![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#736 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Hi,
I tried this mod a few minutes ago. Well, against ennemy battleships, it's not easy, because you just have a very bad precision with the guns for a target further than 10 km, whereas the ennemy has an excellent one. So, I die everytime. How would be possible to increase my precision ? Thank you for any aqnswer! |
![]() |
![]() |
#737 |
Commander
![]() Join Date: Aug 2007
Location: Italia Venezia
Posts: 465
Downloads: 228
Uploads: 0
|
![]()
I'm not on the pc.
There is a file in cfg folder where you can find "max angle" set a lower value. This evening I will be more detailed ![]() |
![]() |
![]() |
![]() |
#738 | |
Commander
![]() Join Date: Aug 2007
Location: Italia Venezia
Posts: 465
Downloads: 228
Uploads: 0
|
![]() Quote:
1)SIM.cfg: [AI Cannons] Max error angle=5 ;[deg] Max fire range=18000 ;[m] (or what you want. I use 18000 becouse I use 20KM mod) Max fire wait=6 ;[s] [AI AA guns] Max error angle=6 ;[deg] Max fire range=5000 ;[m] Max fire wait=6 ;[s] 2) CrewAI.cfg ; Weapons. Cannon range 1=10000 ;[m] close range limit Cannon range 2=15000 ;[m] medium range limit Cannon range 3=18000 ;[m] long range limit AA guns range 1=2000 ;[m] close range limit AA guns range 2=3000 ;[m] medium range limit AA guns range 3=6500 ;[m] long range limit ;selection Cannon Selection Range=18000 ;[m] max range to contact AAGuns Selection Range=6500 ;[m] max range to contact Recomended Torpedo Range=2000 ;[m] max range to contact Recomended Deck Guns Range=18000 ;[m] max range to contact |
|
![]() |
![]() |
![]() |
#739 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() ![]() ![]() ![]() |
|
![]() |
![]() |
#740 |
Commander
![]() Join Date: Aug 2007
Location: Italia Venezia
Posts: 465
Downloads: 228
Uploads: 0
|
![]()
You have to consider that the experience of your crew makes the difference. However, from 18km, just few of hits have to hit the target. It is more realistic. In my mod each battle does not last less than an hour. If you see the screen I posted, you can notice that the battle start at 10.00 and after 50 min I was able to sink just a BB.
No, I'm not writing missions. As i told, I'm working on a warship mod, based on wac4.1. I made 80% but if I will not find a modder that helps me for a few things, it never will be released. |
![]() |
![]() |
![]() |
#741 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Hi Itadriver !
I'm working on a high polished Yamato. Do you want to make her a playable battleship ? I think you are the most competent here to do that ! ![]() What I've done so far : - reworked texture - added a big flag and a smaller one with detailed textures - improved and more historical anti-AA guns equipment - corrected sim parameters for all the guns (historical parameters such as fire frequency, load time, speed of rotation/elevation) - a new anti-AA shell with high power (fired from the main guns ![]() - revised all the types zones, and added fire effects What I'm planning to do: - improve a bit the 3D model to correct some (small) mistakes - add some japanese soldiers on the AA guns - make the ship playable ![]() ... and probably more ideas ! ... ![]() |
![]() |
![]() |
#742 |
Commander
![]() Join Date: Aug 2007
Location: Italia Venezia
Posts: 465
Downloads: 228
Uploads: 0
|
![]()
Yes. Let me know when you will finish it.
![]() |
![]() |
![]() |
![]() |
#743 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() |
![]() |
![]() |
#744 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I would like to add a 3D model of a golden chrysanthemum-shaped shield on the Yamato's bow. I've found this link (http://www.subsim.com/radioroom/showthread.php?t=146569), but the D/L links are dead !
![]() ![]() ![]() ![]() |
![]() |
![]() |
#745 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() |
|
![]() |
![]() |
#746 |
Commander
![]() Join Date: Nov 2010
Posts: 457
Downloads: 17
Uploads: 0
|
![]()
kendras,
a basic 3D model of the Emperor's Seal came with the re-work of SH4-derived Japanese cruisers I did in 2013: http://www.mediafire.com/file/cb8ai7...s_refitted.zip The version of the Agano is probably best suited for your purpose. Cheers |
![]() |
![]() |
![]() |
#747 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
Many thanks ! I am very glad to hear this ! Is this 3D model independant from the ship's model, i mean a separated node, or do i need to separate it myself ? I am sorry, i don't have any working computer at the present time to check. Best regards. |
|
![]() |
![]() |
#748 |
Commander
![]() Join Date: Nov 2010
Posts: 457
Downloads: 17
Uploads: 0
|
![]()
Hello kendras,
sorry, I forgot to tell, the seal is not a separate model but part of the 3D model of the hulls. I extracted the model and added a (new) texture. I can now be used as separate item: http://www.mediafire.com/file/41fwuw394tgwit1/Seal.7z Note, it is a rather plain thing, basically a disc with a texture on it. Also, I guess you need to re-size it; it was made for the Agano, a smaller vessel. |
![]() |
![]() |
![]() |
#749 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() ![]() |
|
![]() |
![]() |
#750 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
http://www.mediafire.com/file/8ffuqpkulbblovb/IJSeal.7z It comes in two version: the first version has ambient occlusion shadows mapped on the diffuse texture, which should make it to look sharper than it would with a simple diffuse texture, but its edges are not splitted; the second version in identical in size and shape, but it is both AO-mapped and edge splitted. That was done by splitting it automatically along its hard edges, using the Blender modifier recommended a while back by the_frog ![]() The second model should look better, but its vertex/poly count is higher. My suggestion is to try both versions and see how they look in game. If you can't spot any significant difference, just use the lower-poly version ![]() Both models are about 1 m in diameter. Again, a resizing by you might be required, and one last recommendation: the texture file provided includes an alpha channel to be used as specular mask. For better lighting effects, my recommendation is to enable it in seal's material, by adding to it the appropriate controller ![]() |
|
![]() |
![]() |
![]() |
|
|