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01-07-09, 04:45 PM | #46 |
Weps
Join Date: Sep 2005
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Peabody - many thanks. I have actually made progress since my last post and have indeed removed the conning tower from the config by doing just as you sucggest. I now get all equipment in all compartments to report as damaged in the damage screen and can be repaired...... but the real problem now is that the damage has zero effect on the function of the ship. Examlpes include; all engines destroyed or damaged, ship still make 28 kts. Radar damaged, still working and detecting targets. Deck gun destroyed ... still able to hit F6 for deck gun station and fire, although I believe the deck gun damaged / destoyred comes up when the AI conrolled secondary targets are knocked out. Also have had rudder transmission knocked out, yet can still alter course.
Anyone have nay idea why damage is not affecting ship functions ? |
01-08-09, 03:05 AM | #47 |
Swabbie
Join Date: Aug 2007
Location: England
Posts: 9
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how did u get ur gun crew 2 fire on their own because mine wont and it the only thing keeping me frm usin the mod
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01-08-09, 09:14 AM | #48 | ||
Swabbie
Join Date: Aug 2008
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Quote:
It seem to linking with number between damage zones and the functions for slow down. ... I hate this... even more in the hell... Quote:
You can buy new crews in the office by drag and drop. Last edited by CaptSovhan; 01-08-09 at 10:54 AM. |
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01-08-09, 05:20 PM | #49 |
Weps
Join Date: Sep 2005
Posts: 356
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Capt - I think you may be right. I did some more digging around last night and found what I think is some damage zone "alignment" in \data\cfg\basic.cfg .... take look ..... aligns number to damage zones ...... and only for U-boats (no entires in there for fleetboats. This is interesting ... could it be the basic models for SH3 were used and they have different damage zone numbers to the SH4 zones ? just guessing here. I think that we may need to create custom entires in basic.cfg for any AXIS surface ships. I may be completely wrong in the above. Will know more after I've tried playing with basic.cfg.
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01-08-09, 05:30 PM | #50 | |
Stowaway
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01-08-09, 05:34 PM | #51 |
Nub
Join Date: Jan 2009
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A sidenote , CaptSovhan you might want to remove the flare ammo from the AA guns. The AI likes to use it to try and shoot down planes :\
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01-08-09, 09:01 PM | #52 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Almost now, just a bit more patience as I am finalizing basic funtionality...
PS: these are some older screenshots of a debug build...
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01-09-09, 05:41 AM | #53 | |
Stowaway
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01-09-09, 02:52 PM | #54 |
Weps
Join Date: Sep 2005
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Skwasjer - great screen shots ... I also saw them over at subsim central. This functionality will be amaizing when released and will be a big help to anyone working on custom damage models (especially surface warfare mod).
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01-09-09, 11:21 PM | #55 | |
Stowaway
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01-10-09, 11:14 AM | #56 | |
Swabbie
Join Date: Aug 2008
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Or both of them...
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USA BB North Carolina. |
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01-11-09, 06:44 PM | #57 |
Planesman
Join Date: Jan 2004
Posts: 186
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A few questions...
Has the issue with not being able to give targets to the gun crew been resolved yet? Has the issue with the gun crew not automatically firing on hostiles been resolved yet? Has anyone created/modified the files needed to make this work in RFB?
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01-11-09, 06:53 PM | #58 | |
Weps
Join Date: Sep 2005
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01-11-09, 07:12 PM | #59 |
Rear Admiral
Join Date: Jul 2008
Location: SPACE!!!!
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Anyone having a issue with the bridge not working?:hmm:
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01-11-09, 07:31 PM | #60 | |
Planesman
Join Date: Jan 2004
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