SUICIDAL Posted November 16, 2009 Posted November 16, 2009 Hello people. Guys need some help. I am not very practical with DATA-INI and with the effects. Then I wanted to ask some questions that I have to learn. #1 One question is, how can I install minmaxextents. With this tool I think that would solve all my problems of positions. #2 While I've been all afternoon trying to create an effect like this. unfortunately I could not, someone has already created? I could teach you how. ? good for now these are some of the doubts I have. From already thank you very much for any help you can provide. Saludos Marcos 1 Quote
+Typhoid Posted November 16, 2009 Posted November 16, 2009 (edited) can't help you on your questions, but liking this ship. I was on a sister ship, the Iowa, for a bit. I like to tell my Army buds that Real Artillery is 16" it looks like the model has some bits mixed together from the WWII version and from the Desert Storm version. Edited November 16, 2009 by Typhoid Quote
SUICIDAL Posted November 16, 2009 Author Posted November 16, 2009 is true, I was adding things, and others were. I think the most consistent would stick with the original ship that was in the Second World War. Since it would be a bit easier. I saw some videos obout the famous "16" Really Incredible Quote
+Typhoid Posted November 16, 2009 Posted November 16, 2009 is true, I was adding things, and others were. I think the most consistent would stick with the original ship that was in the Second World War. Since it would be a bit easier. I saw some videos obout the famous "16" Really Incredible certainly within the "propheads" focus on WWII, the WWII version would be a better fit. The configuration you have right now represents the mid-80's configuration but without the helo pad/UAV launch station where the aft AAA gun mounts are. Quote
+331Killerbee Posted November 16, 2009 Posted November 16, 2009 (edited) Suicidal, Hinchibrooke did one awhile back. He didn't release it. He stated back then that a Ship can have only so many Guns working for So many number of Turrets. I think he said it was a Game Engine Limitation. But one thing come to mind with this though. Look for a Post by MontyCZ in the "General" Section of the Forum on his Arttillery Gun Mods. I think it would work for Your BattleWagon..... 331KillerBee PS, I can make Your Gun Fire Effect for You..... Edited November 16, 2009 by 331Killerbee Quote
Icarus999 Posted November 16, 2009 Posted November 16, 2009 wow... thanks for working on this model. I have been wishing we had this for a long time. If you care to here my opinion, I would vote for a modern new jersey class ship, 80's through desert storm. Again great choice for an add on. Quote
+Typhoid Posted November 16, 2009 Posted November 16, 2009 (edited) how about both? a WWII version and then the 80's version which you have there now? Edited November 16, 2009 by Typhoid Quote
topcat II Posted November 16, 2009 Posted November 16, 2009 Good work so far a very good choice! Many thanks for this!!! Quote
Wrench Posted November 16, 2009 Posted November 16, 2009 Hooly Crap!!!! As for the number of guns, I'd reccomed looking at Grinch's Fletcher DD ... thing is COVERED with guns, 5", 40mm and 20mm, and they all track and shoot you full of holes. May have somethig to do with GunnerID=, assigned X number of guns to X/Y/Z gunner 'station', not sure. Maybe a PM to Grinch is in order??? Be great to see these in game, in ANY version! A new gun effect would be super ... be usable on the 13 & 14 guns on the other BBs as well great stuff guys! wrench kevin stein Quote
+GrinchWSLG Posted November 16, 2009 Posted November 16, 2009 Is there some reason I can never see Suicidal's pictures? I can help if you need it, you can also just grab the Fletcher and take a look at the .ini file to get a good idea. It really was a bit of a process to get all those guns a workin' though. Quick example of setting up a three barreled turret: [GroundObjectData] DamagedModel=Fletcher.LOD DestroyedModel=Fletcher.LOD DestroyedEffect=TankerDestroyedEffect EmptyMass=2000000.0 Component[001]=Hull Component[002]=GunTurret1 <- We'll make this our 3 barreled turret. [GunTurret1] ParentComponentName=Hull ModelNodeName=5inchturret01 <- Important to make sure it matches up with the 3D model DetachWhenDestroyed=TRUE EffectSize=1.0 MinExtentPosition=-1.423,36.335,4.44 <-Here you can see where the max/min comes in handy MaxExtentPosition=1.423,40.295,7.673 StructuralFactor=1000.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=20.0 Armor .Thickness=20.0 Armor .Thickness=20.0 Armor[REAR].Thickness=20.0 Armor[TOP].Thickness=20.0 Armor[bOTTOM].Thickness=20.0 SystemName[001]=gunner1 <-First system should always be the gunner. Each gun gets a different gunner, so SystemName[002]=gun1 Gunturret2 would have gunner2 as a System SystemName[003]=gun2 <- Each "barrel" or gun gets an entry, the numbering continues for each gun SystemName[004]=gun3 just like gunners, so GunTurret2 would have guns 4,5, and 6. [Gunner1] <-Each gunner gets their own data entry. SystemType=GUNNER GunnerID=1 <- This is why numbering them in the name helps a lot TargetType=AIR_AND_GROUND GunRange=16500 PitchAngleRate=10 MaxPitch=85.0 MinPitch=-15.0 DefaultPitchAngle=5.0 YawLimited=TRUE YawAngleRate=10 MinYaw=-140 MaxYaw=140 DefaultYawAngle=0 <-For rear facing turrets, this is 180. +/- on Max/Min Yaw will also be reverse. GunMinAltitude=0.0 GunMaxAltitude=11300.0 YawModelNodeName=5inchturret01 <-this is the name of the turret's 3D model PitchModelNodeName=5inchgun01 <-For multiple barrels they should be a single object and named as such, so they GunStabilization=TRUE move together. I think this can be done with grouping and group names. GunRadarTracking=TRUE DataLink=TRUE ReloadGunAtAngle=TRUE RangeFinder=8 BallisticComputer=6 VisualSearchTime=2.0 ViewportPosition=-0.0231,7.3419,21.8052 IndependentSearchChance=80 [Gun1] SystemType=GUN GunTypeName=5IN_MK12 GunnerID=1 <-Make sure each gun has the right gunner MuzzlePosition=0.0,43.245,6.559 <- This is the barrel end "at rest" will explain below.* MaxAmmo=1000 TracerLoading=1 BurstAmount=5 EjectShells=FALSE *When you have the model ready to export to the game, all turrets should be level and either facing straight forward (0) or straight back (180). Guns that usually don't have a specific facing (like AA guns) can just face forward and then you can set the default facing in the ini. For example, my 40mm turrets face straight forward and level in the model, but in the ini the default yaw is about 67 degrees and the default pitch is 25 degrees, so it defaults to a forward facing angle with the guns slightly up. Maybe I'm not too great at explaining this, but if you have any questions I'll try to answer them. It helps to look at ini's others and compare that to what you want to accomplish. Quote
DWCAce Posted November 17, 2009 Posted November 17, 2009 (edited) If you need pics, feel free to use these (with due credit off course ). BB-62 Pics I took these a few years back when I took a trip back to NJ to visit some friends & family. Do the Black Dragon proud! Edited November 17, 2009 by DWCAce Quote
SUICIDAL Posted November 17, 2009 Author Posted November 17, 2009 (edited) Boys. Thank you very much everyone, with the help they are giving me, I'm managing to improve this work. GRINCH :His work with the Fletcher class destroyer is Great .Aim according to the letter their instructions. 331KillerBee: When by ready.i will send for you to create a little magic in their effects. DWCAce:Your pictures are really helpful ...They are all excellent shots. Wrench , Topcat II , Icarus 999 , Typhoid. Guys, thank you very much for your good vibes. Saludos Marcos Edited November 17, 2009 by suicidal Quote
+Typhoid Posted November 17, 2009 Posted November 17, 2009 If you need pics, feel free to use these (with due credit off course ). BB-62 Pics I took these a few years back when I took a trip back to NJ to visit some friends & family. Do the Black Dragon proud! I had some really awesome shots from the Iowa including some great gun shoots. except when I developed them after I got back to the states, I found out that the muzzle blast from the 16" had broken my camera and I ended up with nothing.............. Quote
TerceraEscuadrilla Posted December 3, 2009 Posted December 3, 2009 Hello everyone. Could someone help me? I'm building a boat with side canyons and put this in the right barrel but I'm not sure if the parameters are well [RGunner] SystemType=GUNNER GunnerID=2 TargetType=AIR_AND_GROUND GunRange=2000 PitchAngleRate=60 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MinYaw=15 <---- that should put here? MaxYaw=270 <---- DefaultYawAngle=90 GunMinAltitude=0.0 GunMaxAltitude=1500.0 YawModelNodeName=MountR PitchModelNodeName=OerlikEstrib VisualSearchTime=1.0 ViewportPosition=2.449,7.585,9.001 IndependentSearchChance=50 LookAroundChance=0 and this in the canyon but not working right [LGunner] SystemType=GUNNER GunnerID=1 TargetType=AIR_AND_GROUND GunRange=2000 PitchAngleRate=60 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=60 MinYaw=180 <-----I'm not sure but I think this is the problem, I must make and why? MaxYaw=-15 DefaultYawAngle=270 GunMinAltitude=0.0 GunMaxAltitude=1500.0 YawModelNodeName=MountL PitchModelNodeName=OerlikBabor VisualSearchTime=1.0 ViewportPosition=1.032,-0.162,-1.519 IndependentSearchChance=50 LookAroundChance=0 Grateful Quote
+GrinchWSLG Posted December 4, 2009 Posted December 4, 2009 (edited) Just shooting in the dark, as I've got nothing to experiment with, but lets go with this. In the model, set the cannons so they're facing straight forward, even if this means they're clipping the model, it won't do this in game (hopefully) Now lets assume the cannon will face perpendicular to the side of the ship with say, 140 degrees of yaw total. So, 90 degrees to get it to face outward, then divide 140 in half to get 70 on either side. RGunner .... ... MinYaw=20 (90-70) MaxYaw=160 (90+70) DefaultYawAngle=90 (to make it default to the side) Now for left gunner, once again, straight ahead, but here things get a little different. LGunner ... ... MinYaw=-20 MaxYaw=-160 DefaultYawAngle=-90 Just make the values to the negative. I'm sure there's a technical reason to it, but it should work, assuming you have the model positioned correctly in the editor. Note, they don't have to have equal travel side to side. It could be 40 degrees one way and 60 the other, just depends what you put in the values. I did this a bit with the front 40mm Bofors on my Fletcher. Edited December 4, 2009 by GrinchWSLG Quote
TerceraEscuadrilla Posted December 4, 2009 Posted December 4, 2009 Thank you very much Grinch. I have continued to change these parameters until it works [Leftgun] MinYaw=20 <------positive value MaxYaw=-160 <----negative value DefaultYawAngle=-90 <---- and this works both ways (-90 or 270) this has some logic? I know for future projects [Rightgun] MinYaw=-20 <-----positive value MaxYaw=160 <-----positive value DefaultYawAngle=90 mean? MinYaw=-20 <-----degrees to the left? MaxYaw=160 <-----degrees to the right? Greetings. Quote
+GrinchWSLG Posted December 4, 2009 Posted December 4, 2009 I knew I had some actual guns facing to the sides on the Fletcher, here's a couple. [Gunner9] SystemType=GUNNER GunnerID=9 TargetType=AIR GunRange=7160 PitchAngleRate=55 MaxPitch=90.0 MinPitch=-5.0 DefaultPitchAngle=25.0 YawLimited=TRUE YawAngleRate=50 MinYaw=-170 MaxYaw=-10 DefaultYawAngle=-90 GunMinAltitude=50.0 GunMaxAltitude=7200.0 YawModelNodeName=quad40mmturret01 PitchModelNodeName=40mmgun04 GunStabilization=TRUE GunRadarTracking=TRUE DataLink=TRUE ReloadGunAtAngle=TRUE RangeFinder=8 BallisticComputer=6 VisualSearchTime=2.0 ViewportPosition=-0.0231,7.3419,21.8052 IndependentSearchChance=80 [Gunner10] SystemType=GUNNER GunnerID=10 TargetType=AIR GunRange=7160 PitchAngleRate=55 MaxPitch=90.0 MinPitch=-5.0 DefaultPitchAngle=25.0 YawLimited=TRUE YawAngleRate=50 MinYaw=10 MaxYaw=170 DefaultYawAngle=90 GunMinAltitude=50.0 GunMaxAltitude=7200.0 YawModelNodeName=quad40mmturret02 PitchModelNodeName=40mmgun05 GunStabilization=TRUE GunRadarTracking=TRUE DataLink=TRUE ReloadGunAtAngle=TRUE RangeFinder=8 BallisticComputer=6 VisualSearchTime=2.0 ViewportPosition=-0.0231,7.3419,21.8052 IndependentSearchChance=80 I made a little graphic to sort of illustrate how I see how this works with the game. As you see, you're always working with values based on the ship as a whole, not each individual gun. So its not, degrees from the default angle, but from the front of the ship. Quote
TerceraEscuadrilla Posted December 6, 2009 Posted December 6, 2009 Thank you very much Grinch, helped me a lot. Greetings Quote
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