![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
|
![]()
If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.
__________________
![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
![]() |
![]() |
![]() |
#17 | |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
|
![]() Quote:
As for radar targeting, I was never expecting to make that work, however, I might try making a crewmember special ability to increase gun accuracy as high as possible (similar to the battery recharge fix).
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
|
![]() |
![]() |
![]() |
#18 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
|
![]()
There already is a special skill/perk that makes the gunner`s performance better.
__________________
![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
![]() |
![]() |
![]() |
#19 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
|
![]()
Yeah I know there is the tin can crossover, I will adjust the values until it reaches phalanx accuracy and add that to the mod.
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
![]() |
![]() |
![]() |
#20 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
|
![]()
Okay, I fixed the CTD by removing the character animation and character instantiation but keeping the WM1 node.
![]() ![]() ![]() ![]() ![]()
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
![]() |
![]() |
![]() |
#21 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
|
![]()
Okay, one problem down, I fixed the mapping of the .sim file, that gave me the ability to load and fire the weapon... I need to re-map the camera node to point with the barrel
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
![]() |
![]() |
![]() |
#22 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
|
![]()
I've fixed all the bugs with the exception of no spinning barrels
![]() I added extra phalanx specific files to mimic higher penetrating modern rounds. Everything works nicely, it looks decent (could use some texture and shading help) but it's not a black void anymore. Time for initial release ![]()
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
![]() |
![]() |
![]() |
|
|