Jump to content

Recommended Posts

Posted (edited)

don't forget Stary's 3 track main station I had him build (the tracks run right through it!!)

 

the train cars look EXCELLENT!!!

Edited by Wrench
Posted

Actually this is the layout of trainstation based on real one from very small village.

comparing to the previous do you think that is too dense?

(trucks, walls, signal towers, fences missing but planned)

post-255-0-90050200-1407130331_thumb.jpg

this I call recon flight :-)

post-255-0-37075800-1407130345_thumb.jpg

Monty CZ

  • Like 2
Posted

Lets say that 10 different types of wagons would be enough :-)

How to model them to affect campaign strategically - if I destroy 10 cars with tanks there is no tank platoon etc...

post-255-0-73563800-1407432714_thumb.jpg

Monty CZ

  • Like 3
Posted (edited)

 

How to model them to affect campaign strategically - if I destroy 10 cars with tanks there is no tank platoon etc...

I am sorry, but that is not possible in my knowledge. I have wanted a similar function for quite some time.

SF2 has a bad case of "easy, invisible logistics."

 

Supply is given to the opposing forces over time, it is not "delivered".

Edited by JonathanRL
Posted (edited)

So I will try to set the TargetValue= points to win the mission when succesfully atacked some train wagons...

post-255-0-59112400-1407729224_thumb.jpg

Monty CZ

Edited by Monty CZ
  • Like 2
Posted

Today I destroyed something:

post-255-0-31196300-1407793267_thumb.jpg

 

can anybody help me to add smokestack effect to train engine (and I want to use groundobjects)

Thank you

Monty CZ

Posted

I found this in the terrain_Types.INI of a WW2 terrain, which adds a smokestack to a train:

 

[TargetType074]
Name=TrainEngine
FullName=Locomotive
ModelName=TrainEngine.LOD
............
Effect=SmokeStackEffect
EffectOffset=0,4.8,5.6

Posted

unfortunately this is not working when UseGroundObject is set to TRUE

 

types.ini

[TargetType116]
Name=trainengine_1
FullName=train steam engine
ModelName=trainengine1.LOD
TargetType=TRANSPORT
Reported=FALSE
ActiveYear=0
TargetValue=0
UseGroundObject=TRUE
GroundObjectType=trainengine1
DamagePoint=50
ArmorValue=1.0
ArmorType=3
RepairRate=3.0
StartDetectChance=500
StartIdentifiedChance=400
IncreaseDetectChanceKey=0
MaxVisibleDist=5000.0
CollisionMesh=trainengine1.LOD
DestroyedEffect=SmallExplosionEffect
DestroyedModel=
SecondaryChance=80
SecondaryEffect=VehicleFireEffect
Effect=SmokeStackEffect
EffectOffset=0.00,5.77,5.25

and from the data.ini

[MissionData]
NationName=Czechoslovakia
ServiceStartYear=1935
ServiceEndYear=1945
GroundObjectRole=TRANSPORT
Availability=VERY_RARE
Exported=TRUE
ExportStartYear=1942
ExportAvailability=VERY_COMMON

[GroundObjectData]
DamagedModel=
DestroyedModel=trainengine1\trainengine1D.LOD
DestroyedEffect=VehicleFireEffect
EmptyMass=5580.00
Component[001]=Body

[Sound]
EngineSoundName=
MovementSoundName=

[DetectSystem]
MaxVisibleDistance=6000
RadarCrossSection=1

[WeaponSystem]

[MovementSystem]
MaxRoadSpeed=0.000001
MaxOffRoadSpeed=0.000001
PowerAvailable=10.0
MaxTurnRate=0.0
MaxDeceleration=0.0
SuspensionConstant=0.0

[Body]
MaxExtentPosition= 1.36, 5.37, 2.74
MinExtentPosition=-1.36,-5.49, 0.00
StructuralFactor=0.8
HasArmor=FALSE
SystemName[001]=Engine

[Engine]
SystemType=ENGINE
MaxExtentPosition= 0.67,-0.58, 1.27
MinExtentPosition=-0.67,-1.47, 0.20
ExhaustEmitterName=SmokeStackEffect
ExhaustPosition=0, 5.69, 5.1255
ExhaustEmitterSize=1.0

Posted

Hmm... It works when the object is just a terrain object (like the GeneratorBuilding, or the train in the example above).

And it works when the object is a GroundObject (like a ship).

Maybe you need to create two different objects, one the train as a GroundObject which can move, and a second one with the train as a stationary terrain object (not using the line UseGroundObject=TRUE).

Posted (edited)

On second thoughts, in a WW2 Pacific terrain I have, the following works in the terrain Types.INI to have stationary ships in port with smoke coming out of their funnels, so maybe it is the TargetType=Transport line for the trains which is the problem. I don't think I have ever seen that in a terrain Types.INI before.

 

[TargetType120]
Name=Fletcher
FullName=Fletcher Class Destroyer
TargetType=NAVAL_BASE
ActiveYear=0
DamagePoint=1000
ArmorValue=0
ArmorType=0
TargetValue=500
UseGroundObject=TRUE
GroundObjectType=Fletcher
RepairRate=0.150
StartDetectChance=50
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=15000.0
DamagedModel=
DestroyedEffect=ShipDestroyedEffect
DestroyedModel=
SecondaryEffect=MediumOilFire
SecondaryChance=100
ExhaustEmitterName=SmokeStackEffect
ExhaustPosition=0.0,-5.2,13.1
ExhaustEmitterSize=1.0

Edited by Gatling20
Posted

in the case of ships, it's really not required to have the effect named, as the ship's data ini will supply the information. That's just left over from 1stGens. I've have used several that don't have the statements, and still emit smoke when docked.

 

=============

 

if the train is a moving object (ie: GroundObject), what about using the "WheeledVehicleDustEmitter", and setting it's position to the smokestack?

Posted (edited)

Train is GroundObject but not moving so that movement emmiter wont work.

I will look at the ships closely

 

ok I tried to change smokestack emitter to ExhaustEmitterName=ShipSmoke

and it works now

 

Thank you guys

Monty CZ

Edited by Monty CZ
Posted

Train is GroundObject but not moving so that movement emmiter wont work.

I will look at the ships closely

 

ok I tried to change smokestack emitter to ExhaustEmitterName=ShipSmoke

and it works now

 

Thank you guys

Monty CZ

Please, show us the result!!!

Posted

Ok I am ready to pack beta to let you play with it and tell me if it is any use

post-255-0-65032300-1407869440_thumb.jpg

post-255-0-43154400-1407869452_thumb.jpg

 

(I did my own effect for the train smoke - edited smokestack effect)

 

Monty CZ

  • Like 2
Posted

Some funny comparsion:

2 years ago I lost a lot of data for this mod and this is what I have today (hope it is better altough there is the same texture resolution)

post-255-0-43322700-1408215610_thumb.jpg

Monty CZ

  • Like 5
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

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..