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Old 10-02-08, 10:20 AM   #1
CrocodileDundee
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Default amun_AcousticTorpedo Controller - Help!

OK, I'll try to be brief, plase help if you can/have the time.

I'm using S3D on Torpedoes_US.sim. MK27 has a "amun_AcousticTorpedo" controller that enables the homing engine (which I suppose it's hardcoded).

Several people have been able to clone this controller onto other torpedoes (e.g. keltos01). I can't seem to be able to understand how this works regardless of several trial&error tactics.

What I've done so far:
-exported the whole chunk and try to re-import it over (overwriting) another torpedo (amun_Torpedo). Then I end up with a node showing <!amun_AcousticTorpedo!- amun_Torpedo!>. I suppose the "!" means I'm screwing something up.
- tried to copy just the header "amun_AcousticTorpedo" and then manually append a new chunk/proprieties type/SH4sim/amun_AcousticTorpedo - but that leaves the torpedo data empty - need to recreate that manually?

Could someone who's done this explain (via example if possible) how S3D works with regard to chunks? Say I want to enable the acoustic controller on the Mark10 (just coz it is the 2dn torp after MK27 in the sim file). How on Earth does one do that?!!

I must say, I'm relatively good with datastructures, but this whole chunk business leaves me a bit perplexed.

Any light shed onto the matter is highly appreciated.
Many thanks!
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Old 10-02-08, 11:13 AM   #2
skwasjer
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Quote:
Originally Posted by CrocodileDundee
OK, I'll try to be brief, plase help if you can/have the time.

I'm using S3D on Torpedoes_US.sim. MK27 has a "amun_AcousticTorpedo" controller that enables the homing engine (which I suppose it's hardcoded).

Several people have been able to clone this controller onto other torpedoes (e.g. keltos01). I can't seem to be able to understand how this works regardless of several trial&error tactics.

What I've done so far:
-exported the whole chunk and try to re-import it over (overwriting) another torpedo (amun_Torpedo). Then I end up with a node showing <!amun_AcousticTorpedo!- amun_Torpedo!>. I suppose the "!" means I'm screwing something up.
- tried to copy just the header "amun_AcousticTorpedo" and then manually append a new chunk/proprieties type/SH4sim/amun_AcousticTorpedo - but that leaves the torpedo data empty - need to recreate that manually?

Could someone who's done this explain (via example if possible) how S3D works with regard to chunks? Say I want to enable the acoustic controller on the Mark10 (just coz it is the 2dn torp after MK27 in the sim file). How on Earth does one do that?!!

I must say, I'm relatively good with datastructures, but this whole chunk business leaves me a bit perplexed.

Any light shed onto the matter is highly appreciated.
Many thanks!
<!amun_AcousticTorpedo!- amun_Torpedo!>

This indicates that the parent (controller chunk) it's name doesn't match that of the child property chunk. Go to the controller, and then type in the exact same name. You will then see that the indication with !! will go away.

Both the controller chunk and the properties chunk must have the same 'controller name'.

If it doesn't match, then S3D indicates it, because otherwise the game will not understand it correctly.
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Old 10-02-08, 11:23 AM   #3
peabody
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Quote:
Originally Posted by CrocodileDundee
OK, I'll try to be brief, plase help if you can/have the time.

I'm using S3D on Torpedoes_US.sim. MK27 has a "amun_AcousticTorpedo" controller that enables the homing engine (which I suppose it's hardcoded).

Several people have been able to clone this controller onto other torpedoes (e.g. keltos01). I can't seem to be able to understand how this works regardless of several trial&error tactics.

What I've done so far:
-exported the whole chunk and try to re-import it over (overwriting) another torpedo (amun_Torpedo). Then I end up with a node showing <!amun_AcousticTorpedo!- amun_Torpedo!>. I suppose the "!" means I'm screwing something up.
- tried to copy just the header "amun_AcousticTorpedo" and then manually append a new chunk/proprieties type/SH4sim/amun_AcousticTorpedo - but that leaves the torpedo data empty - need to recreate that manually?

Could someone who's done this explain (via example if possible) how S3D works with regard to chunks? Say I want to enable the acoustic controller on the Mark10 (just coz it is the 2dn torp after MK27 in the sim file). How on Earth does one do that?!!

I must say, I'm relatively good with datastructures, but this whole chunk business leaves me a bit perplexed.

Any light shed onto the matter is highly appreciated.
Many thanks!
Edit: Woops, I see I type toooooo slow.......but Skwasjer is the one to answer your quesion!!!!! Now he can tell me how many mistakes I made.

I haven't done torpedos, so I don't know what is hardcoded and what you can actually change. But don't try to overwrite anything. Make a new entry either with import chunks or manually.
If you do it manually,
MAKE A BACKUP!!! OR BETTER COPY TO A NEW LOCATION AND MAKE A MOD OUT OF IT WITH CORRCT FOLDERS.
Whatever you add will be added after what you have 'selected' so keep that in mind.

1.Append new chunk, a controller (10/-1), it will say empty.
2. Copy the ID of that.
3. Keep <empty> highlighted and append new chunk: properties (6/0) and find the Amun_AcousticTorpedo.
4.Now paste the ID of <empty> into "Parent ID" of the Amun_Acoustic. The !!should disapper as the properties become linked to the <empty>.
5. Then find the ID of the torpedo. This can be the 'Parent ID' of the controller you are replacing or the "ID" of the torpedo from the .dat file (they should be the same number, well, not should be, if they are not then you are selecting the wrong one.) Past that into 'Parent ID' of the <empty>.
6. Now select <empty> and in name type 'am' and a dropdown list shows, select the 'Amun_AcousticTorpedo'
7. Delete the old controller. Make sure you have the right one, because the node numbers will change if you import above the one you are replacing.
8. So you should have "amun_acoustictorpedo' linked to <empty> and <empty> linked to the torpedos. (of course after doing #6 it won't say <empty> anymore, but I use it to explain the links using 'Parent ID")

This works the same for adding exported chunks. export the chunks and name them so you know the proper order to import. I even use numbers in my export, so it gives me the order they go back in. Leave header selected so it saves the header. Make sure you don't import into the middle of another controller, by selecting the last child entry, so it goes below that, once all are entered they will be properly connected if you left header selected. Then assign "new random ID" and then link to the torpedo with 'Parent ID'. Delete the old controller and child nodes. Note: on the import chunk, I am not sure if it assigns a new ID, it's been a while since I did it.
I made the comment not to import into the middle of another node, but sometimes that is where you want it to go, but not in this case.

Also a warning, I am a beginner, I am sure if I made a mistake, someone will correct me. And I have not worked with torpedos so I dont' know if it will actually make it Acoustic just by changing the controller. But as long as you work on a backup and make a mod, it shouldn't hurt anything if it doesn't work.

Peabody
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Last edited by peabody; 10-02-08 at 11:45 AM.
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Old 10-02-08, 01:51 PM   #4
keltos01
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there are only so many types, you can give a mk27 torpedo guidance to another (like I did for the mk28, with the body of a larger mk10) and give it the characteristics you need : speed, range, explosive power..
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Old 10-02-08, 03:36 PM   #5
skwasjer
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Nothing wrong with your explanation peabody

The number of unique torpedoes is limited by the game as keltos01 indicates. You can't add totally new torpedoes, only reuse (or abuse) existing ones. But how a torpedo looks and behaves is totally moddable.

PS: import/export chunks will be a thing of the past soon. Cut/copy/paste will be fully supported in next release
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Old 10-02-08, 06:44 PM   #6
peabody
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Quote:
Originally Posted by skwasjer
Nothing wrong with your explanation peabody

The number of unique torpedoes is limited by the game as keltos01 indicates. You can't add totally new torpedoes, only reuse (or abuse) existing ones. But how a torpedo looks and behaves is totally moddable.

PS: import/export chunks will be a thing of the past soon. Cut/copy/paste will be fully supported in next release
First a 3D view to move objects, now cut/copy/paste......WHAT AM I GOING TO DO WITH ALL THIS SPARE TIME??


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Old 10-03-08, 10:56 AM   #7
CrocodileDundee
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Default Worked like a charm!

Thanks a lot all of you guys! Worked perfectly.

Gee, got a say S3D is a beast (in my old days I used to hex edit the sim files!).

Happy hunting!
CD
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Old 10-03-08, 04:12 PM   #8
keltos01
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so when do you post your new mod ???
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Old 10-06-08, 08:31 AM   #9
CrocodileDundee
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Quote:
Originally Posted by keltos01
so when do you post your new mod ???
It wasn't my intention to make a 'mod' per se (besides if people want brand new topedoes they can download yours). Your work is more complete than mine; you've done the reskinning of the torps and looked up the specs from the japanese navy. I just added guidance to a straight running torp, and I can't be asked to do more. I wanted to understnad how S3D works, and specifically the guidance controller - you know, learn by doing.

One thing I've got to share with the community though. I've experimented with different speeds and acoustic guidance. If you increase the spped of the fish to ridiculous ammounts (e.g. 55-65kts) the guidance looses 'lock' for slow moving targets after they circle the target a couple of times (they circle the target btw because the as the speed increases so does the turning radius- pretty intuitive really). I've been looking around for modding the actual acoustic controller (once you guys explained to me how you can atach it to objs) but I've been unsuccessful. Seems to be hardcoded.

I'm working now at trying to mod the 'straight run' propriety by re-using the hi/low topedo speed selector. Say you're attacking a convoy at an 90-120 degree angle from the ship columns. Let's say you want our acoustic fish to home in on a target 2000m away bot NOT on a previous one just 1000 away (closer to you). If you launch a classical homing fish it would most definitely home on the closer target after a straight run of 300m. If you could select a 1000m straight run your torp will enable its giudance after it passes the closer target.

Maybe it is a good idea to have a 'close' and 'long' range selector for homming enabler. If you're launching from stern at a destroyer chasing you you'd want the fish to home in on it asap, whereas in the previous situation you wouldn't want to aim it at the big jiucy tanker and the stupid ba****d goes on its own after an old split freighter.

Has anyone done this yet?
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