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08-03-17, 09:26 AM | #46 |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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I can't take credit for the deck guns,, they were set up that way originally and how I managed to get the twin 40 on the back has gotten lost in the fog of years of working on other mods,, but I can tell you how too get the single 40 off the bow if you want too. you go into the library folder and find the single 40 files and cut and paste them into a new folder wa la no more single 40
Last edited by yubba; 08-03-17 at 02:14 PM. |
08-03-17, 10:11 AM | #47 | |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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Quote:
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08-03-17, 11:11 AM | #48 |
CTD - it's not just a job
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Well then, I've goofed something up with the torps. I have nothing in my "stores" or "bunker" for loading any torps, even though they are drawn on the deck... - I'll have to go back through my edits.
Just like I'll have to look a bit closer at what I did to make the game crash trying to use Brisbane. It is NOT the order of the boats, like I thought yesterday evening. The PT109 is listed fifth in CareerStart 1, but is listed as boat 9, and it works fine like that. Brisbane should also, but I've got something wrong in the CareerStart and / or Flotilla (I'm guessing the former), since the game crashes now when choosing Brisbane. Doesn't matter which boat is selected... Anyway bubblehead1980 (Bubbles is a good nickname, btw ), here's some snippets of the two files: ;+++++++++++++++++++++++++++++++++++++++++++++++++ +++ CareerStart.upc --------------- [CareerStart 1] ID= Beginning NameDisplayable= 1941 StartTimeInterval=1941-12-08, 1942-02-01 BackgroundPic= 1941.tga ; picture that is displayed on the background when this option is selected CareerStartBriefingText= The war has just started, and we're being beaten. RenownOptions= 1000, 2000, 5000 [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand ; link to ID in Flotilla upc file IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 ; enumeration of ID(s) that point to submarine upc file FlotillaBriefingText= FlotillaCommonality= 1 ; to be used when a random choice is assigned [CareerStart 1.Flotilla 2] ID= C1Flotilla2 NameDisplayable= Manila IDLinkFlotilla= FremantleCommand IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2NSSPT109, 2 FlotillaBriefingText= FlotillaCommonality= 2 ; to be used when a random choice is assigned ;================================================= ==== Flotillas.upc ------------- [Flotilla 2.UserPlayerUnitType 9] ID= F2NSSPT109 NameDisplayable= Elco PT_109 MTB AvailabilityInterval= 1938-01-01, NULL IDLinkUserPlayerUnitType= NSS_PT_109 UnitTypeCommonality= 2 IDFlotillaLinkTransferTo= BrisbaneCommand ;+++++++++++++++++++++++++++++++++++++++++++++++++ ++ There should be no problem with it working in just about any mod. All mods, as far as I know, use Type=200 for the subs, so there you go! The "calls" for the boat are the same as what yubba has on Page 1 here in this thread. I've made no changes to the boat's names or any of the files, other than the UPC stuff for equipment, which did me absolutely no good, since I still don't have torps - BUT - I do have a "crew" page now with people showing on it, and all stations are manned... The rear gunner is actually quite good at sinking Sampans... First assignment is to insert supplies. The boat is still up there in the harbor, but we're on our way, torpedo-less, but with a bear of a rear gunner!... |
08-03-17, 11:58 AM | #49 |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
|
sounds like you'll have to start over with the boat,,, and go to that torpedo thread of mine and copy that file page,, again
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08-03-17, 12:13 PM | #50 |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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this makes torps work
It works you have torps almost 8 years to get this to you copy this page it is long,,...Tested ,loaded not fired,,this came off my boat confident it should fire,, the main part it did not crash,, so delete the the data inside the upc and copy and paste this.. to load torps go to battle stations hit auto load a couple of times you'll see torps move from stores to tubes and then time compress to speed things up
;************************************************* *********** ; ; SUBMARINE TYPE DEFINITION ; ;************************************************* *********** ;------------------------------------------------------------ ; Crew Evolutions ;------------------------------------------------------------ ;Evolution= Normal ;Evolution= Battle_Stations [UserPlayerUnit 1] ID=NSS_PT_109 NameDisplayable=NSS_PT_109 MTB UnitName= SS-PT-109 Type=NSS_PT_109 UpgradeClass=1 UnitInterval= 1938-01-01, 1945-12-31 ExternalClassName=SSPT109 Nationality=American CrewRanks=12 Evolution= Normal Damage= 0 TextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_T01.tga LightmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga NormalmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_N01.tga MenuSilhouetteTextureName= NSS_PT_109.tga MaxPettyOfficers=20 MaxOfficers=3 ;[UserPlayerUnit 1.UnitPartSlot 1] ;ID=NSS_PT_109ConningSlot ;NameDisplayable=Conning Tower Mount ;Type=NULL ;AcceptedTypes=NSS_PT_109ConningTower ;IDLinkUnitPartIntervalDefault1= NULL, NULL, NSS_PT_109_Turm01 ;ExternalNodeName3D= Z01 ;------------------------------------------------------------ ; STATUS OF EQUIPMENTS & WEAPONS ;------------------------------------------------------------ ; Functional ; Damaged ; Disabled ; Destroyed ;------------------------------------------------------------ ; COMPARTMENTS STRUCTURE ;------------------------------------------------------------ ; Compartments Functional Types ; ; FunctionalType= BowTorpedoRoom ; FunctionalType= SternTorpedoRoom ; FunctionalType= PropulsionRoom ; FunctionalType= SensorsRoom ; FunctionalType= CommandRoom ; FunctionalType= DamageControlRoom ; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom? ; FunctionalType= ArtilleryRoom ; FunctionalType= FlakRoom [UserPlayerUnit 1.Compartment 1] CompartmentType= 1 StatusActive= Yes ID= PTEnginesRoom NameDisplayable= Engine Room Type=NULL FunctionalType= PropulsionRoom MechanicalCoef= 0.6 ;0..1 ElectricsCoef= 0.4 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 2] CompartmentType= 1 StatusActive= Yes ID= PTCommandRoom NameDisplayable= Control Room Type=NULL FunctionalType= CommandRoom MechanicalCoef= 0.4 ;0..1 ElectricsCoef= 0.2 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0.4 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 3] CompartmentType= 1 StatusActive= Yes ID= PTAttackCenter NameDisplayable= Radar Room Type=NULL FunctionalType= SensorsRoom MechanicalCoef= 0 ElectricsCoef= 0.5 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0.5 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 4] CompartmentType= 2 StatusActive= No ID= PTRepairRoom NameDisplayable= Damage Control Room Type=Damage Control FunctionalType= DamageControlRoom MechanicalCoef= 0.4 ;0..1 ElectricsCoef= 0.4 ;0..1 GunsCoef= 0.2 ;0..1 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=1 CrewMembersSlots= 3 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 1, 0, 1, 1, No Damage, 0, 0, NULL, 0, 0, 0 [UserPlayerUnit 1.Compartment 5] CompartmentType= 1 StatusActive= Yes ID= PTConnWatch NameDisplayable= Deck Watch Type=NULL FunctionalType= ObservationRoom MechanicalCoef= 0.2 ;0..1 ElectricsCoef= 0.2 ;0..1 GunsCoef= 0.2 ;0..1 WatchmanCoef= 1.0 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.3 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 6] CompartmentType= 1 StatusActive= Yes ID= PorpoiseBowTorpedo NameDisplayable= Forward Torpedo Room Type=NULL FunctionalType= BowTorpedoRoom MechanicalCoef= 0.5 ;0..1 ElectricsCoef= 0 ;0..1 GunsCoef= 0.5 ;0..1 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 6 EffciencyDenominator=6 EffciencyDenominatorBS=6 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= 199 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 7] CompartmentType= 2 StatusActive= No ID= PTStarboardAA NameDisplayable= Starboard AA Gun Type=NULL FunctionalType= FlakRoom MechanicalCoef= 0.2 ElectricsCoef= 0 GunsCoef= 0.5 ;0..1 WatchmanCoef= 0.5 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=1 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.5 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 8] CompartmentType= 2 StatusActive= No ID= PTPortAA NameDisplayable= Port AA Gun Type=NULL FunctionalType= FlakRoom MechanicalCoef= 0.2 ElectricsCoef= 0 GunsCoef= 0.5 ;0..1 WatchmanCoef= 0.5 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=1 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.5 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 9] CompartmentType= 2 StatusActive= No ID= PTGunBow NameDisplayable= Fore Gun Deck Type=NULL FunctionalType= ArtilleryRoom MechanicalCoef= 0.5 ElectricsCoef= 0.5 GunsCoef= 0.2 ;0..1 WatchmanCoef= 0.5 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=1 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.7 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 [UserPlayerUnit 1.Compartment 10] CompartmentType= 2 StatusActive= No ID= PTConnGunB NameDisplayable= Aft Gun Deck Type=NULL FunctionalType= ArtilleryRoom MechanicalCoef= 0.5 ElectricsCoef= 0.5 GunsCoef= 0.2 ;0..1 WatchmanCoef= 0.5 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=1 CrewMembersSlots= 0 EffciencyDenominator=1 EffciencyDenominatorBS=1 Hitpoints=200 CrewExposure=0.7 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= -1 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 ;------------------------------------------------------------ ; CREWMEMBER SLOTS ; ; ;Type= Officer ;for Officers slots, which should be located in the Command Room and give bonus to the entire unit ;Type= Leader ;for Leaders slots, which give bonus to the compartment ;Type= Crewman ;for crewmember slots, which work and get poor pay ; ;IDLinkCrewMember= NULL ; this means the person will be generated ; ;------------------------------------------------------------ ; ******** ENGINE ROOM ********* [UserPlayerUnit 1.Compartment 1.CrewMemberSlot 1] ID=CrewMemberSlot_EngineW1L NameDisplayable= Engine Rooms 1st Section Leader Type= Leader WatchIndex= 1 IDLinkCrewMember= CPOEng WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 1.CrewMemberSlot 2] ID=CrewMemberSlot_EngineW2L NameDisplayable= Engine Rooms 2nd Section Leader Type= Leader WatchIndex= 2 IDLinkCrewMember= CPOEng WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 1.CrewMemberSlot 3] ID=CrewMemberSlot_EngineW3L NameDisplayable= Engine Rooms 3rd Section Leader Type= Leader WatchIndex= 3 IDLinkCrewMember= CPOEng WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ; ******** COMMAND ROOM ********* [UserPlayerUnit 1.Compartment 2.CrewMemberSlot 1] ID=CrewMemberSlot_CommandW1L NameDisplayable= 1st Section Officer On The Deck Type= Officer WatchIndex= 1 IDLinkCrewMember= HOFFComm WatchCrewMemberSlot3D= SO_dummy BattleStationsCrewMemberSlot3D= SO_dummy WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 2.CrewMemberSlot 2] ID=CrewMemberSlot_CommandW2L NameDisplayable= 2nd Section Officer On The Deck Type= Officer WatchIndex= 2 IDLinkCrewMember= OFFComm WatchCrewMemberSlot3D= SO_dummy BattleStationsCrewMemberSlot3D= NA_dummy WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 2.CrewMemberSlot 3] ID=CrewMemberSlot_CommandW3L NameDisplayable= 3rd Section Officer On The Deck Type= Officer WatchIndex= 3 IDLinkCrewMember= OFFComm WatchCrewMemberSlot3D= SO_dummy BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ; ******** Attack Center ******* [UserPlayerUnit 1.Compartment 3.CrewMemberSlot 1] ID=CrewMemberSlot_AttackW1L NameDisplayable= Radio Room Crew Type= Leader WatchIndex= 1 IDLinkCrewMember= HPOSensor WatchCrewMemberSlot3D= SON BattleStationsCrewMemberSlot3D= SON WatchAccessoriesForAdding3DObjects= headphones#Head WatchAccessoriesForSubtracting3DObjects= sapca BattleAccessoriesForAdding3DObjects= headphones#Head BattleAccessoriesForSubtracting3DObjects= sapca [UserPlayerUnit 1.Compartment 3.CrewMemberSlot 2] ID=CrewMemberSlot_AttackW2L NameDisplayable= Radio Room Crew Type= Leader WatchIndex= 2 IDLinkCrewMember= HPOSensor WatchCrewMemberSlot3D= SON BattleStationsCrewMemberSlot3D= RAD WatchAccessoriesForAdding3DObjects= headphones#Head WatchAccessoriesForSubtracting3DObjects= sapca BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 3.CrewMemberSlot 3] ID=CrewMemberSlot_AttackW3L NameDisplayable= Radio Room Crew Type= Leader WatchIndex= 3 IDLinkCrewMember= HPOSensor WatchCrewMemberSlot3D= SON BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= headphones#Head WatchAccessoriesForSubtracting3DObjects= sapca BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ; ******** DAMAGE CONTROL ********* [UserPlayerUnit 1.Compartment 4.CrewMemberSlot 1] ID=CrewMemberSlot_DamageL1 NameDisplayable= Damage Control Team Leader Type= Leader WatchIndex= 0 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= RT1_dummy BattleStationsCrewMemberSlot3D= RT1_dummy WatchAccessoriesForAdding3DObjects= WRENCH WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= WRENCH BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 4.CrewMemberSlot 2] ID=CrewMemberSlot_DamageC1 NameDisplayable= Damage Control Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= RT2_dummy BattleStationsCrewMemberSlot3D= RT2_dummy WatchAccessoriesForAdding3DObjects= WRENCH WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= WRENCH BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 4.CrewMemberSlot 3] ID=CrewMemberSlot_DamageC2 NameDisplayable= Damage Control Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= RT3_dummy BattleStationsCrewMemberSlot3D= RT3_dummy WatchAccessoriesForAdding3DObjects= WRENCH WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= WRENCH BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 4.CrewMemberSlot 4] ID=CrewMemberSlot_DamageC3 NameDisplayable= Damage Control Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ; ******** DECK WATCH ********* [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1] ID=CrewMemberSlot_WatchW1L NameDisplayable= Deck Watch 1st Leader Type= Leader WatchIndex= 1 IDLinkCrewMember= CPOWatch WatchCrewMemberSlot3D= WCS_03_dummy BattleStationsCrewMemberSlot3D= WCS_03_dummy WatchAccessoriesForAdding3DObjects= Binoclu_WCS WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= Binoclu_WCS BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2] ID=CrewMemberSlot_WatchW2L NameDisplayable= Deck Watch 2nd Leader Type= Leader WatchIndex= 2 IDLinkCrewMember= POWatch WatchCrewMemberSlot3D= WCS_03_dummy BattleStationsCrewMemberSlot3D= WCS_01_dummy WatchAccessoriesForAdding3DObjects= Binoclu_WCS WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= Binoclu_WCS BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 3] ID=CrewMemberSlot_WatchW3L NameDisplayable= Deck Watch 3rd Leader Type= Leader WatchIndex= 3 IDLinkCrewMember= POWatch WatchCrewMemberSlot3D= WCS_03_dummy BattleStationsCrewMemberSlot3D= WCS_02_dummy WatchAccessoriesForAdding3DObjects= Binoclu_WCS WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= Binoclu_WCS BattleAccessoriesForSubtracting3DObjects= NULL ; ******** BOW TORPEDO ********* [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1] ID=CrewMemberSlot_BowTorpW1L NameDisplayable= Fore Torpedo 1st Section Leader Type= Leader WatchIndex= 1 IDLinkCrewMember= HPOTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 2] ID=CrewMemberSlot_BowTorpW2L NameDisplayable= Fore Torpedo 2nd Section Leader Type= Leader WatchIndex= 2 IDLinkCrewMember= HPOTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 3] ID=CrewMemberSlot_BowTorpW3L NameDisplayable= Fore Torpedo 3rd Section Leader Type= Leader WatchIndex= 3 IDLinkCrewMember= POTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 4] ID=CrewMemberSlot_BowTorpW1C1 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 1 IDLinkCrewMember= POTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 5] ID=CrewMemberSlot_BowTorpW2C1 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 2 IDLinkCrewMember= POTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 6] ID=CrewMemberSlot_BowTorpW3C1 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 3 IDLinkCrewMember= POTorp WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 7] ID=CrewMemberSlot_BowTorpW1C2 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 1 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 8] ID=CrewMemberSlot_BowTorpW2C2 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 2 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 6.CrewMemberSlot 9] ID=CrewMemberSlot_BowTorpW3C2 NameDisplayable= Fore Torpedo Crew Type= Crewman WatchIndex= 3 IDLinkCrewMember= NULL WatchCrewMemberSlot3D= NULL BattleStationsCrewMemberSlot3D= NULL WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ; ******** FLAK ********* [UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1] ID=CrewMemberSlot_FlakL1 NameDisplayable= AA Gun Leader Type= Leader WatchIndex= 0 IDLinkCrewMember= NR WatchCrewMemberSlot3D= WM1@slot_A01 BattleStationsCrewMemberSlot3D= WM1@slot_A01 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1] ID=CrewMemberSlot_FlakL2 NameDisplayable= AA Gun Leader Type= Leader WatchIndex= 0 IDLinkCrewMember= NR WatchCrewMemberSlot3D= WM1@slot_A02 BattleStationsCrewMemberSlot3D= WM1@slot_A02 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ;Deck Guns [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1] ID=CrewMemberSlot_DGunL NameDisplayable= Deck Gun Leader Type= Leader WatchIndex= 0 IDLinkCrewMember= CPOGuns WatchCrewMemberSlot3D= WM1@slot_M02 BattleStationsCrewMemberSlot3D= WM1@slot_M02 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 2] ID=CrewMemberSlot_DGunC1 NameDisplayable= Deck Gun Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= NR WatchCrewMemberSlot3D= WM2@slot_M02 BattleStationsCrewMemberSlot3D= WM2@slot_M02 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 10.CrewMemberSlot 1] ID=CrewMemberSlot_DGun2L NameDisplayable= Deck Gun Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= CPOGuns WatchCrewMemberSlot3D= WM1@slot_M01 BattleStationsCrewMemberSlot3D= WM1@slot_M01 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL [UserPlayerUnit 1.Compartment 10.CrewMemberSlot 2] ID=CrewMemberSlot_DGun2C1 NameDisplayable= Deck Gun Crew Type= Crewman WatchIndex= 0 IDLinkCrewMember= NR WatchCrewMemberSlot3D= WM2@slot_M01 BattleStationsCrewMemberSlot3D= WM2@slot_M01 WatchAccessoriesForAdding3DObjects= NULL WatchAccessoriesForSubtracting3DObjects= NULL BattleAccessoriesForAdding3DObjects= NULL BattleAccessoriesForSubtracting3DObjects= NULL ;************************************************* *********** ; ; COMPARTMENT EQUIPMENT & WEAPS ; ;************************************************* *********** ;------------------------------------------------------------ ; ENGINES ROOM ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 1.EquipmentSlot 1] ID= EqSlotEnginesWall NameDisplayable= Engine Room Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 1.EquipmentSlot 2] ID= EqSlot12 NameDisplayable= Rudder Transmission Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, RudderTransmission ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 1.EquipmentSlot 3] ID= EqSlot13 NameDisplayable= Propeller Shaft Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, PropellerShaft ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 1.EquipmentSlot 4] ID= EqSlotDEPF NameDisplayable= Engine Type=NULL AcceptedTypes=GatoDEngine UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; CONTROL ROOM ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 2.EquipmentSlot 1] ID= EqSlotCommandWall NameDisplayable= Control Room Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 2.EquipmentSlot 2] ID= RadioAppMount NameDisplayable= Radio Apparatus Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, BasicRadio ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; Attack Room ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 3.EquipmentSlot 1] ID= EqSlotCommandWall NameDisplayable= Control Room Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; Damage Control Room ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 4.EquipmentSlot 1] ID= EqSlotBowTorpWall NameDisplayable= Bow Quarters Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; DECK WATCH ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 5.EquipmentSlot 1] ID= RadioAntenna NameDisplayable= Radio Antenna Type=NULL AcceptedTypes= Radio UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, RadioAntenna ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 5.EquipmentSlot 2] ID= DeckInstruments NameDisplayable= Deck Attack Station Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT ExternalNodeName3D= O04 ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; BOW TORPEDO ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 6.WeaponSlot 1] ID= TorpMountB1 NameDisplayable= Torpedo Tube 1 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_P1_Door02_FRU_anim01 ExternalDamageZoneTypeID3D= 58 [UserPlayerUnit 1.Compartment 6.WeaponSlot 2] ID= TorpMountB2 NameDisplayable= Torpedo Tube 2 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_P1_Door02_FLU_anim01 ExternalDamageZoneTypeID3D= 131 [UserPlayerUnit 1.Compartment 6.WeaponSlot 3] ID= TorpMountB3 NameDisplayable= Torpedo Tube 3 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_P1_Door02_FRD_anim01 ExternalDamageZoneTypeID3D= 132 [UserPlayerUnit 1.Compartment 6.WeaponSlot 4] ID= TorpMountB4 NameDisplayable= Torpedo Tube 4 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_P1_Door02_FLD_anim01 ExternalDamageZoneTypeID3D= 133 [UserPlayerUnit 1.Compartment 6.EquipmentSlot 1] ID= EqSlotBowTorpWall NameDisplayable= Forward Torpedo Room Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= 199 [UserPlayerUnit 1.Compartment 6.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=4 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 4 ;------------------------------------------------------------ ; FLAK GUNS ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 7.WeaponSlot 1] ID= PTStarboardAAMount NameDisplayable= Starboard AA Mount Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= A01 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID= PTPortAAMount NameDisplayable= Port AA Mount Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= A02 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 ;------------------------------------------------------------ ; DECK GUNS ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 9.WeaponSlot 1] ID= SternDeckGun NameDisplayable= Aft Deck Gun Mount Type=NULL AcceptedTypes= NULL UserCustomizable= No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= M02 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 10.WeaponSlot 1] ID= BowDeckGun NameDisplayable= Fore Deck Gun Mount Type=NULL AcceptedTypes= NULL UserCustomizable= No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= M01 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 3.Bunker 1] ; Deck Gun and Flak guns ammo ID=GunsAmmoBunker Capacity=10 IDLinkAmmunitionIntervalDefault1= NULL, NULL, NULL, 0 ;************************************************* *********** ; ; UpgradePackSlot ; ;************************************************* *********** [UserPlayerUnit 1.UpgradePackSlot 1] ID= UpgPortAAGun NameDisplayable= Aft Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= PTPortAAMount IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin [UserPlayerUnit 1.UpgradePackSlot 2] ID= UpgStarboardAAGun NameDisplayable= Aft Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= PTStarboardAAMount IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgDeckGun NameDisplayable= Deck Gun Type=NULL AcceptedTypes=USDeckGunAdv2 UserCustomizable=Yes IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack4in50calDGTwin ;************************************************* *********** ; ; FunctionalSubsystem ; ;************************************************* *********** ; ;Weapons and Equipments Subsystems: ; FunctionalType= PropulsionSurface ; FunctionalType= PropulsionUnderwater ; FunctionalType= PropulsionSilent ; FunctionalType= SteeringHorizontal ; FunctionalType= SteeringVertical ; FunctionalType= SensorHydrophone ; FunctionalType= SensorSonar ; FunctionalType= SensorRWR ; FunctionalType= SensorRadio ; FunctionalType= SensorRadar ; FunctionalType= SensorMAD ; FunctionalType= SensorPeriscope ; FunctionalType= SensorEyeball ; FunctionalType= SensorDF ; FunctionalType= WeaponDecoy ; FunctionalType= WeaponTorpedo ; FunctionalType= WeaponMainCannon ; FunctionalType= WeaponSecondaryCannon ; FunctionalType= WeaponFlak ; FunctionalType= ResourceCompressedAir ; FunctionalType= ResourceFuel ; FunctionalType= ResourceElectricity ; ;Human Resources: ; FunctionalType= CrewMembersGrouping ; ; IDs taken directly into account by programming (DO NOT CHANGE THEM!): ; ID= CrewWatch1 ; ID= CrewWatch2 ; ID= CrewWatch3 ; ID= CrewFlak ; ID= CrewDeckGun ; ID= CrewDamage [UserPlayerUnit 1.FunctionalSubsystem 1] ID= Propulsion NameDisplayable= Propulsion FunctionalType= PropulsionSurface IDLinkFunctionalSubsystemSlots= EqSlot13, 0, EqSlotEEPF, 1, EqSlotDEPF, 1 [UserPlayerUnit 1.FunctionalSubsystem 2] ID= SteeringControls NameDisplayable= Steering Control Systems FunctionalType= SteeringHorizontal IDLinkFunctionalSubsystemSlots= EqSlot12, 0, EqSlot36, 1 [UserPlayerUnit 1.FunctionalSubsystem 3] ID= Radio NameDisplayable= Radio FunctionalType= SensorRadio IDLinkFunctionalSubsystemSlots= RadioAppMount, 1, RadioAntenna, 0 [UserPlayerUnit 1.FunctionalSubsystem 4] ID= CrewWatch1 NameDisplayable= 1st Watch FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW1L, 0,CrewMemberSlot_EngineW1C1, 0,CrewMemberSlot_EngineW1C2, 0,CrewMemberSlot_EngineW1C3, 0,CrewMemberSlot_CommandW1L, 0,CrewMemberSlot_CommandW1C1, 0,CrewMemberSlot_CommandW1C2, 0,CrewMemberSlot_CommandW1C3, 0,CrewMemberSlot_AttackW1L, 0,CrewMemberSlot_AttackW1C1, 0,CrewMemberSlot_BowTorpW1L, 0,CrewMemberSlot_BowTorpW1C1, 0,CrewMemberSlot_BowTorpW1C2, 0,CrewMemberSlot_WatchW1L, 0,CrewMemberSlot_WatchW1C1, 0,CrewMemberSlot_WatchW1C2, 0,CrewMemberSlot_WatchW1C3, 0 [UserPlayerUnit 1.FunctionalSubsystem 5] ID= CrewWatch2 NameDisplayable= 2nd Watch FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW2L, 0,CrewMemberSlot_EngineW2C1, 0,CrewMemberSlot_EngineW2C2, 0,CrewMemberSlot_EngineW2C3, 0,CrewMemberSlot_CommandW2L, 0,CrewMemberSlot_CommandW2C1, 0,CrewMemberSlot_CommandW2C2, 0,CrewMemberSlot_CommandW2C3, 0,CrewMemberSlot_AttackW2L, 0,CrewMemberSlot_AttackW2C1, 0,CrewMemberSlot_BowTorpW2L, 0,CrewMemberSlot_BowTorpW2C1, 0,CrewMemberSlot_BowTorpW2C2, 0,CrewMemberSlot_WatchW2L, 0,CrewMemberSlot_WatchW2C1, 0,CrewMemberSlot_WatchW2C2, 0,CrewMemberSlot_WatchW2C3, 0 [UserPlayerUnit 1.FunctionalSubsystem 6] ID= CrewWatch3 NameDisplayable= 3rd Watch FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW3L, 0,CrewMemberSlot_EngineW3C1, 0,CrewMemberSlot_EngineW3C2, 0,CrewMemberSlot_EngineW3C3, 0,CrewMemberSlot_CommandW3L, 0,CrewMemberSlot_CommandW3C1, 0,CrewMemberSlot_CommandW3C2, 0,CrewMemberSlot_CommandW3C3, 0,CrewMemberSlot_AttackW3L, 0,CrewMemberSlot_AttackW3C1, 0,CrewMemberSlot_BowTorpW3L, 0,CrewMemberSlot_BowTorpW3C1, 0,CrewMemberSlot_BowTorpW3C2, 0,CrewMemberSlot_WatchW3L, 0,CrewMemberSlot_WatchW3C1, 0,CrewMemberSlot_WatchW3C2, 0,CrewMemberSlot_WatchW3C3, 0 [UserPlayerUnit 1.FunctionalSubsystem 7] ID= CrewDamage NameDisplayable= Damage Repair Team FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DamageL1, 0,CrewMemberSlot_DamageC1, 0,CrewMemberSlot_DamageC2, 0,CrewMemberSlot_DamageC3, 0 UserPlayerUnit 1.FunctionalSubsystem 7] ID= DeckGun1 NameDisplayable= Bow Deck Gun FunctionalType= WeaponMainCannon IDLinkFunctionalSubsystemSlots= BowDeckGun, 1 [UserPlayerUnit 1.FunctionalSubsystem 8] ID= DeckGun2 NameDisplayable= Stern Deck Gun FunctionalType= WeaponMainCannon IDLinkFunctionalSubsystemSlots= SternDeckGun, 1 [UserPlayerUnit 1.FunctionalSubsystem 9] ID= CrewDeckGun NameDisplayable= Deck Gun FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DGunL, 0, CrewMemberSlot_DGun2L, 0 [UserPlayerUnit 1.FunctionalSubsystem 10] ID= FlakGun1 NameDisplayable= Starboard AA Gun FunctionalType= WeaponFlak IDLinkFunctionalSubsystemSlots= PTStarboardAAMount, 1 [UserPlayerUnit 1.FunctionalSubsystem 11] ID= FlakGun2 NameDisplayable= Port AA Gun FunctionalType= WeaponFlak IDLinkFunctionalSubsystemSlots= PTPortAAMount, 1 [UserPlayerUnit 1.FunctionalSubsystem 12] ID= CrewFlak NameDisplayable= Flak Guns FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_FlakL1, 1, CrewMemberSlot_FlakL2, 1 [UserPlayerUnit 1.FunctionalSubsystem 13] ID= TorpedoTube1 NameDisplayable= Torpedo Tube 1 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB1, 1 [UserPlayerUnit 1.FunctionalSubsystem 14] ID= TorpedoTube2 NameDisplayable= Torpedo Tube 2 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB2, 1 [UserPlayerUnit 1.FunctionalSubsystem 15] ID= TorpedoTube3 NameDisplayable= Torpedo Tube 3 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB3, 1 [UserPlayerUnit 1.FunctionalSubsystem 16] ID= TorpedoTube4 NameDisplayable= Torpedo Tube 4 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB4, 1 ;************ The End ************ |
08-03-17, 01:24 PM | #51 | |
Navy Seal
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Quote:
Thanks. Oh no Ill keep the bow mounted 40. Those 40's are going to be important in the campaign. Like in real life, a lot of targets wont be torpedo worthy or too shallow to hit with torpedoes, such as the daihatsus etc. Made a single mission for testing and got into an intense gunfight with some small craft near kolombangara.40 MM on bow is needed. I added twin 20 MM's to the AI elco boat so their firepower is no so limited. May add a 40 MM and get AI torpedoes to work. PT's often worked together so need to get that worked out for campaign. One issue, I have no crew on deck unless at GQ. know how to fix this? |
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08-03-17, 02:24 PM | #52 | |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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Quote:
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08-03-17, 03:43 PM | #53 |
CTD - it's not just a job
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I'll give the upc file another go tonight yubba. Thanks for that. I also have to look at the equipment file again and make sure I didn't do a typo there. I'm almost certain that's what the issue is with getting Brisbane going...
+++++++++++++++++++++++++++++++++ Edit: a-Eeeeegh.... "Caw-FEe!" ... It helps, if the file you have edited, actually resides in the mod that you've activated... - what I edited late last night is in the work folder, a whole hard drive away from the game and the MODS folder... PS: I sure do wish these vidz would display a little smaller... Last edited by propbeanie; 08-03-17 at 03:57 PM. Reason: Pete the Puma |
08-03-17, 05:02 PM | #54 | |
Navy Seal
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Quote:
Propbeanie. You are my hero lol. I just got the career to start up in Manila in 1941 with the PT. However, I have no torpedoes either.Thats weird, torpedoes show up in single mission but not career mode. Ugh this sim drives me crazy sometimes. Edit: Saw yubba fix for torpedoes, working now. Making adjustments to my torp mod for PT's will release this evening. Any ideas on how to fix the no crew on deck when not at GQ? thinking OOD and one lookout in the steering station would work. Gunners of course man guns when GQ is called. Last edited by Bubblehead1980; 08-03-17 at 05:32 PM. |
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08-03-17, 05:42 PM | #55 | |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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Quote:
I'd delete that boat and re-install it ,, and swap out that upc file that I posted and you should have torps,, that's all I've done for the Bismarck PT though I don't have a guy on the rear gun ,,, it is real finnicky my boat that I took the upc file from god only knows what I did else where,, I just checked it a while back and the torps loaded mk14s |
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08-03-17, 08:52 PM | #56 |
CTD - it's not just a job
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I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...
In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations.., Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast... What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... Excellent job yubba getting it going in the campaign! |
08-03-17, 11:15 PM | #57 | |
Navy Seal
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Quote:
Will you share the entry for Brisbane? I played two test missions in campaign out of Manila/Cavite in Dec 41 earlier and it was a blast. Made one attack in daylight(just to test things out) and got about 7,000 yards out before escorts of Lingayen invasion force spotted me and shells started dropping.A few landed close and escorts were set to Elite or Vet but plowing in at flank speed and giving 5-10 degrees of rudder back and forth makes PT a tough target to hit, esp at distance. I let 4 mark 8's loose from 6,000 yards, 3 hit a transport, which later sunk.I would like to alter the commands if possible to make the < > keys give rudder in 5 degree increments port or starboard, would be easier to steer during the run in and evasion then clicking the rudder dial. Night attack I went in for gun attack on some landing craft(turned US LC into IJN LC as a stop gap until have an actual japanese LC) a tug, some sampans and their escort(small subchaser and IJN PT boat) it was pretty intense.I see a campaign where player orders may be to depart, patrol, return, rearm etc, then after few nights in a row, barring damage etc, return and end patrol. Going to do some reading on PT operations esp in solomons because lets face it, that is where majority of the action will be. One Issue is going to have to adjust the range/fuel load to work in campaign, esp in Solomons since due to air traffic(friendly and enemy, remember friendly fire incident near Kolombangara mentioned in Bruce Gambles book about VMF-214. Young 2nd Lt on dawn CAP strafed a PT returning from night action, killed and injured several. They opened fire on him, hitting him, plane crashed into Kolombangara. Later found his body and buried him there, brought over on a PT boat) so can depart in evening, make it to action area, battle and return to base as the boats typically did. Requires some high speed runs and burns fuel quickly. Playing with unlimited fuel kind of hampers gameplay I feel. Overall boat is great but I agree, need to fine tune some things on the boat to work for TMO RSRD campaign.Set it up so gun load outs is appropriate for time periods, upgrades etc as subs do in campaign. Surface radar, get some crew topside when not at GQ, two gunners slots for the 40 MM. Perhaps have deck watch and gunners in helmets and kapoks(if there is a model for kapok) when at GQ. The searchlight could be replaced since we cant use it. Since Pt's usually operated in pairs and groups in some cases, having AI torpedoes work on them is needed. I already changed up the .eqp file on the AI elco to have twin 20 MM guns and later 40 mm. I was thinking I would include this in my upgrade but decided it'll be best do it seperately since to make a decent PT mod, will have to change some things moving away from sub warfare. I'm in final stages of first release now. Going to fix a few things, then take a break, do some work on PT mod and actually play some patrols. Huge part of the PT mod, the traffic is there, ill add some more small traffic, esp once the daihatsu LC is available. PT mod is going to be a lot of fun. Here is a mod for surface vessels torpedoes for PT's, DD etc. http://www.subsim.com/radioroom/show...19#post2504619 Update: Found myself awake early and morning run ruined by rain so fooled around with PT mod a bit. Testing to see which sensors settings etc work best for the mod. Also edited the .zon file, its armor level was set to 100, it was not vulnerable to enemy fire I found. I am going to need to edit the file for enemy guns, esp the autos like 25 MM, been wanting to anyways, they are way too effective. Something is up with the damage system on PT. While testing I was hit by my own Mark 9 torpedo(set shallow and ran over it, stopped it slammed into my stern lol) and while it caused fire and damage and PT to sink soon after, the damage control system showed minor hull damage but no equipment damage etc. I'm still getting a CTD when I try to start a career at Brisbane, not sure what am doing wrong. lol but it does work out of Manila in Dec 1941. I have updated the roster to include all Motor Torpedo Boat Squadron 3's boats that defended Luzon in 1941/42 with proper DOD dates. Also included PT-103-110 which join in mid 42, the 109 is removed from roster on Aug 2 1943 per history.. Will add others are campaign comes together. Last edited by Bubblehead1980; 08-04-17 at 06:26 AM. |
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08-04-17, 09:09 AM | #58 |
CTD - it's not just a job
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I copied my Manila entry to Brisbane, and changed the Flotilla designation:
[Flotilla 2.UserPlayerUnitType 9] ID= F2NSSPT109 Becomes:[Flotilla 3.UserPlayerUnitType 9] ID= F3NSSPT109 I have no idea what your ...UnitType number would be, but be sure and change the Objective assignments similarly... juss sayin'... - similarly, the "F" number depends upon what Flotilla you have Brisbane numbered as... The guns are definitely too strong. Some of the boats had a single-barrel 20mm up front and a single-barrel 40 in the rear, at the most, didn't they? I don't think they would have been able to move very well through the water configured like they are now - but they can sure tear up a merchant from over 5k out... The "crew" that are available in the game, for the most part, won't work, since they'd "walk" a distance that is longer than the boat, so they'd have to be "posed" folks, maybe two standing doing the binocular and shading of the eyes movements. Maybe have one or two others sitting somewhere?... One thing about battle stations, is that the torpedoes were not always remotely fired, but were instead manually fired out of their tubes by a man standing by the back of a tube, detonating a the black powder launching charge. So they would have to have a person standing at the tube for that (after watching some of the vids, they apparently only did that when the remote wouldn't work - or did it depend upon the boat and time period??)... Found some links that I'm sure others have already posted: http://pt-king.gdinc.com/Torpedo.html Not a very impressive weapon http://mathscinotes.com/2013/06/aimi...rom-a-pt-boat/ They've got a link for a History channel show on the PT boat. They show push-button and manual lever launches. it's a rather over-dramaticized and romanticized story, but they do show a lot of the different armaments employed, and somewhat how they came into being. Like the Sherman tank in Europe, Necessity was the Mother of Invention... No sound on this one, but they show the later-used "roll-off" launch of a torpedo, and then the PT boat going faster than the torp, while tracking it... Last edited by propbeanie; 08-04-17 at 10:12 AM. Reason: numbers... it's all theory anyway - and more |
08-04-17, 09:43 AM | #59 |
Admiral
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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Is there any way to get the Ai Pts drive-able ???? I tried it's way beyond me.
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08-04-17, 10:16 AM | #60 |
CTD - it's not just a job
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I'm not 100% certain, but I think that's what Digital_Trucker started with for the PT-109 mod. Are you wanting to start "fresh" on one of your own? s7rikeback has a recent write-up somewhere around here about taking an AI vessel and making it "driveable". There are a couple other write-ups similar to that one, and I think ETR3(SS) has one on subs... ?? I'll see if I can find those.
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