Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: asheshouse on December 25, 2010, 06:41:40 AM
-
Queen Elizabeth Class Battleship
One of five. Others in class were HMS Queen Elizabeth, HMS Valiant, HMS Barham and HMS Malaya.
They were all modernised to various extents and consequently differed in appearance in WWII.
(https://www.sas1946.rocks/images/imageshit/img841/4546/warspitewip.jpg)
(https://s6.postimg.cc/ji7k7i5xd/image22-1.jpg)
Commissioned: 8 March 1915
Decommissioned: 1 February 1945
General characteristics:
Displacement: 33,410 tons (as built)
Length: 194.89m
Beam: 27.58m
Draught: 9.30m
Speed: 26 knots
Armament After 1937 Reconstruction:
4 × twin 15 in guns
8 × single 6 in guns
8 × 4 inch Mk XVI anti-aircraft guns (4×2)
32 × 2 pounder anti-aircraft guns (4×8)
Minor AA varied during WWII
Aircraft carried: 1 catapult and 1 spotter aircraft - Swordfish Floatplane or Supermarine Walrus during WWII.
Service History:
Battle of Jutland 1916
Spanish Civil War -- Neutrality Patrol 1937-1939
North West Approaches 1940
Battle of Narvik 1940
Norway 1940
Battle of Calabria 1940 -- Warspite, Malaya, Royal Sovereign, Eagle CV
Battle of Matapan 1941 -- Three Italian heavy cruisers sunk by Warspite, Valiant and Barham
Bombardment of Tripoli 1941 -- Warspite, Valiant and Barham
Battle of Crete 1941
Malta Convoys 1941
Indian Ocean 1941-43
Battle of Madagascar 1942 -- Operation Ironclad
Sicily Landings 1943 -- Operation Husky
Salerno Landings 1943 -- Struck three times by Fritz X(FX-1400) Air Launched Guided Missiles
Normandy D Day Landings 1944
Walcheren Landings 1944 -- Battle of the Scheldt
English Channel 1944
Bay of Biscay 1944
Download: https://www.mediafire.com/?rauqsuny7ua3x3h
Installation Instructions:
Checked with SAS ModActivator 2.5beta for v4.10
Anyone with a Beta copy should remove the Beta version and replace with the new download including updating the ship.ini text.
Extract the contents of the download to a temporary folder on Desktop.
Detailed instructions are included in the folder.
Paste the ShipAshe folder into your Mods folder
If you have previously installed the Tribal Class Destroyer Pack or the J Class Destroyer this should be the same folder.
Any existing class files will be overwritten. Allow this to occur.
Folder structure should be: game root\Mods\ShipAshe\3do\Ships\HMSWarspite\
Edits are required to ship.ini, chief.ini, stationary.ini and technics_ru.properties. Refer to the detailed instructions.
The ship.ini text has been amended from the Beta version.
References:
http://www.naval-history.net
http://en.wikipedia.org/wiki/HMS_Warspite_%2803%29
Credits:
Asheshouse - 3D Model Class files and Texture Mapping
David603 - Skinning Artwork
Bug Fix 10-2-11
The original model had a visual bug in the wake which at the time I was not able to fix.
This is now solved. Follow the instructions below.
Open Hull2_dmg.msh in a text editor
Delete the sections headed
[Hooks]
and
[HookLoc]
Open Hull2.msh in a text editor and replace the Hook text with the following:
[Hooks]
Vapor <BASE>
Vapor1 <BASE>
_Nose <BASE>
_Centre <BASE>
_Left <BASE>
_Right <BASE>
_Prop <BASE>
[HookLoc]
0 0 1 0 -1 0 1 0 0 9.049 0 23.068
0 0 1 0 -1 0 1 0 0 5.358 0 23.068
1 0 0 0 0 -1 0 1 0 99.12 0 -1.9
1 0 0 0 0 -1 0 1 0 2 0 0
0 0 1 0 1 0 -1 0 0 -10 -35 -1.9
0 0 -1 0 1 0 1 0 0 10 -35 -1.9
-1 0 0 0 1 0 0 0 -1 -92.04 0 -1.9
Back up your files before doing any editing.
Ashe
-
Thank you Ashes. Got it for the old il2 so better have her for the new.
(quick check before xmas lunch)
Merry xmas to all this day.
Ian
-
BEAUTIFUL Battleships!! Great to have them back! 8) Thank you!
-
I´m sorry Ashe, I tried to install the Warspite, Jupiter and Tribal class to my vanilla 4.10 but it freezes at 95% and the log.lst gives me this:
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[5:03:53 PM] java.lang.RuntimeException: Can't set property
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4352)
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4455)
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4683)
[5:03:53 PM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
[5:03:53 PM] at java.lang.Class.forName0(Native Method)
[5:03:53 PM] at java.lang.Class.forName(Unknown Source)
[5:03:53 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:03:53 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:03:53 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[5:03:53 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:433)
[5:03:53 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:03:53 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:03:53 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:03:53 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:03:53 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
[5:03:53 PM] Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
[5:03:53 PM] java.lang.RuntimeException: Can't set property
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4352)
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4455)
[5:03:53 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4683)
[5:03:53 PM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
[5:03:53 PM] at java.lang.Class.forName0(Native Method)
[5:03:53 PM] at java.lang.Class.forName(Unknown Source)
[5:03:53 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:03:53 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:03:53 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[5:03:53 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:433)
[5:03:53 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:03:53 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:03:53 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:03:53 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:03:53 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
[5:03:54 PM] SectFile load failed: null
[5:03:54 PM] java.io.FileNotFoundException
[5:03:54 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[5:03:54 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[5:03:54 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[5:03:54 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[5:03:54 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[5:03:54 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[5:03:54 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:2232)
[5:03:54 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2696)
[5:03:54 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[5:03:54 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[5:03:54 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:03:54 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:03:54 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:03:54 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[5:10:23 PM] java.lang.RuntimeException: Can't set property
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4352)
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4455)
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4683)
[5:10:23 PM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
[5:10:23 PM] at java.lang.Class.forName0(Native Method)
[5:10:23 PM] at java.lang.Class.forName(Unknown Source)
[5:10:23 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:10:23 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:10:23 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:433)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:10:23 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:10:23 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:10:23 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:10:23 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
[5:10:23 PM] Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
[5:10:23 PM] java.lang.RuntimeException: Can't set property
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4352)
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4455)
[5:10:23 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4683)
[5:10:23 PM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
[5:10:23 PM] at java.lang.Class.forName0(Native Method)
[5:10:23 PM] at java.lang.Class.forName(Unknown Source)
[5:10:23 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[5:10:23 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[5:10:23 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:433)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:10:23 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:10:23 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:10:23 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:10:23 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
[5:10:23 PM] SectFile load failed: null
[5:10:23 PM] java.io.FileNotFoundException
[5:10:23 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[5:10:23 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[5:10:23 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[5:10:23 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[5:10:23 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[5:10:23 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[5:10:23 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:2232)
[5:10:23 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:2696)
[5:10:23 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[5:10:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[5:10:23 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[5:10:23 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[5:10:23 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
When I try the -trick of the ShipAshe-folder I get a 70% chrash and after reinstalling the backup .ini and .properties it´s a 95% hang! Could you provide a solution please?
-
I´m sorry Ashe, I tried to install the Warspite, Jupiter and Tribal class to my vanilla 4.10
Did you mod to SAS 2.5 before adding them?
-
You must install SAS Mod Activator 2.5beta.
https://www.sas1946.com/main/index.php/topic,12162.0.html
Check that the game starts with the SAS Mod Activator screen before installing any ships.
No Mods will work on an unmodded Vanilla Install of 4.10
Mod Activator 2.5beta gives you a new clean set of chief.ini, ship.ini etc.
Ensure you apply the text edits to these.
Do not copy the ship.ini etc from your 4.9m modded installation.
-
Sorry, yes I did 2.5 and did the text edit aot copying from 4.9 but I think I´ll start from blank again as it was a farley easy task!
-
This makes a great alternative to the generic KGV or Marat for use in Pearl Harbor missions....much more suitable.
-
A USS Colorado type would be better, ;)
-
Beautiful work, thanks a lot :)
-
(http://i27.photobucket.com/albums/c188/fabianfred537/grab0000-3.jpg)
should the wake be like this or does it need to start under the boat?
-
Hi all. I'm using 4.09 version but has anyone had this:
https://www.sas1946.com/main/index.php/topic,12164.24.html
Thanks.
-
FabianFred -- Yes there is a problem with the wake. Despite fiddling around with the setup I've not been able to correct that yet.
-
Thanks very much for the mod Now going to try the others
-
A fix has been posted for the ships wake problem.
See notes in the first post.
-
Ashes, my profound thanks for your gift of the HMS Warspite to the community. I'm a relative newbie at this modding business, and I just torqued up my courage to try to load this beauty into my game. The instructions were crystal clear, (had to be if I was going to be able to do it), and the ship is a wonder. Gorgeous work from you, and your colleagues. I know you must enjoy doing these things, but to me they are nothing short of magic. Again, many thanks for your skill, and your generosity.
Gil
-
Hi Asheshouse.
please ,where can i found the template.
thank for this work... Puma
-
There is no "blank" template.
My original skin was reworked by David603 who created the skin which is now in the download.
I don't know if he created a blank version?
What work are you thinking of doing?
The other ships of this class all differ quite a lot in appearance.
I do have plans to re-work this model at some time to create HMS Malaya and HMS Valiant.
Malaya is similar to Barham and Valiant is similar to Queen Elizabeth.
If you are interested in skinning ships the Andrea Doria is waiting to be done ;)
https://www.sas1946.com/main/index.php/topic,16437.0.html
-
I would like to use your work on the Warspite, and to give the appearance of the U.S. pearl harbor battleships
USS Arizona BB -39...USS Utah BB-31.
I need just to Skin1o voide.
-
there is no void...
use skin0 to create a template and repaint...
-
i think do that ;) thank for answers...
Puma
-
I understand now.
The other which you might consider is the battleship Marat to give some variation in appearance.
USS Utah had the main guns removed in the 1930's and instead had additional AA guns installed for use in training.
-
Another question, how do I do for a ship damaged and returned (USS California, USS Oklahoma)
-
ship damaged = painted texture.
ship returned... entirely different model?
ship torpedoed and then a animation for returning... new animation?
(thinking)
need to test...
if ship gets damaged on the bow, she sinks bow first right?
if on the stern, she sinks by the stern, right?
why not rotate the damageboxes and animation axis, so its not "front and aft" but "left side right side" / left damage box , right damage box
-
I wonder what happens if you increase the number of hull damage boxes from 3 to 6 by dividing each along the centreline?
-
that i wanted to avoid, because it makes things complicated.
because i asked myself that very question ^^
;D
the ship will be split at the centerline... :D
-
Hello HundertzehnGustavnot
Thanks for your help .I just want to create a stationnary ship.But, this ship must be capsized.We have to see the hull, upside down.I do not need any animation.Actually I want to depict the USS Oklahoma as seen by the jap.pilots during the second wave attack.
-
In the FMB, pick up a static ship, place it in the water, press ENTER to see it closer and then press F6 or F7, hold it depressed, then rightclick, hold it down and move the mouse right or left. With F6 the ship will turn around the transversal axis. If F7 is depressed, the ship will turn around a longitudinal axis. Both ways allow you to turn it upside down and show the keel to the sun. It's very useful for damaged ships.
-
negative.
works in the FMB but when playing the mission, the ship upright again.
Puma, whet you need is a simple 3D object, not an entire ship with guns and custom paint and all that...
if you think that the hull shape and size of the ships that asheshouse makes is perfect for that, i think the most effective way would be to write him a PM, explaining what you are looking for with a picture and some references...
maybe he can take the ship you need, erase all its superstructure, guns etc (invisible underwater) and turn it upside down for you.
?
If you want to use the standard Battleship, or one of the big Cruisers, i think it would be wise to, ehm, import the standard ships into a modeling program, and turn them upside down, erase the guns from the hier.him and other associated files, and use that..
ehm?
(just some ideas, i dont know how that would work... but the tutorials and knowledge is written here at the SAS, so...)
-
If the model is to be capsized all you would need would be the Hull1 Hull2 and Hull3 meshes.
The other parts would not be seen.
Creating it as a new Stationary ship it would just need some class files to be created and a bit of editing of hier.him and ships.ini files.
Puma -- Is this the sort of configuration you are looking for?
(http://i239.photobucket.com/albums/ff113/Asheshouse/BB37-2.jpg)
-
Or maybe something like this.
(http://i239.photobucket.com/albums/ff113/Asheshouse/image101-1.jpg)
Perhaps needs sinking a little further?
-
nice, it s exactly that ;D not more not less... :P
-
on the picture, it s not the Warspite, no ?
perhaps sinking more yes with the Warspite. ;)
you are a road runner ship's modder ;D
-
The first picture is USS Oklahoma.
The in-game image is Warspite
-
so, you has created a new stationary ship or object ?
-
Its a stationary ship, made with Hull units having "strength_Invulnerable"
So they cannot be sunk.
-
Asheshouse, i have try my new texture and in game i see it ok when i'm so far of then but when look near it s the skin original, why?
skin1o.tga = 1653/634 3M0 skin1p.tga = 826/317 256K0 skin1q = 413/159 64Ko
??
Arizona test
(not near the ship, is ok)
(http://i48.servimg.com/u/f48/13/48/87/51/13_08_10.jpg)
(now the hull is not mine)
(http://i48.servimg.com/u/f48/13/48/87/51/13_08_11.jpg)
(same picture)
(http://i48.servimg.com/u/f48/13/48/87/51/13_08_12.jpg)
(and turret and all texture change)
(http://i48.servimg.com/u/f48/13/48/87/51/13_08_13.jpg)
-
Close up it is reading skin1o.tgb.
Make a copy of your skin1o.tga and rename as skin1o.tgb
-
mmh, i try...
-
same problem >:( my skins files are : skin1o, skin1op ,skin1oq in TGA format . Now i was remaned skin1o as skin1o.tgb and same problem.
sorry for my english 8)
-
I have sunk the wreck a further 2m. I think it looks about right now.
(http://i239.photobucket.com/albums/ff113/Asheshouse/image102-1.jpg)
-
same problem >:( my skins files are : skin1o, skin1op ,skin1oq in TGA format . Now i was remaned skin1o as skin1o.tgb and same problem.
You must have both skin1o.tga and skin1o.tgb
If you do not have a skin1o.tga then it will get the original from the *.sfs files.
I think that may be what you are seeing.
The lower resolution files must be named skin1p and skin1q ---- not skin1op ,skin1oq
-
really... :( i check that
-
interesting... i would never have guessed that the undersides of a model could be of any major value one day...
nothing wasted!
-
Job done https://www.sas1946.com/main/index.php/topic,17910.0.html#new
-
ok i can see the new skin...i look that tomorrow...big thk :- :)
-
I found Warspite's some shadows BLINKing.
Some shadow meshes have multi-material?
-
This was corrected in the later version which was included in HSFX5 -- and maybe later mod-packs.
I will update the stand-alone mod to include the fixed meshes.
Ashe
-
This mod works good in 4.12.2/SAS ModAct 5.30.
Also, HMS BB Generic (absent in the game) may be created based on this mod.
Put entries below in order to install her.
chief.ini
HMSBBGeneric ships.ShipAshe$HMSWarspite 1 icons/shipDestroyer.mat
[Ships.HMSBBGeneric]
com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
technics_ru.properties
HMSBBGeneric HMS Battleship Generic
stationary.ini
HMSBBGeneric ships.ShipAshe$HMSWarspite 1
ships.ini
//-----------------------------------------------------------
[HMSBBGeneric]
Description Queen Elizabeth Class Battleship
Icon shipDestroyer
// Model
Mesh 3do/Ships/HMSWarspite/Hier.him
// Motion Parameters
SliderDistance 567.675
Speed 26.391 //52.782
SoundMove models.Ship
// Vitals
[HMSBBGeneric:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch -2.0
damageRoll 4.0
damageTime 164.0
[HMSBBGeneric:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 0.0
damageRoll 4.0
damageTime 160.0
[HMSBBGeneric:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 2.0
damageRoll 4.0
damageTime 166.0
// Structure
[HMSBBGeneric:Part3]
BaseChunk SSF
strengthBasedOnThisSection strength_HullHuge
[HMSBBGeneric:Part4]
BaseChunk SST
strengthBasedOnThisSection strength_HullLarge
[HMSBBGeneric:Part5]
BaseChunk Stack1
strengthBasedOnThisSection strength_HullMedium
[HMSBBGeneric:Part6]
BaseChunk Stack2
strengthBasedOnThisSection strength_HullMedium
[HMSBBGeneric:Part7]
BaseChunk MastN
strengthBasedOnThisSection strength_HullSmall
[HMSBBGeneric:Part8]
BaseChunk MastT
strengthBasedOnThisSection strength_HullSmall
[HMSBBGeneric:Part9]
BaseChunk Wire_x
strengthBasedOnThisSection strength_HullHuge
[HMSWarspite:Part10]
BaseChunk Boat1
strengthBasedOnThisSection strength_HullTiny
[HMSBBGeneric:Part11]
BaseChunk Boat2
strengthBasedOnThisSection strength_HullTiny
[HMSBBGeneric:Part12]
BaseChunk Boat3
strengthBasedOnThisSection strength_HullTiny
[HMSBBGeneric:Part13]
BaseChunk Boat4
strengthBasedOnThisSection strength_HullTiny
[HMSBBGeneric:Part14]
BaseChunk CraneL
strengthBasedOnThisSection strength_HullMedium
[HMSBBGeneric:Part15]
BaseChunk CraneR
strengthBasedOnThisSection strength_HullMedium
// Armament
// Mk1 15"/42 Main Guns 381mm (4x2)
[HMSBBGeneric:Part16]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -130
HeadMaxYaw 130
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
[HMSBBGeneric:Part17]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -130
HeadMaxYaw 130
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
[HMSBBGeneric:Part18]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -130
HeadMaxYaw 130
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
[HMSBBGeneric:Part19]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -130
HeadMaxYaw 130
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
// MkXII 6" Guns 152mm (8x1)
[HMSBBGeneric:Part20]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 0
HeadMaxYaw 130
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
[HMSBBGeneric:Part21]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -130
HeadMaxYaw 0
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
[HMSBBGeneric:Part22]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 0
HeadMaxYaw 130
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
[HMSBBGeneric:Part23]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -130
HeadMaxYaw 0
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
[HMSBBGeneric:Part24]
BaseChunk Head9
AdditionalCollisionChunk0 Gun9
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -70
HeadMaxYaw 60
GunHeadChunk Head9
GunBarrelChunk Gun9
GunShellStartHook ShellStart9
[HMSBBGeneric:Part25]
BaseChunk Head10
AdditionalCollisionChunk0 Gun10
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -60
HeadMaxYaw 70
GunHeadChunk Head10
GunBarrelChunk Gun10
GunShellStartHook ShellStart10
[HMSBBGeneric:Part26]
BaseChunk Head11
AdditionalCollisionChunk0 Gun11
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -70
HeadMaxYaw 60
GunHeadChunk Head11
GunBarrelChunk Gun11
GunShellStartHook ShellStart11
[HMSBBGeneric:Part27]
BaseChunk Head12
AdditionalCollisionChunk0 Gun12
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -60
HeadMaxYaw 70
GunHeadChunk Head12
GunBarrelChunk Gun12
GunShellStartHook ShellStart12
//Tips, Ensure Part Numbers are sequential, Ensure HeadMinYaw is less tham HeadMaxYaw ie -40>-140
// MkXVI 4" AA 102mm (4x2)
[HMSBBGeneric:Part28]
BaseChunk Head13
AdditionalCollisionChunk0 Gun13
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 40
HeadMaxYaw 140
GunHeadChunk Head13
GunBarrelChunk Gun13
GunShellStartHook ShellStart13
[HMSBBGeneric:Part29]
BaseChunk Head14
AdditionalCollisionChunk0 Gun14
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -140
HeadMaxYaw -40
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14
[HMSBBGeneric:Part30]
BaseChunk Head15
AdditionalCollisionChunk0 Gun15
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -140
HeadMaxYaw -40
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15
[HMSBBGeneric:Part31]
BaseChunk Head16
AdditionalCollisionChunk0 Gun16
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 40
HeadMaxYaw 140
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16
// MkVIII 2pdr 8x40mm AA PomPom (4x8)
[HMSBBGeneric:Part32]
BaseChunk Head17
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw 0
HeadMaxYaw 195
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
[HMSBBGeneric:Part33]
BaseChunk Head18
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw -195
HeadMaxYaw 0
GunHeadChunk Head18
GunBarrelChunk Gun18
GunShellStartHook ShellStart18
[HMSBBGeneric:Part34]
BaseChunk Head19
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw 10
HeadMaxYaw 210
GunHeadChunk Head19
GunBarrelChunk Gun19
GunShellStartHook ShellStart19
[HMSBBGeneric:Part35]
BaseChunk Head20
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw -210
HeadMaxYaw -10
GunHeadChunk Head20
GunBarrelChunk Gun20
GunShellStartHook ShellStart20
// MkII 20mm Oerlikon AA (13x1)
[HMSBBGeneric:Part36]
BaseChunk Head21_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -30
HeadMaxYaw 135
GunHeadChunk Head21_x
GunBarrelChunk Gun21_x
GunShellStartHook ShellStart21
[HMSBBGeneric:Part37]
BaseChunk Head22_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 30
GunHeadChunk Head22_x
GunBarrelChunk Gun22_x
GunShellStartHook ShellStart22
[HMSBBGeneric:Part38]
BaseChunk Head23_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 135
GunHeadChunk Head23_x
GunBarrelChunk Gun23_x
GunShellStartHook ShellStart23
[HMSBBGeneric:Part39]
BaseChunk Head24_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 60
GunHeadChunk Head24_x
GunBarrelChunk Gun24_x
GunShellStartHook ShellStart24
[HMSBBGeneric:Part40]
BaseChunk Head25_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -10
HeadMaxYaw 135
GunHeadChunk Head25_x
GunBarrelChunk Gun25_x
GunShellStartHook ShellStart25
[HMSBBGeneric:Part41]
BaseChunk Head26_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 10
GunHeadChunk Head26_x
GunBarrelChunk Gun26_x
GunShellStartHook ShellStart26
[HMSBBGeneric:Part42]
BaseChunk Head27_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw -20
GunHeadChunk Head27_x
GunBarrelChunk Gun27_x
GunShellStartHook ShellStart27
[HMSBBGeneric:Part43]
BaseChunk Head28_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw 20
HeadMaxYaw 135
GunHeadChunk Head28_x
GunBarrelChunk Gun28_x
GunShellStartHook ShellStart28
[HMSBBGeneric:Part44]
BaseChunk Head29_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 0
GunHeadChunk Head29_x
GunBarrelChunk Gun29_x
GunShellStartHook ShellStart29
[HMSBBGeneric:Part45]
BaseChunk Head30_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw 0
HeadMaxYaw 135
GunHeadChunk Head30_x
GunBarrelChunk Gun30_x
GunShellStartHook ShellStart30
[HMSBBGeneric:Part46]
BaseChunk Head31_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -60
HeadMaxYaw 135
GunHeadChunk Head31_x
GunBarrelChunk Gun31_x
GunShellStartHook ShellStart31
[HMSBBGeneric:Part47]
BaseChunk Head32_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 60
GunHeadChunk Head32_x
GunBarrelChunk Gun32_x
GunShellStartHook ShellStart32
[HMSBBGeneric:Part48]
BaseChunk Head33_x
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head33_x
GunBarrelChunk Gun33_x
GunShellStartHook ShellStart33
// Targeting Systems
[HMSBBGeneric:Part49]
BaseChunk Head34
strengthBasedOnThisSection strength_HullMedium
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -145
HeadMaxYaw 145
GunHeadChunk Head34
GunBarrelChunk Gun34
GunShellStartHook ShellStart34
TrackingOnly
[HMSBBGeneric:Part50]
BaseChunk Head35
strengthBasedOnThisSection strength_HullMedium
gunBasedOnThisSection gun_MkVII_356
HeadMinYaw -145
HeadMaxYaw 145
GunHeadChunk Head35
GunBarrelChunk Gun35
GunShellStartHook ShellStart35
GunShellStartHook ShellStart35
TrackingOnly
[HMSBBGeneric:Part51]
BaseChunk Head36
strengthBasedOnThisSection strength_HullMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -45
HeadMaxYaw 180
GunHeadChunk Head36
GunBarrelChunk Gun36
GunShellStartHook ShellStart36
TrackingOnly
[HMSBBGeneric:Part52]
BaseChunk Head37
strengthBasedOnThisSection strength_HullMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -180
HeadMaxYaw 45
GunHeadChunk Head37
GunBarrelChunk Gun37
GunShellStartHook ShellStart37
TrackingOnly
[HMSBBGeneric:Part53]
BaseChunk Head38
strengthBasedOnThisSection strength_HullTiny
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw 0
HeadMaxYaw 180
GunHeadChunk Head38
GunBarrelChunk Gun38
GunShellStartHook ShellStart38
FireFastTargets 1
TrackingOnly
[HMSBBGeneric:Part54]
BaseChunk Head39
strengthBasedOnThisSection strength_HullTiny
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw -180
HeadMaxYaw 0
GunHeadChunk Head39
GunBarrelChunk Gun39
GunShellStartHook ShellStart39
FireFastTargets 1
TrackingOnly
[HMSBBGeneric:Part55]
BaseChunk Head40
strengthBasedOnThisSection strength_HullTiny
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw -135
HeadMaxYaw 45
GunHeadChunk Head40
GunBarrelChunk Gun40
GunShellStartHook ShellStart40
FireFastTargets 1
TrackingOnly
[HMSBBGeneric:Part56]
BaseChunk Head41
strengthBasedOnThisSection strength_HullTiny
gunBasedOnThisSection gun_2pdrMkVI
HeadMinYaw -45
HeadMaxYaw 135
GunHeadChunk Head41
GunBarrelChunk Gun41
GunShellStartHook ShellStart41
FireFastTargets 1
TrackingOnly
//-----------------------------------------------------------
-
Thank you Stefan.
-
Thanks for the post Stefan --- but why do you not like the KGV as the Royal Navy "Generic" type? They were the core (and the only fast battleships) of the Royal Navy's BB's in WWII. (5 commissioned).
However, since there is no ship slot (no class files) for the HMSBBGeneric, all you are creating is a new menu entry for the existing HMSWarspite. I'm not sure that this has any significant benefit. Try looking at a *.mis file with both HMS Warspite and HMSBBGeneric in it. What do you see?
Ashe
-
chief.ini
HMSWarspite ships.ShipAshe$HMSWarspite 1 icons/shipDestroyer.mat
Maybe, yet so?..
HMSBBGeneric ships.ShipAshe$HMSWarspite 1 icons/shipDestroyer.mat
-
Yes, Dear deSAD,
You're right. Already corrected. Thank You.
-
Sorry to drag out an old topic, but a quick question and ill leave you alone!
Installing this next to the HMS Eagle. I see that the class files have the same names, but which should i install first? Eagle? Warspite?
Thanks for any advice!
Fresco
-
Installing this next to the HMS Eagle. I see that the class files have the same names, but which should i install first? Eagle? Warspite?
You can group folders "3do".
But it is only Class contained in the Eagle Mod you have to keep!
-
Cool! will try it just now and report back!
EDIT:
Works perfectly! Thanks so much!
(http://i.imgur.com/1CCxKkr.jpg)
-
Greetings, running 4.13.2 SAS Modact 6.2,
thank you very much :)
-
Supermarine Walrus for HMS Warspite.
This addon is for excellent asheshouse ship.
(https://i.postimg.cc/gJSZ22cN/walrus.jpg)
The seaplane Supermarine Walrus, it is low-poly, multi-LOD (3LOD,s), with shaders and damage. Obtained from War Elite MOD for SH3, author Testpilots.
https://www.mediafire.com/file/e64gj88rvpenh2p/WalrusforHMSWarspite.rar/file
For install; drop the three files in 3do\Ships\HMSWarspite
Open with notepad Hier.him file and include the following lines
[Walrus]
Mesh Walrus
Parent Hull2
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
CollisionObject xwalrus
Checked with FM Activator for v4.12.
Un saludo.
-
Nice extra. :D :D
Thank you, erafiti.
Cheers.
-
Superb warship, thank you very much, really appreciated. 8)
I cannot believe I have taken until now to install this model. :o
Great little add on erafitti, thank you very much. ;)
Wishing you all the very best, Pete. ;D
-
Nice add-on. Thanks
-
Supermarine Walrus for HMS Warspite.
For HMSdukeofyorkbb ,HMSkinggeorgevbb and HMSpowbb, same as for the HMSWarspite.
(https://i.postimg.cc/ncyDd1Fk/HMSBB.jpg)
Drop the three files in 3do\Ships\HMSdukeofyorkbb ...\HMSkinggeorgevbb ...\HMSpowbb
Open with notepad the respective Hier.him file and include the following lines
[Walrus]
Mesh Walrus
Parent Hull2
Attaching 1 0 0 0 1 0 0 0 1 17 24.8 -2.6
CollisionObject xwalrus
Checked with FM Activator for v4.12.
Un saludo.
-
In the late war, 44 - 45, these aircraft were not carried, being seen as an unneccessary fire risk. Their scouting role was taken over by aircraft from carriers.
The catapults were removed and the hangers converted to other uses.
-
Supermarine Walrus for HMS Warspite.
For HMSdukeofyorkbb ,HMSkinggeorgevbb and HMSpowbb, same as for the HMSWarspite.
NO QUOTE PICS !!!
Drop the three files in 3do\Ships\HMSdukeofyorkbb ...\HMSkinggeorgevbb ...\HMSpowbb
Open with notepad the respective Hier.him file and include the following lines
[Walrus]
Mesh Walrus
Parent Hull2
Attaching 1 0 0 0 1 0 0 0 1 17 24.8 -2.6
CollisionObject xwalrus
Checked with FM Activator for v4.12.
Un saludo.
Where do we get the Hier files? and for that matter the 3do/ships files?
These are not found in any of the Mod Packs?
-
Where do we get the Hier files? and for that matter the 3do/ships files?
These are not found in any of the Mod Packs?
In my UP2.01 these ships are "stocks" !
- HMS Duke of York BB
- HMS King George v BB
- HMS Prince of Wales BB
Try attachments !
-
Cheers Epervier i actually made my own MOD install 3do/ships etc containing just plain heir.him with just the walrus text in each ships folder which also seemed to work. But yours is better!!!
-
Where do we get the Hier files? and for that matter the 3do/ships files?
These are not found in any of the Mod Packs?
In my UP2.01 these ships are "stocks" !
- HMS Duke of York BB
- HMS King George v BB
- HMS Prince of Wales BB
Try attachments !
Thanks Epervier
Did you extract the hiers from the stock sfs files?
-
Did you extract the hiers from the stock sfs files?
No !
-
Did you extract the hiers from the stock sfs files?
No !
;D....... Where did you get them?
I ask because I am looking for the hier file for the stock HMS Illustrious, so I can enable carrier deck crew and animated flag, and wondered if there was a way of obtaining the files.
-
I ask because I am looking for the hier file for the stock HMS Illustrious, so I can enable carrier deck crew and animated flag, and wondered if there was a way of obtaining the files.
Here Crew HMS Illustrious CV : https://www.mediafire.com/?mg6cw64j71a6wij
-
I ask because I am looking for the hier file for the stock HMS Illustrious, so I can enable carrier deck crew and animated flag, and wondered if there was a way of obtaining the files.
Here Crew HMS Illustrious CV : https://www.mediafire.com/?mg6cw64j71a6wij
Thanks again Epervier.
I only wanted the Hier file and skin1o.tga and 'tgb files. I didn't know there was a deck crew for RN carriers, so I have made new deck crews for all RN CV's using Ranwers v5 figures meshes.
These will be posted in the next few days in Visual Mods section.
-
Hello Ashe,
Thank you for the new ship models. Your models returned my interest in the game. I installed them all and they work in 4.13.4m. But there are some problems with the skins. That's how I see Warspite. Can this be fixed?
(https://i.postimg.cc/ZK4rkPhr/grab0000.jpg) (https://postimages.org/)
-
This model has been around for 10 years now. This is the first time that I have seen this problem.
I would guess therefore that you have not installed it correctly.
I assume that you are able to run it ok in missions and that the only problem is the appearance?
Otherwise everything functions ok?
This early model of mine used a non standard tga size for the main texture, skin1o.tga
If you are using a very old pc this may cause a problem --- tho its never been reported by others.
Have a look at skin1o.tga in a graphics program. Does it look ok?
If so, try resizing to 1024x1024 and run again in the game.
Also look at skin1o.tgb --- to view in a graphics programme rename to skin1o.tga and check, same as before.
-
Yes, the only problem with the model is its appearance. I looked at skin1o.tga and skin1o.tgb in Photoshop. They look okay. Then I reduced the size of skin1o.tga to 1024x1024, but it didn't help.
Except to the Warspite model, I have two more models with a similar defect. These are cruisers Leander and Ajax. I will post the screenshots in the Royal Navy Pack discussion.
-
What are your hardware specs?
-
I understood... By reducing skin1o.tga to 1024, I did not change its aspect ratio. Now I have done this, and Warspite in the Full Editor is visible in coloring. But what about the skin1o.tgb file? If you rename it to skin1o.tga and reduce it to 1024, then how can you make it tgb again?
-
Just rename it to skin1o.tgb
Since that fix appears to make it work, I guess it indicates that the problem is due to your graphics card, or the graphics card settings.
This maybe the cause of other problems you have reported in various other threads.