Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: ten010 on October 31, 2015, 08:41:07 PM

Title: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: ten010 on October 31, 2015, 08:41:07 PM
IJN cruiser Myoko1944 :)

UPDATE LOG
v1.2 NEW
- fix An aim of a main gun is corrected right.

(http://www.fastpic.jp/images.php?file=4199205480.jpg)
IJN cruiser Myoko1942
(http://www.fastpic.jp/images.php?file=2006292884.jpg)
DOWNLOAD
UPDATE V1.2
https://www.mediafire.com/download/xnlj04r1h1u1rg8/cruisersJP.7z (https://www.mediafire.com/download/xnlj04r1h1u1rg8/cruisersJP.7z)
Title: Re: IJN cruiser Myoko[4.12]
Post by: archie1971 on October 31, 2015, 09:08:45 PM
Thank you very much  :) :)
Title: Re: IJN cruiser Myoko
Post by: SAS~Malone on October 31, 2015, 10:27:16 PM
wow - super work, ten, it looks really great!
thanks a lot, mate :D
Title: Re: IJN cruiser Myoko[4.12]
Post by: WWII44 on October 31, 2015, 10:49:52 PM
I've been in need of a Japanese heavy cruiser for my campaign so this is very much appreciated, arigatou gozaimasu.
Title: Re: IJN cruiser Myoko[4.12]
Post by: ggrewe on October 31, 2015, 11:42:44 PM
Excellent work ten010  8)  Thanks very much for creating this much needed ship  ;)
Title: Re: IJN cruiser Myoko
Post by: deSAD on November 01, 2015, 01:21:32 AM
IJN cruiser Myoko :)
DOWNLOAD
https://www.mediafire.com/download/c0ncbdqc4dlyj8a/cruisersJP.7z (https://www.mediafire.com/download/c0ncbdqc4dlyj8a/cruisersJP.7z)
Nice work! Thx ;D But ...
(https://lh3.googleusercontent.com/-GcaFJzx5aMk/VjW87I6LK8I/AAAAAAAAJd8/-sc8xbvSFLU/s1024-Ic42/OOPS%252521_MediaFire.png)
Maybe you could post a link to an alternative? :-|
Title: Re: IJN cruiser Myoko
Post by: ten010 on November 01, 2015, 01:01:50 AM
Quote
Maybe you could post a link to an alternative? :-|
It can be downloaded from both links now.
I'll inform you of a spare link destination.
[NEW LINK]
Bag Fix V1.02
none
Title: Re: IJN cruiser Myoko
Post by: deSAD on November 01, 2015, 01:06:14 AM
Thx, ten010 ;D
Title: Re: IJN cruiser Myoko
Post by: urmel on November 01, 2015, 01:51:05 AM
Excellent work,thanks ten010
Title: Re: IJN cruiser Myoko
Post by: asheshouse on November 01, 2015, 02:21:59 AM
Great work. Thanks Ten010.
Title: Re: IJN cruiser Myoko[4.12]
Post by: Hanseat on November 01, 2015, 03:04:49 AM
Superb!!!!!!!!!!!

Thank you very much for your work ten010 :) :) :) :)

Title: Re: IJN cruiser Myoko[4.12]
Post by: ten010 on November 01, 2015, 03:20:08 AM
I just corrected a 3D model and released V1.01. :)
Title: Re: IJN cruiser Myoko[4.12]
Post by: cgagan on November 01, 2015, 03:28:45 AM
Great job! Many thanks for sharing,  8)
Title: Re: IJN cruiser Myoko
Post by: deSAD 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 ...
(https://lh3.googleusercontent.com/-FrQHT5fZ0-I/VjX0Upu4xsI/AAAAAAAAJfI/FWG8ZGzx49Y/s1024-Ic42/IJN_Myoko_BUGs_01.png)

The second stern gun turret ...
(https://lh3.googleusercontent.com/-TmXgnNCfYRY/VjX0Y8uCqMI/AAAAAAAAJfc/4UuJTfSY_lU/s1024-Ic42/IJN_Myoko_BUGs_02.png)

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
Title: Re: IJN cruiser Myoko
Post by: Airbourne 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?
Title: Re: IJN cruiser Myoko
Post by: western0221 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.
Title: Re: IJN cruiser Myoko[4.12]
Post by: TeamFlyingAce162 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.
Title: Re: IJN cruiser Myoko
Post by: Airbourne 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.
Title: Re: IJN cruiser Myoko
Post by: Airbourne 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.
Title: Re: IJN cruiser Myoko[4.12]
Post by: western0221 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  --  https://www.sas1946.com/main/index.php/topic,39077.0.html
for 4.10.1m~4.11.1m  --  https://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
Title: Re: IJN cruiser Myoko[4.12]
Post by: KingTiger503 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.
Title: Re: IJN cruiser Myoko
Post by: ten010 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
https://www.mediafire.com/download/2g2vcexob0bx79e/cruisersJP.7z
Title: Re: IJN cruiser Myoko
Post by: Airbourne 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.
Title: Re: IJN cruiser Myoko
Post by: western0221 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.....
Title: Re: IJN cruiser Myoko[4.12]
Post by: Airbourne on November 02, 2015, 07:57:04 AM
Okay here is what looks to me like the relevant part of the logfile but I am no expert at logfiles.

java.lang.RuntimeException: java.lang.RuntimeException: Failure
[14:09:51]      at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[14:09:51]      at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[14:09:51]      at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:206)
[14:09:51]      at com.maddox.il2.builder.Builder.<init>(Builder.java:2819)
[14:09:51]      at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[14:09:51]      at com.maddox.il2.gui.GUI.create(GUI.java:164)
[14:09:51]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[14:09:51]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[14:09:51]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:09:51]      at com.maddox.il2.game.Main.exec(Main.java:420)
[14:09:51]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[02.11.2015 14:09:51] -------------- END log session -------------
Quote
Code: [Select]
Title: Re: IJN cruiser Myoko[4.12]
Post by: western0221 on November 02, 2015, 08:13:52 AM
Okay here is what looks to me like the relevant part of the logfile but I am no expert at logfiles.

It seems chief.ini error.
If chief.ini has no error, next ships.ini .... stationary.ini ....
Title: Re: IJN cruiser Myoko[4.12]
Post by: Epervier on November 02, 2015, 10:15:08 AM
Thank you very much !  :) :)

409/UP2.01 work very fine !  ;)
Title: Re: IJN cruiser Myoko[4.12]
Post by: KingTiger503 on November 02, 2015, 06:23:13 PM
Thanks Ten10, I got My Cruiser Myoko are working in 4.12.
Title: Re: IJN cruiser Myoko[4.12]
Post by: wolfiz on November 02, 2015, 11:01:26 PM
Thanks for all your hard work..looks great!
..

(https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfa1/t31.0-8/12185161_952918614765599_6311601771369392451_o.jpg)

Here's a nice look at the profile
.
(https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/12186723_952918971432230_7996884088103448052_o.jpg)

https://en.wikipedia.org/wiki/Japanese_cruiser_My%C5%8Dk%C5%8D (https://en.wikipedia.org/wiki/Japanese_cruiser_My%C5%8Dk%C5%8D)





Title: Re: IJN cruiser Myoko
Post by: Airbourne on November 03, 2015, 06:48:54 AM
I have got my game working again and I now have Myoko version 1.02 working except for 'c' turret which still seems dead. I am not wasting any more time worrying about it because I use ships mainly as targets for air attack and all I need is a good AA defence and it has that. I need to be clear: this is a wonderful mod.

Thanks western0221 for your help.
Title: Re: IJN cruiser Myoko[4.12]
Post by: D.Rasta on November 03, 2015, 03:54:57 PM
Ten010, big thanks for your work!
Title: Re: IJN cruiser Myoko[4.12]
Post by: bergkamp on November 04, 2015, 02:56:38 AM
Thanks for a great addition. Working in C.U.P.


(http://s11.postimg.cc/6afvk29hf/2015_11_03_at_10_16_59.jpg) (http://postimage.org/)


Oh! Bollix. Can I have another one?


(http://s9.postimg.cc/eq80zenr3/2015_11_03_at_10_06_18.jpg) (http://postimage.org/)

Best regards
Title: Re: IJN cruiser Myoko[4.12]
Post by: Cycle on November 04, 2015, 10:53:45 AM
Many thanks, ten! :) :)
Title: Re: IJN cruiser Myoko[4.12]
Post by: Yeager_1946 on November 05, 2015, 04:45:59 AM

Beautiful work! Thank you very much, Ten010!  :)
Title: Re: IJN cruiser Myoko1944?UPDATE V1.04 (2015/11/08) [4.12]
Post by: ten010 on November 07, 2015, 09:32:55 PM
NEW UPDATE

Myoko1944 and Myoko1942

A normal and a point of LOD were corrected.
Anti-aircraft armament was increased. (Myoko1944):)
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: western0221 on November 08, 2015, 03:57:23 AM
Foooooo!!

I'm very happy 2x different versions of Myoko class are coming!

Myoko class /1942 was competing in Battle of the Coral Sea, Myoko and Haguro escorted Shokaku and Zuikaku.

Myoko class /1944 was competing in Marianas (Myoko and Haguro escorted Taiho, Shokaku, Zuikaku) and Leyte (Myoko and Haguro joined Kurita fleet with Nagato, yamato and Musashi. / Nachi and Ashigara joined Shima fleet.)

Great addition to IL-2 1946, pacific theater.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08)
Post by: deSAD on November 08, 2015, 03:02:09 PM
NEW UPDATE
...
Anti-aircraft armament was increased. (Myoko1944):)
Anti-aircraft guns disappear after the destruction ...

(https://lh3.googleusercontent.com/-jO6mOJrFWJE/Vj_F_GnYd-I/AAAAAAAAJiQ/UEI35F8aTlI/s1024-Ic42/IJN_Myoko_BUGs_03.png)

And the torpedo tubes did not seem to operate :-[
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08)
Post by: western0221 on November 08, 2015, 03:14:34 PM
Anti-aircraft guns disappear after the destruction ...

That is the same behavior of stock ships.
You may see small 25mm - 20mm Anti-aircraft guns disappear after the destruction on stock Kagero class DD (Yukikaze or Amatsukaze) , Akizuki class DD , Essex class CV or Fletcher class DD.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08)
Post by: deSAD on November 10, 2015, 01:22:55 PM
Indeed? I do not pay any attention to it. I apologize for the inattention :-[ Thx :)
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: D.Rasta on December 18, 2015, 06:45:50 PM
Working in HSFX 7.03

Please advise what settings can I change to made cruiser more stronger. So much so, that it never can be sunk by one torpedo hit.

May be Vital in ships.ini ?

What these parameters mean:  damageDepth, damagePitch, damageRoll, damageTime ?

Thank you in advance.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: western0221 on December 18, 2015, 06:59:08 PM
Working in HSFX 7.03

Please advise what settings can I change to made cruiser more stronger. So much so, that it never can be sunk by one torpedo hit.

May be Vital in ships.ini ?

At beginning of ships.ini , [strength_HullHuge] section.

But if you join multiplay server in your HSFX7.0.3 game, changing the parameters here makes mismatching between your game and server / other players' games. That's bad.
Only offline single play.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: D.Rasta on December 18, 2015, 08:07:55 PM
At beginning of ships.ini , [strength_HullHuge] section.

But if you join multiplay server in your HSFX7.0.3 game, changing the parameters here makes mismatching between your game and server / other players' games. That's bad.
Only offline single play.

Thank you! I am offline single player.

But what does these parameters mean, or where can I find something about them and their values: 

MinShotCaliber, NumShots, MinHitExplTNT, NumHitExpl,  MinNearExplTNT, NumNearExpl in [strength_HullHuge]

damageDepth, damagePitch, damageRoll, damageTime in // Vitals section of ship ?
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: Meaker on December 29, 2015, 02:47:05 AM
Wow,fantastic work,another beauty,thank you very much sir  ;D
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.1 (2015/11/08) [4.12]
Post by: Koty on December 29, 2015, 03:56:56 AM
Working in HSFX 7.03

Please advise what settings can I change to made cruiser more stronger. So much so, that it never can be sunk by one torpedo hit.

May be Vital in ships.ini ?
(...)... mismatching between your game and server / other players' games. That's bad.
Only offline single play.

These things, afaik, are loaded from server only so - it would not cause problems. What causes problems is mismatching classes.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: ten010 on February 20, 2016, 07:19:44 AM
New update, v1.2 is out. :)
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: SAS~Malone on February 20, 2016, 09:00:30 AM
thanks for the update, ten! :D
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: flyer138 on February 20, 2016, 02:48:19 PM
Thank you for the update ten. The cruiser really fills a gap in Il2's shipyard.
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: Epervier on February 20, 2016, 03:28:13 PM
Thank you very much for update !
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: urmel on February 29, 2016, 11:46:44 AM
many thanks,ten010
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: deSAD on March 07, 2016, 12:48:54 PM
New update, v1.2 is out. :)
I think I found a small mistake ... again :-| As it has appeared, if the first stern gun turret gets damaged, the gun barrels are rotated 90 degrees around its longitudinal axis :-[

(https://lh3.googleusercontent.com/-Ks_jbZTLFic/Vt1GT6vd81I/AAAAAAAALMw/aeH4cGrLYAo/s1024-Ic42/IJN_Myoko_BUGs_04_01.png)

(https://lh3.googleusercontent.com/-sUk1p0Mxr3E/Vt1GX2wYoRI/AAAAAAAALMw/dOHYHAc-2QY/s1024-Ic42/IJN_Myoko_BUGs_04_02.png)


P.S.
And, in any case, thank you for your labor, ten010 :)
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: Epervier on March 09, 2016, 03:42:41 AM
I think I found a small mistake ... again :-| As it has appeared, if the first stern gun turret gets damaged, the gun barrels are rotated 90 degrees around its longitudinal axis
Try this :
Folders : 3do\Ships\IJNMyokou and 3do\Ships\IJNMyokou1942
Files : hier.him (in each of the above folders !)
Instead of :
[Gun4_dmg]
...
...
...
Attaching 1 0 0   0 1 0   0 0 1   0 0 0 
...

[Gun5_dmg]
...
...
...
Attaching 1 0 0   0 1 0   0 0 1   0 0 0 
...


put :
[Gun4_dmg]
...
...
...
Attaching 1 0 0   0 0 1   0 -1 0   0 0 0 
...

[Gun5_dmg]
...
...
...
Attaching 1 0 0   0 0 1   0 -1 0   0 0 0 
...



Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: jeanba on March 09, 2016, 06:34:17 AM
I just corrected a 3D model and released V1.01. :)
great !!!
Thank you for your work
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20)
Post by: deSAD on March 14, 2016, 03:36:26 PM
I think I found a small mistake ... again :-| As it has appeared, if the first stern gun turret gets damaged, the gun barrels are rotated 90 degrees around its longitudinal axis
Try this ...
It indeed has helped 8) Thanks, buddy :)
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: ROMULO on February 04, 2017, 03:42:31 AM
many thanks for this beauty, running 4.13.2 SAS Mosact 6.2
Title: Re: IJN cruiser Myoko1944 and Myoko1942 UPDATE V1.2 (2016/2/20) [4.12]
Post by: Flamer50 on August 12, 2018, 12:34:46 PM
Thank you very much for this IJN cruiser! ]thumbsup[
Working in SAS ModAct 2.3(409).