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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Commander
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#17 | |
Commander
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#18 | |
Samurai Navy
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It's just too bad that the captain (you) can't be shot on the bridge and insta-end your career. ![]()
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#19 |
Rear Admiral
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I havent followed this in detail yet (i keep glossing over it speed reading), but i do have one concern. Istrongly suspect that we're all going off into 3 different directions with the same file. RFB has their own version, ive just posted my own revision last night:
http://www.ducimus.net/sh4/preview/tm15b_preview_03.jpg http://www.ducimus.net/sh4/preview/tm15b_preview_06.jpg and then we have this brilliant piece of rework in progress. Rather then come up with 3 different versions of the same file, i thought maybe at some point we should all put our heads together make "the" submarine upc files. Another concern i have is that major revisions in this file requires a start of a new career game. I think we'll drive everyone nuts in that regard. Ironically as i was uploading the new version of TM last night, and was thinking to myself myself, "im not touching that file again for awhile!", i then saw this thread, and immediatly my hand went to my forehead (the proverbial facepalm) and thought, "We really need to work on our coordination here". |
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#20 | |
Navy Seal
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Location: New Mexico, USA
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Course I think in terms of a reasonable career spanning tonnage take of maybe 100,000 tons, not that much per patrol. tater |
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#21 | |
Commander
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#22 | |
Silent Hunter
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Location: Riverside, California
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And as well, you can sign up at the RFB forums ( http://forum.kickinbak.com/index.php...647a9120c08614 ), so you can discuss this in further detail over there as well.
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#23 |
XO
![]() Join Date: Aug 2007
Location: Italy
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It's a grat work.
I'd like to know more about the crew "berthing" (or what its name is) compartment. What is its funcion?
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"Memento Audere Semper"
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#24 |
Rear Admiral
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>>How would you and the RFB team propose cooperating on this?
We all probably have to get on the same page as to what we want from the sub UPC files to establish a baseline, and then go from there. This , overall, is something i think is very crucial becuase these files directly effect what the player sees/interacts with, all the time. On top of that, these files plug into 3D nodes in both the interior and exterior, not to mention damage zones. So i would think a baseline upc file is important, and certainly worth the time to iron out. As an aside, im really appreciative that your looking at the damage zones. Its something that needs to be done. Had i the tools, (not to mention the knowledge to use them effectively), id have been into the sub damage zones months ago, they are in dire need of work. |
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#25 |
Navy Seal
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Location: New Mexico, USA
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I agree. This is sort of like NSM, or redwine's work, too. A huge can of worms, but one well worth sorting out as a baseline.
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#26 | |
Commander
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#27 |
Commander
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I would propose listing a set of objectives for the UPC files in particular, and then defining a set of standards to meet these objectives. In other words, what are the areas that need to be fixed, and then define the standards to apply to fix the problem. At a minimum, I think this should address issues like compartment numbering and the max crew for each compartment. The actual number of crew members in each compartment can then be adjusted via the FunctionalSubsystem line in the UPC file.
I have no problem posting the files, and I've posted some of the relevant sections of the Equipment and Gato UPC files in this thread. I've also got to point out that to accomplish the scope identified in the OP, many other files are going to be affected, for example, the submarine zon files and the zones.cfg, in addition to the most of the other UPC files. Tonight I managed to correctly zone the 20mm single AA gun and correct the issue allowing the gun to continue firing after it had been destroyed. I've identified a problem of tying the weapon slot to a specific zone that I have to work out carefully. I think this is going to end up affecting many more UPC files. I think I'm also going to have to make some adjustments to the Sub Parts DAT files in order to create clones of equipment because, for example, the fore and aft AA stations share the same equipment meaning it would share the same zone. Obviously this presents a problem because now the zone is shared in two locations causing problems on damage and repair. I think I can fix this with cloning, but it's going to require some unique adjustments to the weapons.upc to make it work. And this doesn't address the upgrade pack problem on these pieces of equipment. I now understand why the Dev's made the ExternalDamageZoneTypeID3D= -1 for this equipment because this becomes so darn complex. In either case, I think it's possible, but will just take time to carefully work through. I've got it clear in my head what needs to happen...I hope this explanation makes sense. I can post the files if desired, but it will probably tomorrow at the earliest. |
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#28 | |
Silent Hunter
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Location: Riverside, California
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#29 |
Commander
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Update: I've finished cloning the 20mm single AA gun and the method seems to work but I need to test with one other gun type and then test the upgrade function in the campaign to make sure it still works properly.
Here are some screen shots... The aft AA mount is the first one destroyed. Notice the message. ![]() The fore AA mount still works properly. ![]() Damage control screen showing aft AA gun (only) destroyed ![]() Now the fore AA gun has been destroyed. Notice the message. ![]() Damage control screen showing both AA guns destroyed. Notice the text for each of the AA mounts. ![]() |
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#30 |
Ace of the Deep
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Looks really good, I can't wait to try it.
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