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08-01-10, 05:51 AM | #721 |
Silent Hunter
Join Date: Feb 2008
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08-01-10, 10:23 AM | #722 |
Navy Seal
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Location: New Mexico, USA
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keltos01,
do you guys have any japanese troops to populate special mission rafts, etc? Might be useful as a loadout for the landing craft. The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops. Heck, might be cool to make a troop ship with a LOT of men on deck... tater |
08-02-10, 03:42 AM | #723 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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[QUOTE=tater;1457583]keltos01,
do you guys have any japanese troops to populate special mission rafts, etc? not that I know of : I know of only the jap sailors (bad polys) that populate the various boats, including american DDs ! Might be useful as a loadout for the landing craft. we could always make a new cargo item with troops 3d model ? The best way to do the landing craft will be loadouts. Some with cargo crates (for barge traffic, as well as for harbor use as a lighter), etc, others with troops. Heck, might be cool to make a troop ship with a LOT of men on deck... same on the allied/us side !!! btw did you get what files you needed for the 13.2 mm AA gun ? keltos tater |
08-02-10, 08:02 AM | #724 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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Downloads: 8
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Got the link. Need to mess with it. I got preoccupied with other merchanty stuff
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08-02-10, 01:24 PM | #725 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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tried the experimental turbine torpedo in 1945... wow she sure goes at speed !!
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08-03-10, 01:15 AM | #726 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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I got the gun in, but the crew animation isn't showing.
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08-03-10, 01:59 AM | #727 |
Admiral
Join Date: Jan 2008
Location: New York State, USA
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Change the CharacterInstantiation. The character name=WM1, so it is placed on the gun when you go to battle stations, but if you are putting it on an AI ship you need to change this since the info comes from the subs.upc crewmembers file.
Try changing the name to a crewman from a similar gun from guns_Radars.dat. I don't know what ships you are putting the guns on, but one example is charactername= #JP_SOL_MRN_01, this comes from the Japanese 25mm flak gun. Peabody
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08-03-10, 08:11 AM | #728 |
Navy Seal
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Location: New Mexico, USA
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Yeah, I put that one on, but he stands to one side (the way the sight is on the 25mm gun). I didn't know if you had a new animation with the guy shouldering the weapon. I can shift the node for the std jap AA gunner so he's centered, at least.
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08-03-10, 11:25 AM | #729 | |
Admiral
Join Date: Jan 2008
Location: New York State, USA
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Quote:
Peabody
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08-03-10, 11:28 AM | #730 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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No one should pay that close attention to it. Seems like it would be hard since he'd need a stance with the stock shouldered, and a foregrip.
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08-04-10, 01:30 AM | #731 |
Silent Hunter
Join Date: Feb 2008
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Very nice ! what mod is it you intend to use them with ?
I'm interrested even though I don't play the allies that much also : does the gun still fire its custom ammo ? lots of noise for less bang keltos |
08-04-10, 08:42 AM | #732 |
Navy Seal
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Location: New Mexico, USA
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For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
There are a couple mods, actually. Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto). Second might be a small update to the Real IJN ship work I've done (buried in RSRDC). Many ships started the war with 13mm guns that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships. |
08-05-10, 02:14 AM | #733 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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Quote:
keltos |
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08-05-10, 02:23 AM | #734 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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[QUOTE=tater;1459555]For testing I set it to point at RFB's 12.7mm ammo (.50 cal).
ok, Peabody set it up for us , I don't remember what he used There are a couple mods, actually. Front and center is a japanese merchant effort I'm helping with. The landing craft will get folded into that since she can be used as deck cargo (the static version). Also, many were used as lighters (merchant related) or barges for cargo (ditto). nice ! you work with Sergei on that one right ? Second might be a small update to the Real IJN ship work I've done (buried in RSRDC). could we have it for "We Dive At Dawn" too ? and RFB ? Many ships started the war with 13mm guns that's why I created the gun in the first place : Peabody and I had just made the single, double and triple 25 mm AA guns, then as always I felt something missing... and wanted another gun to start with, so we made the 13.2 mm AA gun (same line of thought that saw the .50 machine gun as AA gun on the Narwhal ...) that were later upgraded to Type 96 25mm guns (then double and triple versions of those as the air threat grew worse). So adding the 13mm could easily update that mod with just the 13mm dat (I remapped all the IDs so it won't interfere, BTW), plus eqp files for warships. looking forward to seeing it ingame ! keltos |
08-05-10, 03:59 AM | #735 | |
Admiral
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[QUOTE=keltos01;1460221]
Quote:
Peabody
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