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Old 06-18-08, 05:10 PM   #136
peabody
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Quote:
Originally Posted by keltos01
Quote:
Originally Posted by peabody
Quote:
Originally Posted by keltos01
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.
http://files.filefront.com/v15+Hr+MS.../fileinfo.html
Did you change the .upc files?

Peabody
I din't dare change it...
should I move the aft tubes to the fore comparment there? what do you think ?
No guts no glory. I wouldn't have found 8 tubes if I didn't experiment. There is more to it because of the functionalsubsystems.
Try a copy and paste and don't change anything, they are linked to the TorpmountS1 and S2 which are stern mounts but mine worked without changing it. If you need to change that then you may need to change the functionalsubsystem, but I don't know if you can add two bow tubes, never tried it. But we can cross that bridge when we get to it.
Because it is working I would guess the sub is using the .dat file info and they shoot forward and show as forward, but in base it must use the .upc file and that is why you have 8 at sea and 6 in base. Just guessing haven't tried it.
Another thing that may need changing is the tubes in the .sim file under wpnsubtorpedosystem or something like that (you will recognize it) there are slots for tubes and slots for forward and aft storage.
I am trying to help another on a ship right now too, it won't load and he asked for help. Still looking, lot of files and info.

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1] <-- Need to change this
ID= TorpMountS1 <----might need to change this to B7
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom <---Might need to change to Bow
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Gato_Door02_BRU_anim01 <--Link to whatever door you used
ExternalDamageZoneTypeID3D= 61


This is the Functional Subsystem (The one that says don't change:rotfl Just kidding it just says some IDs can't be changed.

[UserPlayerUnit 1.FunctionalSubsystem 22]
ID= TorpedoTube7
NameDisplayable= Torpedo Tube 7
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountS1, 1

If we have to change it would only be the yellow part to TorpMountB7, but I'm don't know if there is a limit. And it may not need to be changed, it may just control how the tube loads and fires, not whether it is bow or stern. They put them on ships so I don't see a problem.

Peabody
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Old 06-19-08, 05:50 AM   #137
keltos01
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Default fixing wake first ;)

okay, I've fixed the ship wake this time on :



surface firing (the piece of door visible here has been removed)





Nose firing !




I've also checked all forward doors, the FRU door wouldn't close, whereas all the other do, so I looked up the anim parameters and found that the local param was set to somthing else than x=0 y=0 z=0, so I changed it back to 0 -> that did it ! all torpedo doors open and close now .

I moved the propellers at their right place, changed the rear plane for the Class T model, the front planes I didn't cause the T class has one unique plane, I moved the torpedo caps to their respective correct position for the external tubes : I use 3ds and the ref system of the game, so I only have to point to a place and directly get its coordinates, easier... don't remember who gave it to me at first though

I changed the torpedo basic load : she now comes with all mark VIII torpedo save for one mk14, the fore bunker is empty when starting a mission.

When one of the fore external tube is fired it automatically reloads from the fore bunker... any way to prevent this as they are non-reloadable tubes ?

nearly there... btw I kindo like this Ugly Betty

btw I'm currently reading a paperback where a german sailboat tries to go back to germany from brazil in 1944, there is an encounter at sea with a Class T boat !
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Old 06-19-08, 08:28 AM   #138
keltos01
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Default 11 tubes !!!!!!!





I did a copy paste of the 2 stern tubes bru and blu to the bow torp room in upc -> nada

then I did a copy paste in the stern room

[UserPlayerUnit 1.Compartment 1.WeaponSlot 5]
ID= TorpMountS4
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01
ExternalDamageZoneTypeID3D= 130

and got 5 stern tubes in the game loadout!!! but still 10 tubes total ingame (11th not there)
so I changed the two extra bow tubes from sternbunker to Bowbunker, nothing....

then I opened the .sim file, went to wpn_SubTorpedoSys, added one tube -> Tubes [11]
gave it the BLD anim 01 (need a stern tube)
I get 11 tubes ingame !
problem :
number 1 is aft tube
number 9 is bow tube

anyways, I'd need to make one more animation in the .dat and link it to the .sim, here is uses one of the existing doors...

so it means we'll be able to mod all japanese subs as well (they had more tubes)
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Old 06-19-08, 09:44 AM   #139
Schultzy
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incredible, just incredible... hats off to you fellows

cannot wait to sail in her and it wont be long the rate you're going... keep it up!

ps THANK YOU
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Old 06-19-08, 03:09 PM   #140
keltos01
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Default Version 1.7 uploaded / 11 tubes

Version 1.7 Class T submarine :


WIP, 11 tubes implemented :3 aft 8 front. Its has a light version of the Mark VIII torpedo mod. They load up automatically but in reserve bunker. Mod restricted to the Pearl Harbor for now, sub available dec 9 1941 for campaign.

known issue : when using firing pannel in periscope tube 1 is actually aft, and tube 9 is fore.

A few things yet to move like hydrophone.

The third stern torpedo fires from the same tube as one of the others, till I can set up a node with a proper door for it.

Don't fire external tubes when surfaced or you'll see a splash ! hopefully the torp doesn't blow up on impact ! :rotfl:


Enjoy till we fix all ! Keltos01


Link :
http://files.filefront.com/v17+Hr+MS.../fileinfo.html
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Old 06-19-08, 04:44 PM   #141
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This is looking fantastic. Thanks guys, for bringing one of my favorite subs to silent hunter.

Just one question, is it possible to remove that huge mast behind the periscopes? I am lead to belive that they where removed at the beggining of the war.
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Old 06-19-08, 04:58 PM   #142
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Default mast

will see what I can do, if it doesn't screw up the uv maps...
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Old 06-19-08, 06:23 PM   #143
Q3ark
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Quote:
Originally Posted by keltos01
will see what I can do, if it doesn't screw up the uv maps...
Cool thanks man. It's no big deal, it's in the "would be nice" category. Would have a go myself but i don't have any 3D editing tools, and being that i am a poor student, i won't be able to afford any soon .
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Old 06-20-08, 02:19 AM   #144
keltos01
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Default no mast early war

Done, now all you need to do is import the tower no mast.obj in the Conning_Triton_01.dat in lieu of the existing 3d model, save and you shoulw have this (roughly) when in game, btw now that I think of it I had to do the same with the Jyunsen B radio mast which was higher than the scopes could go (see my signature), just being practical there really :




erm, just kidding :rotfl:
I uploaded the new .dat, you just have to slip it in the object directory of the mod and replace the Conning_Triton_01.dat, if you don't want the mast to reappear later on, save another copy and use it to replace the Conning_Triton_02.dat.

I hope it works ! post a screenshot when you're done

link :
http://files.filefront.com/Conning+T.../fileinfo.html
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Old 06-20-08, 05:00 AM   #145
Q3ark
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Here's a screenshot you asked for. It's all gone a bit funny the conning tower has sunk in the deck along with the AA gun at the back (I am using TMO could this affect it? Will try it with out TMO after work tonight)

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Old 06-20-08, 05:34 AM   #146
keltos01
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Default another one ?

try this one instead :

http://files.filefront.com/Conning+T.../fileinfo.html

had the tower too low, now I edited the one in the mod.

btw that's where the second aa was !!! been looking all over for that one off course the boat one needs one, unless, unless someone can prove to me that there was one at the back on deck f.i.?


Since it's youre favorite sub, what's that pyramidal thing on the aft deck ???



so they didn't have any outer doors after all
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Old 06-20-08, 07:07 AM   #147
Q3ark
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Quote:
Since it's youre favorite sub, what's that pyramidal thing on the aft deck ???


It is listed as the "DF Coil" on a diagram i've got. Something to do with radio direction finding?

Quote:
so they didn't have any outer doors after all
The early ones did, but they where ommited from later boats as it was found that they only had a very minor effect on submerged speeds.

Will try the new file you posted after work tonight. Thanks man you definatley deserve a beer
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Old 06-20-08, 07:41 AM   #148
keltos01
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Default tubes

:hmm: so this will be a late hull type with early torpedo tube doors ? interresting !
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Old 06-21-08, 06:24 AM   #149
Q3ark
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The new file worked thanks

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Old 06-21-08, 09:37 AM   #150
keltos01
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Default beaut

she's a beaut now ! and a beautyful screenshot that was !

what's the round antenna called again ? and that hydrophone nearly on deck so I can move them ?

does everything (uzo...) appear ok on deck or not ?

thanks for feedback please

and any help with the numbering of the tubes problem aft/fore would be appreciated !
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