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#1 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
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Is it at all possible to mod SH4 to add AFT torpedo functionality to playable surface ships which already exist and are downloadable? My first experiments all fail and crash the game although I'm sure all changes in ...\Data\Submarine\[sub model].sim and ...\Data\Submarine\[sub model].upc were appropriate.
Adding Forward Torpedo tubes and reserves was successful instead (I was able to add 4 torpedo tubes for the Clemson destroyer + 10 reserve torpedos in the forward tubes; they worked fine in single missions and in the campaign. Here are extracts of the changes in NDD_Fletcher.upc which I've tried to make for 2 forward torpedo tubes + 1 AFT torpedo tube, I have edited in S3D the NDD_Fletcher.sim file under 'Tubes' setting a number 3, and under 'Doors' a number 10 for reserve torpedos (I keep the 0-I torpedo default model). NDD_Fletcher.upc modifications: ;------------------------------------------------------------ ; FWD COMPARTMENTS (active compartment with torpedo crew) ;------------------------------------------------------------ (...) [UserPlayerUnit 1.Compartment 5.WeaponSlot 1] ID= TorpMountB1 NameDisplayable= Torpedo Tube 1 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves << (not tested without BowTorpedoReserves becasue working fine with FWD torpedos alone) IDLinkWeaponIntervalDefault1= NULL, 1944-09-31, TorpedoTube21inUS, Mk14Torpedo IDLinkWeaponIntervalDefault2= 1944-10-01, NULL, TorpedoTube21inUS, Mk23Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Gato_Door02_FRU_anim01 << There are different anim files where these 3 letters change, but I don't think using different ones will crash the game ExternalDamageZoneTypeID3D= 58 [UserPlayerUnit 1.Compartment 5.WeaponSlot 2] ID= TorpMountB2 NameDisplayable= Torpedo Tube 2 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Gato_Door02_FLD_anim01 ExternalDamageZoneTypeID3D= 131 [UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=12 << This may be the error, it works for forward torpedos alone, the number should reflect what's in the reserve forward tubes; should match the *.sim file for 'Doors'. IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 10 IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 4, Mk23Torpedo, 3 IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 5, Mk18Torpedo, 4, Mk23Torpedo, 1 IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 4, Mk18Torpedo, 6 ;------------------------------------------------------------ ; AFT COMPARTMENTS (active compartment with torpedo specialists as a crew) ;------------------------------------------------------------ (...) [UserPlayerUnit 1.Compartment 1.WeaponSlot 1] ID= TorpMountS1 NameDisplayable= Torpedo Tube 3 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves << I have also tested it by removing BowTorpedoReserves, will CTD anyway IDLinkWeaponIntervalDefault1= NULL, 1944-09-31, TorpedoTube21inUS, Mk14Torpedo IDLinkWeaponIntervalDefault2= 1944-10-01, NULL, TorpedoTube21inUS, Mk23Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Gato_Door02_FRU_anim01 ExternalDamageZoneTypeID3D= 58 [UserPlayerUnit 1.Compartment 1.Bunker 1] ; Aft Torpedo Room ID=SternTorpedoRoom << I found this syntax but is it appropriate ? Capacity=2 << Should match the *.sim file for 'Doors' but I don't know what's the hard-coded limit for AFT torpedos, so I set a low number here. IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 10 IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 4, Mk23Torpedo, 3 IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 5, Mk18Torpedo, 4, Mk23Torpedo, 1 IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 4, Mk18Torpedo, 6 (...) ;************************************************* *********** ; ; FunctionalSubsystem ; ;************************************************* *********** ; (...) [UserPlayerUnit 1.FunctionalSubsystem 19] ID= TorpedoTube1 NameDisplayable= Torpedo Tube 1 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB1, 1 [UserPlayerUnit 1.FunctionalSubsystem 20] ID= TorpedoTube2 NameDisplayable= Torpedo Tube 2 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB2, 1 [UserPlayerUnit 1.FunctionalSubsystem 21] ID= TorpedoTube3 NameDisplayable= Torpedo Tube 3 FunctionalType= WeaponTorpedo IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountS1, 1 (...) With these changes I cannot find anything wrong, but maybe you can? Thanks very much to take some time for it! Greetings, XS |
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#2 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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I now see that it goes far beyond the simple edition of the upc file. The sim and dat files must also exactly corrispond. Especially the dat file with all nodes for the torpedo door animations.
I will take the Gato Class sub and transfer the nodes to my surface ships, this has already been done for the forward tubes in 1 mod that works. Still, thanks for any help to tell me if the above syntax in red is correct or wrong. XS |
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#3 | ||
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#4 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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Hi ETR3,
thanks to go through this long list, very appreciated. I have figured-out this SternTorpedoRoom thing and with the right changes in the dat I was finally able after hours to launch the game and all shows-up fine. I have now changed 4 tubes both FWD and AFT plus 10 reserves each amounting for 28 torpedos, I think I could even increase the reserves. Very fine for all that, but now - as in modding usually goes - another (and probably final) problem comes up: My torpedos won't run straight to their target because The UZO's (TBT) degrees and Binocular degrees don't match in the 3D world, the ship is not correctly aligned for the optics, the UZO is wrong by approx 20° !! I have made a separate topic in this mod section, my work goes on, but I can't find the reason for now. Fortunately it doesn't happen with all ships. I plan to fit torpedos on these ships: - USS Clemson (finished, 2x FWD tube, 12 fwd torpedos, aft torpedos not added because not realistic, it had 1 launcher only.) - USS Fletcher (almost finished, 4x FWD tubes, 4x AFT tubes, 28 torpedos, but see problem above: torpedos fire but miss totally because of TDC problems) - US DD Tribal (planed) - USS New Mexico (planed) - US BB Missouri (planed) - GB HMS Kent (planed) - Dedicated campaign planed XS Last edited by XenonSurf; 05-27-20 at 05:38 AM. |
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