Jump to content
Sign in to follow this  
SUICIDAL

USS New Jersey WIP

Recommended Posts

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.

bb62_new_jersey__broadside.jpg

unfortunately I could not, someone has already created?

I could teach you how. ?

good for now these are some of the doubts I have.

198da7852e0cb66ecdde892713b1a142o.jpg

aa05cc4eea0e54f3053b08953e268610o.jpg

1b81157220600a56c55d37ca06425f6fo.jpg

3cc6e252d28cfc27b20ec300324421e2o.jpg

f9e6789d6c50c5bcf384e148a01e69deo.jpg

From already thank you very much for any help you can provide.

Saludos

Marcos

  • Like 1

Share this post


Link to post
Share on other sites

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.

 

:grin:

Edited by Typhoid

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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 by 331Killerbee

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

how about both?

 

a WWII version and then the 80's version which you have there now?

 

:good:

Edited by Typhoid

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

If you need pics, feel free to use these (with due credit off course :smile:).

 

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 by DWCAce

Share this post


Link to post
Share on other sites

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 by suicidal

Share this post


Link to post
Share on other sites

If you need pics, feel free to use these (with due credit off course :smile:).

 

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..............

 

 

:cry:

Share this post


Link to post
Share on other sites

ANIMAL!

 

Very nice work!

 

:drinks:

Share this post


Link to post
Share on other sites

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

 

 

 

Share this post


Link to post
Share on other sites

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 by GrinchWSLG

Share this post


Link to post
Share on other sites

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.

 

 

 

 

 

Share this post


Link to post
Share on other sites

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.

 

gallery_10543_38_14399.gif

 

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..