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Author Topic: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)  (Read 11264 times)

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cgagan

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Re: IJN cruiser Myoko
« Reply #12 on: November 01, 2015, 03:28:45 AM »

Great job! Many thanks for sharing,  8)
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deSAD

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Re: IJN cruiser Myoko
« Reply #13 on: November 01, 2015, 04:21:04 AM »

I just corrected a 3D model and released V1.01. :)
Thx, mate :) However, some bugs still remain :-|

The third bow gun turret ...

The second stern gun turret ...

And please tell me why in the ships.ini are commented out these lines?..
Code: [Select]
//[IJNMyokou:Part39]
//BaseChunk                Head24
//strengthBasedOnThisSection strength_GunSmall

//gunBasedOnThisSection gun_5_38Mk12
//HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head24
// GunBarrelChunk           Gun24
// GunShellStartHook ShellStart22
// TrackingOnly

//[IJNMyokou:Part40]
//BaseChunk                Head25
//strengthBasedOnThisSection strength_GunSmall

//gunBasedOnThisSection gun_5_38Mk12
// HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head25
// GunBarrelChunk           Gun25
// GunShellStartHook ShellStart22
// TrackingOnly

//[IJNMyokou:Part41]
//BaseChunk                Head26
//strengthBasedOnThisSection strength_GunTiny

//gunBasedOnThisSection gun_25_Type96x3
// HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head26
// GunBarrelChunk           Gun26
// GunShellStartHook ShellStart22
// TrackingOnly

//[IJNMyokou:Part42]
//BaseChunk                Head27
//strengthBasedOnThisSection strength_GunTiny

//gunBasedOnThisSection gun_25_Type96x3
// HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head27
// GunBarrelChunk           Gun27
// GunShellStartHook ShellStart22
// TrackingOnly

//[IJNMyokou:Part43]
//BaseChunk                Head28
//strengthBasedOnThisSection strength_GunTiny

//gunBasedOnThisSection gun_25_Type96x3
// HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head28
// GunBarrelChunk           Gun28
// GunShellStartHook ShellStart22
// TrackingOnly

//[IJNMyokou:Part44]
//BaseChunk                   IJNType13radarBHead
//strengthBasedOnThisSection strength_GunSmall

//gunBasedOnThisSection gun_100_Type98
// HeadMinYaw                -180
// HeadMaxYaw                 180
// GunHeadChunk               IJNType13radarBHead
// GunBarrelChunk             IJNType13radarBGun
// GunShellStartHook    ShellStart131
// FireFastTargets              2
// TrackingOnly
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Airbourne

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Re: IJN cruiser Myoko
« Reply #14 on: November 01, 2015, 05:50:35 AM »

I run DBW 1.71 (4.10). Will this ship work in that? I could give it a try, of course, except that I find installing ships quite a big job. If not, is there any chance of a Myoko for 4.10?
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western0221

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Re: IJN cruiser Myoko
« Reply #15 on: November 01, 2015, 05:54:31 AM »

I run DBW 1.71 (4.10). Will this ship work in that? I could give it a try, of course, except that I find installing ships quite a big job. If not, is there any chance of a Myoko for 4.10?

I think this Myoko CA MOD is compatible to all the versions from 4.09m to 4.13m, but not tested.
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TeamFlyingAce162

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Re: IJN cruiser Myoko
« Reply #16 on: November 01, 2015, 06:18:34 AM »

I run DBW 1.71 (4.10). Will this ship work in that? I could give it a try, of course, except that I find installing ships quite a big job. If not, is there any chance of a Myoko for 4.10?

I think this Myoko CA MOD is compatible to all the versions from 4.09m to 4.13m, but not tested.

Well I've run into 70% CTDs on 4.12.2 CUP.

Code: [Select]
PlMisChief: class 'End' not found.
java.lang.ClassNotFoundException: End
at java.lang.ClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:29)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:144)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Failure
java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:150)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: Failure
java.lang.RuntimeException: java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Could just be me; I've run into this same log entry in the past.

UPDATE: Well the stationary Myoukou works just fine now. Another great Western ship; thanks to all involved for filling in an important gap in the Pacific theater!

But adding the chief.ini line still returns the error log entry above. Any help would be greatly appreciated.
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Airbourne

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Re: IJN cruiser Myoko
« Reply #17 on: November 01, 2015, 07:08:03 AM »

I will give it a try.

EDIT: I have now tried it. Attacked it on the cape Gloucester map with TBFs. It seems to work absolutely fine. Steams along producing smoke and shoots at the attackers. Haven't tried the main armament and, since none of my planes hit it, I don't know whether it burns/sinks nicely but it sure looks like it works correctly in DBW 4.10. If after further testing I find anything that doesn't work properly I will report it. I may say I love these Japanese heavy cruisers and it is a delight to have this girl in the game. My thanks to all involved.
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Airbourne

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Re: IJN cruiser Myoko
« Reply #18 on: November 01, 2015, 02:51:53 PM »

I have now noticed that 'C' turret appears to be dead; it does not move or fire. Other main gun turrets all seem to move and fire as far as I can see. I have also now sunk the ship and that seems to work fine too.
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western0221

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Re: IJN cruiser Myoko
« Reply #19 on: November 01, 2015, 02:58:29 PM »

In Stock game, 3rd turret can rotate and fire only to portside.
Stock game limitation.


With my "AI/Torpedo Ship Extention MOD"
for 4.12.2m  --  http://www.sas1946.com/main/index.php/topic,39077.0.html
for 4.10.1m~4.11.1m  --  http://www.sas1946.com/main/index.php/topic,18742.0.html
can handle this ships.ini entries and 3rd turret becomes to fire to both sides.

Code: [Select]
[IJNMyokou:Part18]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunLarge

gunBasedOnThisSection gun_8_55Mk9
HeadMinYaw -115
HeadMaxYaw 115
NoFireMinYaw -50
NoFireMaxYaw 50
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3

[IJNMyokou:Part29]
BaseChunk Head14
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection gun_ox61torpedo // gun_torpedo
HeadMinYaw 55
HeadMaxYaw 110
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14

[IJNMyokou:Part30]
BaseChunk Head15
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection gun_ox61torpedo // gun_torpedo
HeadMinYaw -110
HeadMaxYaw -55
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15

[IJNMyokou:Part31]
BaseChunk Head16
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection gun_ox61torpedo // gun_torpedo
HeadMinYaw 55
HeadMaxYaw 110
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16

[IJNMyokou:Part32]
BaseChunk Head17
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection gun_ox61torpedo // gun_torpedo
HeadMinYaw -110
HeadMaxYaw -55
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
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KingTiger503

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Re: IJN cruiser Myoko
« Reply #20 on: November 01, 2015, 06:37:11 PM »

What about the Catapults, It can Launch the Seaplane from Myoko Cruiser, Ten10, Can you Do the Catapults

Thanks.
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My Greatest and Best Regards KT503

ten010

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Re: IJN cruiser Myoko
« Reply #21 on: November 02, 2015, 04:38:40 AM »

Quote
The third bow gun turret ...

The second stern gun turret ...

I just corrected a 3D model and released V1.02.

Bag Fix V1.02
http://www.mediafire.com/download/2g2vcexob0bx79e/cruisersJP.7z
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Airbourne

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Re: IJN cruiser Myoko
« Reply #22 on: November 02, 2015, 06:07:39 AM »

I have a problem. I tried the ship extension mod but couldn't get it to work - that is to fix the third turret. So I took it out again and re-installed my saved 'ship.ini'. Now I get the 70% crash. This, I think, is related to problems with the files in STD. All I did was put in the required folders to DBW folder and change ship.ini. Now I have taken the folder out and replaced the original ship.ini. So there shouldn't be a problem should there?
But there is. Any ideas?

I suspect that version 1.02 will solve the turret problem anyway but until I can get the game to run, I won't know.
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western0221

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Re: IJN cruiser Myoko
« Reply #23 on: November 02, 2015, 06:09:49 AM »

I have a problem. I tried the ship extension mod but couldn't get it to work - that is to fix the third turret. So I took it out again and re-installed my saved 'ship.ini'. Now I get the 70% crash.

error log.....
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