Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Ships => Topic started by: vpmedia on March 20, 2012, 06:29:48 AM

Title: ShipPack3 [4.10] [4.11] [4.12]
Post by: vpmedia on March 20, 2012, 06:29:48 AM
Texture update pack for stock and mod ships.

(http://i.imgur.com/FT8O7Pu.jpg)

Download:

http://ulozto.net/xqRTrzuS/shippack3-7z
http://ulozto.net/xGDwLtrj/vp-shippack3-update1-7z

Code: [Select]
Aurora
Barge0
Barge1
BBK_1942
BBK1124_1943
Boat
Boat1
Carrier1
DaihatsuLC
Destroyer_USSR_Type7
Destroyer_USSR_Type7_44
Destroyer0
Destroyer1
Destroyer2
DestroyerDmg
DestroyerKM
DestroyerRN
DestroyerWreck
DLCWreck
Fisherman
Fisherman1
Fisherman2
G_5
HMS_Fiji
HMSDukeOfYorkBB
HMSFormidableCV
HMSIndomitableCV
HMSKingGeorgeVBB
HMSPoWBB
HospitalShip
IJNAkagiCV
IJNAkizukiDD42
IJNBBGeneric
IJNCVGeneric
IJNCVLGeneric
IJNHiryuCV
IJNKagaCV
IJNKageroClassDD
IJNSoryuCV
Illmarinen
Italia0
Italia1
Kirov
LCVP
LCVPWreck
Littorio
MalyiOhotnik
Marat
MAS501
MAS501JP
MAS501RN
MAS501UNE
MAS501UNP
M-Boat
MFPIT
MFPT
Murgesku
Niobe
S_80
Ship0
Ship1
Ship2
Ship3
Ship4
Shuka
SmallWreck
Snellboot_MFP_Type_D
Soldati
Sub_IXB
Sub_VIIB
Submarine
Tanker
Tanker0
Tanker1
Tanker2
TankerDmg
Tashkent
Tirpitz
tral
Tramp
TransDmg
Transport1
Transport2
Transport3
Transport4
Transport5
Transport6
Transport7
TransWreck
TroopTrans0
TroopTrans1
TroopTrans2
TroopTrans3
USSBelleauWoodCVL24
USSEssexCV9
USSFletcherClassDD
USSIndianapolisCA35
USSIntrepidCV11
USSMcKean
USSPrincetonCVL23
USSSanJacintoCVL30
USSWickesClassDD
Vainamoinen
VIIC

Original mod: Ship pack 2
http://www.sas1946.com/main/index.php/topic,12978.0.html

If you already got it installed you dont need to add ini entries, just replace old folder with the new one. This mod will work with every 4.10 and 4.12 modpack/modact install which has the ShipPack2 mod.

Credits:
Rofl for default ship repaints: http://www.sas1946.com/main/index.php/topic,24440.0.html
Gio for Trawlers + small cargo ships + scooner
Title: Re: ShipPack2 texture updates
Post by: farang65 on March 20, 2012, 06:35:19 AM
Thans so muchly vpmedia  :D

Have been adding a load of ships lately to DBW.

Great work.  :D ;)

Is that a glarey  red Junk I see perfect target  :D

Kirby
Title: Re: ShipPack2 texture updates
Post by: Ectoflyer on March 20, 2012, 06:53:52 AM

Wow!  Superb work, thank you!   :)
Title: Re: ShipPack2 texture updates
Post by: crazyflak on March 20, 2012, 07:01:15 AM
Great!! Thank you very much! Ships are my favourite targets :)
Title: Re: ShipPack2 texture updates
Post by: Uufflakke on March 20, 2012, 07:26:34 AM
I wanted to retexture Gi63otto's boat objects also but saves me a lot of work now you have done it.  ;)  ;D
Thank you!  :)
Title: Re: ShipPack2 texture updates
Post by: Benno on March 20, 2012, 07:34:23 AM
Hi'
Does it only work in DBW  ??
Benno
Title: Re: ShipPack2 texture updates
Post by: Helen-of-Sparta on March 20, 2012, 08:27:01 AM
Thankyou Vpmedia i like this new textures for ships, is wonderfull

This one my favourite

(http://i291.photobucket.com/albums/ll315/ziggy-22/hosship.jpg)
Title: Re: ShipPack2 texture updates
Post by: vpmedia on March 20, 2012, 09:44:59 AM
Thanks a lot! Some textures are brand new some are only updates where I sharpened the windows  and added subtexture and more weathering and desaturated some colors (for example the hospital ship).

I got lot more stuff to release:
1. 10 mission campaign in Vietnam 1965 flying A-1J Skyraider,L-5 and the new F-4 + custom skinpack
2. rework of Canonuk's Channel40 beta map which will use the English Channel buildings (all airfields+ large towns redone, reworked coastline, many bugfixes...some villages will still have some Slovakia buildings but not too many) + 1 test mission/template
3. re-release of my Desert Beau campaign for redkos Sandsoftime map & Fortress Europe campaign for fly_zo's Normandy map

I'm really slow with beta testing so if anyone with few years of gameplay (or mission building) experience and a DBW 1.x install could help me to test the stuff it would really speed up the release and I could do it this week. I'm thinking about really simple testing just to check if the user can play all missions without a CTD or all flights going into the mountain side etc...

Cheers
Istvan
Title: Re: ShipPack2 texture updates
Post by: ggrewe on March 20, 2012, 12:04:38 PM
Wow the legendary vpmedia returns. Your building re-paints in the early days of IL2 modding are still breath taking.
Thanks very much for these repaints – much appreciated.
Title: Re: ShipPack2 texture updates
Post by: cgagan on March 21, 2012, 12:30:31 AM
Top quality, as usual! Many thanks for sharing,  8)
Title: Re: ShipPack2 texture updates
Post by: Gumpy on March 21, 2012, 01:05:43 AM
Hi'
Does it only work in DBW  ??
Benno
Yep! so far they work and look great in DBW 1.71.Thanks vpmedia,once again beautiful work.
Title: Re: ShipPack2 texture updates
Post by: vpmedia on March 21, 2012, 01:36:06 AM
Thanks again!
Imho it will work with UP3 and DBW too. I dont know if its compatible with HSFX.
Title: Re: ShipPack2 texture updates
Post by: vpmedia on March 21, 2012, 01:53:11 AM
Hi Istvan  :)

I have been using your work for years, and it has always been top quality.  If I can help out by beta-testing a few missions for you it would be the very least I could do. 

I'm a fan of Canon's beta map too, can't wait to see your update.

All the best
Kiwi

thanks mate, you got a PM :)
Title: Re: ShipPack2 texture updates
Post by: Mick on March 21, 2012, 02:09:03 AM
... same with me Istvan, ready to beta test your Desert Beau campaign ...  ;)

I am very glad that you are back to business ...  :P
Title: Re: ShipPack2 texture updates
Post by: vpmedia on March 21, 2012, 02:16:58 AM
... same with me Istvan, ready to beta test your Desert Beau campaign ...  ;)

I am very glad that you are back to business ...  :P

Excellent...gimme a little time to collect the skins used by the missions...I will send you the stuff today. Thank you!
Title: Re: ShipPack2 texture updates
Post by: Thunda on March 21, 2012, 07:29:19 AM
Lovely work, Istvan. Thankyou.
Title: Re: ShipPack2 texture updates
Post by: atom5 on May 06, 2012, 05:31:49 AM
Istvan,

This is nice stuff, and recommend other mod makers to take note. The 'muted' colours and gradations of light to dark give the ships a nice 3D look. I'm new to SAS but I have seen 11 years of IL2, and many objects have been ruined with stark, bright colours. I guess there is an art to everything... 
Title: Re: ShipPack2 texture updates
Post by: vpmedia on March 04, 2015, 06:22:05 AM
New version with lot more ships (stock and mod):

(http://i.imgur.com/FT8O7Pu.jpg)

see first post
Title: Re: ShipPack2 texture updates
Post by: asheshouse on March 04, 2015, 08:45:26 AM
Nice work :)
Title: Re: ShipPack2 texture updates
Post by: ggrewe on March 04, 2015, 12:00:30 PM
 Thanks very much Istvan - you're a true legend  8)
Title: Re: ShipPack2 texture updates
Post by: Mick on March 04, 2015, 12:21:37 PM
Many THX Istvan, I really love your revamps ...!  :P
Title: Re: ShipPack2 texture updates
Post by: Moezilla on March 04, 2015, 04:11:23 PM
Thanks vpmedia, it's great to have all these different ships with a single skinning style.
Title: Re: ShipPack2 texture updates
Post by: David Prosser on March 04, 2015, 09:06:55 PM
Just what I want for 4.12. Thanks everyone!
Title: Re: ShipPack2 texture updates
Post by: Benno on March 05, 2015, 03:25:45 AM
Thank you, can i use it in 4.09m  ??? :P
Benno
Title: Re: ShipPack2 texture updates
Post by: asheshouse on March 05, 2015, 05:45:33 AM
Its a development based on ShipPack2, which was compatible with all versions from v4.09 to v4.12.
Also should be compatible with HSFX, tho' you may find some ships duplicated, because of the way HSFX does the ship class files.
Title: Re: ShipPack3
Post by: Benno on March 06, 2015, 03:07:30 AM
Thank you Asheshouse  ;D
Benno
Title: Re: ShipPack3
Post by: vpmedia on March 07, 2015, 07:13:25 AM
New version uploaded, it includes a lot of fixes.
Please remove old folder before installing this one.

http://ulozto.net/xqRTrzuS/shippack3-7z
Title: Re: ShipPack3
Post by: erafitti on April 04, 2015, 03:54:51 PM
The first, thanks vpmedia for this wonderful pack.

Reviewing pack-ships've found some like TroopTrans1-2-3 are equal and to introduce some variation've edit some hier.him files.

The result in the image.

http://s24.postimg.cc/ny88jejol/Image2.jpg

This makes the ship waves effects are offset from hull position.

Anyone know how you can fix this?.

Muchas gracias.

Title: Re: ShipPack3
Post by: bomberkiller on April 05, 2015, 01:33:25 AM
Hello vpmedia,

wonderful!

Thank you very much... :)

wbr, Gerhard

Title: Re: ShipPack3
Post by: asheshouse on April 05, 2015, 02:42:54 AM
The ship wake effect is controlled by [hook] positions in either Hull1.msh, Hull2.msh or Hull3.msh.

You need to convert these files to txt format to be able to edit them.

You will find text like this:

Code: [Select]
[Hooks]
Vapor <BASE>
_Nose <BASE>
_Centre <BASE>
_Left <BASE>
_Right <BASE>
_Prop <BASE>

[HookLoc]
0.013231 0.999624 -0.024030 0.000206 -0.024035 -0.999711 -0.999913 0.013222 -0.000524 -0.2628 -0.1184 12.9258
1 0 0 0 1 0 0 0 1 48.5000 0.0000 3.5459
-1.000000 0 0 0 -1.000000 0 0 0 1 30.5019 0.0000 3.5459
0 1 0 -1.000000 0 0 0 0 1 30.5019 2.8622 3.5459
0 -1.000000 0 1 0 0 0 0 1 30.5019 -2.8620 3.5459
-1.000000 0 0 0 -1.000000 0 0 0 1 -57.1233 0.0000 3.5459

The type of effect attached to the msh file is shown in the [Hooks] section.
The last three numbers in each of the [HookLoc] lines define the xyz location of the corresponding effect.
Title: Re: ShipPack3
Post by: vpmedia on April 05, 2015, 03:06:11 AM
What those numbers mean, you need to adjust the last three for position:

Quote
#  msh Coordinates structure:
#
#  X Y Z  X Y Z  X Y Z  X Y Z
#  -----  -----  -----  -----                         
#    |      |      |      |
#    |      |      |      position
#    |      |      material projection
#    |      orientation
#    point of view
Title: Re: ShipPack3
Post by: erafitti on April 05, 2015, 04:13:46 PM
Thank you Asheshouse and Istvan.

Fixed.......

http://s29.postimg.cc/gh1k96mef/Image11.jpg

Un saludo.
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: stellarmagic on June 22, 2015, 12:24:27 PM
While most of these are great (and I'm slowly installing and testing this pack, ship by ship). I noticed that the Type 7 Destroyer seems bugged... The deck flickers black when the main guns fire and... I'm seeing a pair of triangles pop up at certain distances above the ship, colored like the hull.

Not that the Type 7 has ever really worked correctly... as it doesn't have the locational damage model of most other destroyer sized ships, making it more effective then it should be (especially if you have a tweaked ships.ini so that strafing runs can knock out gun turrets more easily).  I'd really appreciate it if someone would take this shippack, and add locational damage modeling to the Type 7, Trawler, and other ships that don't have it.
Title: Re: ShipPack3
Post by: vpmedia on June 22, 2015, 01:59:16 PM
I noticed that the Type 7 Destroyer seems bugged... The deck flickers black when the main guns fire and... I'm seeing a pair of triangles pop up at certain distances above the ship, colored like the hull.

Stock game bugs, they have nothing to do with this pack.
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: stellarmagic on June 22, 2015, 07:57:06 PM
I guess I just didn't notice it before... it'd be nice if someone made a mod to fix the stock game bugs associated with the Type 7 Destroyer.  Maybe we just need a russian destroyer pack or something.
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: agracier on June 23, 2015, 02:10:09 AM
There are so many warships already. Wonderful vessels of course, but there ought to be more smaller transport and cargo vessels. And not just repaints of essentially the same hulls and superstructures, but other designs ...
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: stellarmagic on July 01, 2015, 11:34:24 AM
I just hope that the people making more of the smaller ships allow the guns to be damaged separately. It's kind of annoying strafing a MO-4 Hunter and not doing anything to the 45mm AA guns.

Slowly going through and checking these ships as I install them.  I found a bug with the Liberty Ship (Transport 2), gunfire passes straight through the ship's hull... but does connect with smaller structural components. I'm not sure how to fix that.
Title: Re: ShipPack3
Post by: vpmedia on July 01, 2015, 02:20:05 PM
I just hope that the people making more of the smaller ships allow the guns to be damaged separately. It's kind of annoying strafing a MO-4 Hunter and not doing anything to the 45mm AA guns.

http://www.sas1946.com/main/index.php/topic,17647.0.html
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: stellarmagic on July 01, 2015, 02:50:54 PM
I just hope that the people making more of the smaller ships allow the guns to be damaged separately. It's kind of annoying strafing a MO-4 Hunter and not doing anything to the 45mm AA guns.

http://www.sas1946.com/main/index.php/topic,17647.0.html
I used that, and it works, but the way the MO-4 hunter, Russian 'Trawl', BBKs, and so forth work make it so you don't take out individual guns... you can only sink the ship. I don't want a strafing run to sink a ship (unless someone adds magazine explosions for really accurate gunfire), but I would love to see strafing stop the guns from shooting on the smaller ships. AAA suppression is why they did those strafing attacks usually, anyway.

When I strafe a Tashkent, Kirov, or Marat... I can take out individual guns. This simply doesn't happen with some of the earlier ships as it seems there isn't a separate hitbox for those guns.

Trying to balance play-ability and realism I tweaked most of my ships so that they have separate 'Hull' strengths and 'Structure' strengths. Aside for truly catastrophic hits (like magazine explosions) a little research showed that it's pretty hard to sink a world war II ship with gunfire.  Essentially, by making structural components easy to damage, but hull components highly resistant to damage I've made it so you can have the Bismark survive 300+ shell hits, with all of it's superstructure destroyed and gun turrets knocked out... and still need a torpedo or bomb attack to actually sink it.

Like was historically the case.
Title: Re: ShipPack3
Post by: vpmedia on November 04, 2015, 12:18:25 AM
(http://i.imgur.com/UgZ5elX.jpg)

update:

http://ulozto.net/xGDwLtrj/vp-shippack3-update1-7z

Title: Re: ShipPack3
Post by: Mick on November 04, 2015, 01:28:09 AM
Many THX, Istvan, I love your ships repaints (and plane too, of course ...!) !  :P
Title: Re: ShipPack3
Post by: Epervier on November 05, 2015, 12:35:09 PM
Thank you very much Istvan !
Very nice !

Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: cgagan on November 05, 2015, 01:58:13 PM
Many thanks Istvan,  8)
Title: Re: ShipPack3
Post by: PA_Willy on November 05, 2015, 02:02:49 PM
http://i.imgur.com/UgZ5elX.jpg

update:

http://ulozto.net/xGDwLtrj/vp-shippack3-update1-7z



Thank you Sir!
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: Docholiday on November 06, 2015, 02:47:47 AM
THX a lot !!!!


Cheers

Doc
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: Repetier_71 on November 06, 2015, 05:56:48 AM
As always from Sir Vpmedia, a true lace masterpiece  ;)
With thanks
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: flapper1 on December 01, 2015, 06:58:10 AM
Hi and many thanks vpmedia for this wonderful addition. I am running CUP and have added your ships pack to the SAS folder as per instructions, all ships show up beautifully in World at War module  but not in the Jet Age module. Before I begin adding the files will this work for Jet Age?
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: flapper1 on December 03, 2015, 11:34:17 AM

(http://s23.postimg.cc/i1l6vavrf/2015_12_03_at_18_26_05.jpg) (http://postimage.org/)

All appear to work as advertised in CUP. I placed them into WAW folder and JTW folder as a JTW campaign required one of your ships to work.  Once again many thanks. Going to get the Tribal Class Destroyers now.
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: asheshouse on December 03, 2015, 11:53:11 AM
Tribal Class still has some visual bugs which I have not got around to fixing yet.
If you install them keep a look out for an update.
Not sure when this will get done.

Ashe
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: flapper1 on December 03, 2015, 12:05:26 PM

(http://s21.postimg.cc/q6sg0anx3/2015_12_03_at_19_02_01.jpg)[/
Looking good. (http://postimage.org/)
Title: Re: ShipPack3
Post by: ddr on July 30, 2016, 03:51:02 AM
maybe the answer is symple and negative...
in 4.13.2 in technics.ini there aren't ships related strings, but I think all ships informations are in ships.ini... can I simply add the technics.ini strings in readme at the end of my ships.ini?
I tried, and they appear in fmb (I don't play yet). someone had tried?
excuseme if this is yet answered in this thread, bye

and... how to add italian flag to MFP-it? :)
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: asheshouse on July 30, 2016, 09:11:19 AM
My answer to ddr -- No.

technics.ini text must be entered in technics.ini --- not in ships.ini
"small ships" are coded differently to "big ships".
Title: Re: ShipPack3
Post by: Whiskey_Sierra_972 on October 07, 2016, 01:52:02 PM
I have installed the ship pack 3 plus the update 1 on my almost vanilla 412 with SAS modactivator.....

I have about all ships working correctly....only the stationary Troop Transport 1 , 2 , 3 and the Transport 4 don't show (but the moving ship of those four act correctly)....

Here is the log about Troop Transport 1:


Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2773)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2768)
at com.maddox.il2.objects.ships.ShipPack$TroopTrans1.<init>(ShipPack.java:678)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.actorSpawn(BigshipGeneric.java:746)
at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:589)
at com.maddox.il2.builder.PlMisStatic.changeType(PlMisStatic.java:655)
at com.maddox.il2.builder.WSelect$2.notify(WSelect.java:203)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:207)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:509)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create Ship object [class:com.maddox.il2.objects.ships.ShipPack$TroopTrans1]
null
java.lang.NullPointerException
at com.maddox.il2.builder.Builder.align(Builder.java:670)
at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:598)
at com.maddox.il2.builder.PlMisStatic.changeType(PlMisStatic.java:655)
at com.maddox.il2.builder.WSelect$2.notify(WSelect.java:203)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:207)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:509)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Oct 7, 2016 7:47:10 PM] -------------- END log session -------------

Any help 'll be really welcomed!

Title: Re: ShipPack3
Post by: erafitti on February 06, 2017, 02:49:59 AM
technics.ini text must be entered in technics.ini --- not in ships.ini
"small ships" are coded differently to "big ships".
Hi.
In 4.13 version in technics.ini there aren't ships.
All ships informations are in ships.ini.

Copy/paste ships technics.ini 4.12 strings to technics.ini 4.13 it works? No, 70% CTD.
Copy/paste ships technics.ini 4.12 strings to ships.ini 4.13 it works? Yes :)..... in part :(.

That does not work?. It does not function as a stationary ship.
Solution. Change ship text structure.

Example:

Default technics.ini [Norw_Ship_Stord] text 4.12

Code: [Select]
[Norw_Ship_Stord]
Description  Coastal Steamer
Icon         shipDestroyer
// Models
Mesh         3do/Ships/Norw_Ship_Stord/Hier.him
// Move
SliderDistance 65.00
Speed          9.26 //18.52
SoundMove      models.Ship
// Panzer
MinShotCaliber 0.020
NumShots       120
MinHitExplTNT  10.0           // FAB-25
NumHitExpl     5
MinNearExplTNT 49.0           // FAB-100
NumNearExpl    7

Default ships.ini [Norw_Ship_Stord] text 4.13

Code: [Select]
[Norw_Ship_Stord]
Description  Norwegian Coastal Ship Stord/Rosendal
Icon         shipDestroyer
// Model
Mesh         3do/Ships/Norw_Ship_Stord/Hier.him
// Motion Parameters
SliderDistance 65.00
Speed          9.26 //18.52
SoundMove      models.Ship
// Vitals
[Norw_Ship_Stord:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullSmall
Vital
 damageDepth   0.0
 damagePitch  -2.0
 damageRoll    3.0
 damageTime   33.0
[Norw_Ship_Stord:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullSmall
Vital
 damageDepth   0.0
 damagePitch   0.0
 damageRoll    2.0
 damageTime   37.0
[Norw_Ship_Stord:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullSmall
Vital
 damageDepth   0.0
 damagePitch   2.0
 damageRoll    3.0
 damageTime   35.0
// Structure
[Norw_Ship_Stord:Part3]
BaseChunk SSC0
strengthBasedOnThisSection strength_HullSmall
[Norw_Ship_Stord:Part4]
BaseChunk SSC1
strengthBasedOnThisSection strength_HullSmall
[Norw_Ship_Stord:Part5]
BaseChunk SSN0
strengthBasedOnThisSection strength_HullSmall
------------------------------
------------------------------
[Norw_Ship_Stord:Part13]
BaseChunk Boat3
strengthBasedOnThisSection strength_HullTiny

If we do with the affected ships something similar to the example should work?. No, 70% CTD o_O.

Solution possible. Java code....... ShipGeneric vs BigshipGeneric.

Un saludo.

Title: Re: ShipPack3
Post by: vpmedia on February 06, 2017, 04:29:31 AM
This probably means that older ship mods will not work in 4.13.
Title: Re: ShipPack3
Post by: erafitti on February 06, 2017, 07:56:01 AM
Copy/paste ships technics.ini 4.12 strings to ships.ini 4.13 it works? Yes :)..... in part :(.

That does not work?. It does not function as a stationary ship.


Ships affected:

Barge0, Barge1, Boat, Boat1, DestroyerKM, DestroyerRN, DLCWreck, Fisherman, Fisherman1, Fisherman2, LCVPWreck, MAS501JP, MAS501RN, MAS501UNE, MAS501UNP, MFPT, MFPIT, SmallWreck.

Un saludo.
Title: Re: ShipPack3
Post by: asheshouse on February 06, 2017, 11:42:49 AM
Why bother wasting your time.  Use v4.12 for mods. 
All of these could be adapted to work in v4.13 but it would take time and effort.

Has the ShipGeneric class been completely removed from v4.13? or is it still there, just dormant?
Title: Re: ShipPack3
Post by: erafitti on February 06, 2017, 12:16:16 PM
Why bother wasting your time.  Use v4.12 for mods. 
All of these could be adapted to work in v4.13 but it would take time and effort.

Has the ShipGeneric class been completely removed from v4.13? or is it still there, just dormant?

Version 4.13.3
http://www.mediafire.com/file/0ufb0qhaj558554/ShipGeneric.class (http://www.mediafire.com/file/0ufb0qhaj558554/ShipGeneric.class)
Un saludo.
Title: Re: ShipPack3
Post by: asheshouse on February 06, 2017, 02:40:35 PM
Since ShipGeneric.class is still present then I think you should be able to make the text entries in technics.ini same as for earlier versions.
Title: Re: ShipPack3
Post by: erafitti on February 06, 2017, 05:17:18 PM
I think you should be able to make the text entries in technics.ini

This is required to make the text entries in ships.ini. Otherwise 70% CTD.

Un saludo.
Title: Re: ShipPack3 [4.10] [4.11] [4.12]
Post by: asheshouse on February 07, 2017, 02:10:48 AM
Have you added this entry in ships.ini ?

Code: [Select]
// Hull Durability

[strength_HullBang]
MinShotCaliber    0.00762
NumShots          2
MinHitExplTNT     4
NumHitExpl        4
MinNearExplTNT    1
NumNearExpl       10

If that does not fix it can you post your logfile.
Title: Re: ShipPack3
Post by: milvipes on February 28, 2019, 09:46:35 PM
I have installed the ship pack 3 plus the update 1 on my almost vanilla 412 with SAS modactivator.....

I have about all ships working correctly....only the stationary Troop Transport 1 , 2 , 3 and the Transport 4 don't show (but the moving ship of those four act correctly)....

Any help 'll be really welcomed!
Add the following lines to ships.ini under // Hull Durability

Code: [Select]
[strength_HullBang]
MinShotCaliber    0.00762
NumShots          2
MinHitExplTNT     4
NumHitExpl        4
MinNearExplTNT    1
NumNearExpl       10
Title: Re: ShipPack3
Post by: arquillos on April 28, 2019, 01:47:37 AM
Why bother wasting your time.  Use v4.12 for mods. 
All of these could be adapted to work in v4.13 but it would take time and effort.

Has the ShipGeneric class been completely removed from v4.13? or is it still there, just dormant?

Version 4.13.3
http://www.mediafire.com/file/0ufb0qhaj558554/ShipGeneric.class (http://www.mediafire.com/file/0ufb0qhaj558554/ShipGeneric.class)
Un saludo.


Mediafire link doesn´t work anymore....
Any re-upload?

Thank you!