Icarus999 Posted September 28, 2008 Posted September 28, 2008 (edited) Having checked the knowledge base and coming up with nothing, i need a little advice on this is one. Or as Column 5 would say "Whaaa.... i want a cookie". 1- Is there a destroyed lod for the Sumner fram2 destroyers? I have been playing with the formosa terrain and the damn things are invincible you can hit them 12 times in a row with a GBU 12 LGB and there is no damage done. They just sit there putting out endless amounts of flack wiping out every friendly AI aircraft that flys within gun range. so i looked at my ground object data for the Sumner and found this: [MissionData] NationName=USN ServiceStartYear=1961 ServiceEndYear=1974 GroundObjectRole=WARSHIP Availability=COMMON FormationSizeBase=1 FormationSizeVariation=0 Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel= DestroyedEffect= EmptyMass=3007317.0 Component[001]=Hull Component[002]=Superstructure notice something missing here? So if no destroyed lod exists, what lods would you guys recomend as a substitution for the damaged and destroyed models and effects? 2- the summers in question are part of the Formosa terrain.... as they are terrain objects is there any thing I need to do other than inserting the destroyed object lods into the terrain and adding the destroyed lods to the terrain objects ini? thank you in advance. Edited September 28, 2008 by Icarus999 Quote
+Gepard Posted September 28, 2008 Posted September 28, 2008 Try this lines in the data.ini [MissionData] NationName=USN ServiceStartYear=1961 ServiceEndYear=1994 GroundObjectRole=WARSHIP Availability=COMMON FormationSizeBase=1 FormationSizeVariation=0 Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel= DestroyedEffect= EmptyMass=3007317.0 Component[001]=Hull Component[002]=Superstructure [Sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR_AND_GROUND RadarSearchTime=2.0 RadarSearchRange=30000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=20000.0 RadarTrackStrength=75 RadarPosition=0.0,4.0,24.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=15900 VisualSearchTime=13.0 ViewportPosition=0.0,3.80,24.00 MaxVisibleDistance=10000.0 RadarCrossSection=1000 [WeaponSystem] TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-120 MaxYaw=120 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=20 GunMinAltitude=10.0 GunMaxAltitude=8000.0 GunStabilization=TRUE GunRadarTracking=TRUE RangeFinder=8 BallisticComputer=5 YawModelNodeName=Turret_2 PitchModelNodeName=Turret_2_Guns LookAroundChance=0 [MovementSystem] MaxRoadSpeed=18.78 MaxOffRoadSpeed=18.78 PowerAvailable=17151097.0 MaxTurnRate=1.5 MaxDeceleration=0.10 SuspensionConstant=5.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0,48.17,0.00 MovementEmitterSize=1.0 MovementUseEffect=TRUE [Hull] ModelNodeName=Hull EffectSize=1.0 MinExtentPosition=-6.07,-65.09,-4.58 MaxExtentPosition= 6.07, 47.66, 6.75 StructuralFactor=5000.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=25.4 Armor[RIGHT].Thickness=25.4 Armor[LEFT].Thickness=25.4 Armor[REAR].Thickness=25.4 Armor[TOP].Thickness=6.35 Armor[BOTTOM].Thickness=25.4 SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FrontGunner SystemName[004]=RearGunner SystemName[005]=GunBarrel1 SystemName[006]=GunBarrel2 SystemName[007]=GunBarrel3 SystemName[008]=GunBarrel4 SystemName[009]=GunBarrel5 SystemName[010]=GunBarrel6 SystemName[011]=Missile SystemName[012]=Missile1 [Superstructure] ModelNodeName=MainSuperstructure EffectSize=1.0 MinExtentPosition=-3.90, 7.76, 3.71 MaxExtentPosition= 3.90,17.60,12.25 StructuralFactor=10000.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12.7 Armor[RIGHT].Thickness=12.7 Armor[LEFT].Thickness=12.7 Armor[REAR].Thickness=12.7 Armor[TOP].Thickness=12.7 Armor[BOTTOM].Thickness=12.7 SystemName[001]=Radar1 SystemName[002]=Radar2 SystemName[003]=FireControlRadar [Engine1] SystemType=ENGINE StructuralFactor=10000.0 MinExtentPosition=-4.00,-49.00, 0.00 MaxExtentPosition= 4.00,-39.00, 1.50 ExhaustEmitterName=ShipSmoke ExhaustPosition=0.0,-0.33,15.04 ExhaustEmitterSize=1.0 [Engine2] SystemType=ENGINE StructuralFactor=10000.0 MinExtentPosition=-4.00,-59.00, 0.00 MaxExtentPosition= 4.00,-49.00, 1.50 ExhaustEmitterName=ShipSmoke ExhaustPosition=0.0,-14.99,13.63 ExhaustEmitterSize=1.0 [Radar1] SystemType=RADAR YawModelNodeName=Main_Radar_Base RadarSearchTime=3.0 RadarType=SEARCH [Radar2] SystemType=RADAR YawModelNodeName=Small_Radar RadarSearchTime=2.0 RadarType=SEARCH [FireControlRadar] SystemType=RADAR YawModelNodeName=Radar_Turret RadarType=FIRE_CONTROL [FrontGunner] SystemType=GUNNER GunnerID=1 TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-140 MaxYaw=140 DefaultYawAngle=0 GunMinAltitude=10.0 GunMaxAltitude=8000.0 YawModelNodeName=Turret_1 PitchModelNodeName=Turret_1_Guns VisualSearchTime=3.0 ViewportPosition=0.0,30.21,5.65 IndependentSearchChance=50 LookAroundChance=0 [RearGunner] SystemType=GUNNER GunnerID=2 TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=50 MaxYaw=310 DefaultYawAngle=180 GunMinAltitude=10.0 GunMaxAltitude=8000.0 YawModelNodeName=Turret_3 PitchModelNodeName=Turret_3_Guns VisualSearchTime=3.0 ViewportPosition=0.0,-49.60,5.65 IndependentSearchChance=50 LookAroundChance=0 [Missile] SystemType=GUNNER GunnerID=3 TargetType=AIR_AND_GROUND MissileRange=15000.0 MinMissileRange=100 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-120 MaxYaw=120 DefaultYawAngle=0.0 MissileLaunchTime=10.0 RangeFinder=10 BallisticComputer=10 Datalink=TRUE YawModelNodeName=Turret_3 PitchModelNodeName=Turret_3_Guns VisualSearchTime=3.0 ViewportPosition=0.0,-49.60,5.65 IndependentSearchChance=50 LookAroundChance=0 [GunBarrel1] SystemType=GUN GunnerID=1 GunTypeName=40MM_L60 MuzzlePosition=0.92,35.47,6.59 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel2] SystemType=GUN GunnerID=1 GunTypeName=40MM_L60 MuzzlePosition=-0.92,35.47,6.59 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel3] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.92,26.05,8.53 MaxAmmo=1000 BurstAmount=1 EjectShells=FALSE [GunBarrel4] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=-0.92,26.05,8.53 MaxAmmo=1000 BurstAmount=1 EjectShells=FALSE [GunBarrel5] SystemType=GUN GunnerID=2 GunTypeName=40MM_L60 MuzzlePosition=0.92,-44.76,4.27 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel6] SystemType=GUN GunnerID=2 GunTypeName=40MM_L60 MuzzlePosition=-0.92,-44.76,4.27 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [Missile1] SystemType=MISSILE MissileID=1 WeaponTypeName=Hawk WeaponPosition=-0.92,-44.76,6.27 ShowMissile=False IndependentPitchMovement=TRUE Quote
Icarus999 Posted September 28, 2008 Author Posted September 28, 2008 Thank you for responding Gepard, I like your data changes, adding the 40mm and the hawk missile... nice. sorry if i confused any one, i only listed the top few lines from the Sumner ini because it looked to me like the missing damaged/ destroyed lods were the issue. It appears that i was right because when i deleted the damaged line and changed the data to this: [GroundObjectData] DestroyedModel=floater01.LOD DestroyedEffect=ShipDestroyedEffect EmptyMass=3007317.0 Component[001]=Hull Component[002]=Superstructure the Sumner became sinkable Does any one know where the data resides that determines how much damage an object can take before it is destroyed? Quote
Fubar512 Posted September 28, 2008 Posted September 28, 2008 FRAM-2s were gone by the late 1970s. They were updated, late WW-II vintage designs , and never carried a missile armament, nor, were they equipped with the 40mm Bofors. By the early 1980's they were museum pieces. I took this photo in November of 1981, from the bridge of the USS Joseph P. Kennedy, in Fall River, Mass: This is the data.ini that I made for WoV's Sumner FRAM-2: sumnerfram2_data.rar Quote
Icarus999 Posted September 30, 2008 Author Posted September 30, 2008 FRAM-2s were gone by the late 1970s. They were updated, late WW-II vintage designs , and never carried a missile armament, nor, were they equipped with the 40mm Bofors. By the early 1980's they were museum pieces. I took this photo in November of 1981, from the bridge of the USS Joseph P. Kennedy, in Fall River, Mass: This is the data.ini that I made for WoV's Sumner FRAM-2: sumnerfram2_data.rar Yeah im with you on that, however the fram is substituted in certain terrains as an enemy warship, so Geperds ini adjustments make sense for that use. Quote
+Typhoid Posted September 30, 2008 Posted September 30, 2008 FRAM-2s were gone by the late 1970s. They were updated, late WW-II vintage designs , and never carried a missile armament, nor, were they equipped with the 40mm Bofors. By the early 1980's they were museum pieces. I took this photo in November of 1981, from the bridge of the USS Joseph P. Kennedy, in Fall River, Mass: This is the data.ini that I made for WoV's Sumner FRAM-2: sumnerfram2_data.rar in US service. A lot were sold to many, many nations and a lot of them were upgraded by their new owners with various sorts of things like, 40mm Bofors, Exocets (the 2 Argentine FRAM DD's escorting their cruiser on its last sortie were equipped with Exocets) and other local mods. The Taiwan FRAM's were reportedly equipped with a local SAM and SSM loadout. The Turkish FRAMs were also loaded with Exocets. The Gearing FRAM's were, for their time, one of the best DD's built and many of those served long in second navy service. The last of them were only recently retired a few years ago. Quote
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