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Icarus999

the unsinkable Sumner fram2 destroyer-

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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 by Icarus999

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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

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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?

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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:

 

gallery_279_54_101364.jpg

 

This is the data.ini that I made for WoV's Sumner FRAM-2:

sumnerfram2_data.rar

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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:

 

gallery_279_54_101364.jpg

 

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.

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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:

 

gallery_279_54_101364.jpg

 

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.

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