfortunately it happens on mine too. The Stadimeter and the TBT CTD.

Edit: Hate to be the one to break the news, but the TBT and Stadimeter work without the 11th tube. You can still have the 8 forward, that works. So either there is a problem somewhere or you can't add another tube. Don't know at this point. Xantro said he thought you could have as many tubes as you want they just won't show on the panel. Your #11 shows on the panel, so I don't know.
Let me d/l the new .sim file with the changes and try that.

Update: D/led the new sim, it still crashes on Stadimeter and TBT. You may want to check with someone with more knowledge before you spend all your time on a door that you may not be able to use. Just a suggestion. I don't know why the light panel works ok in Periscope mode but not in TBT (I am assuming that is what is causing the CTD because without #11 the TBT works). I don't know what the Stadimeter would have to do with it. But it has a probelm too.

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Last edited by peabody; 06-26-08 at 01:27 PM.
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Old 06-27-08, 03:38 AM   #180
keltos01
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I never tried your 8 nutton pannel in the TBT, I only use the periscope myself.. Feels naked on the surface even at night !

Do you need a different pannel for the TBT (is that UZO ?)
k
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