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### AuthorTopic: Some fixes for the tanker type ships: UPDATED with additional ships  (Read 1465 times)

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#### WxTech

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##### Some fixes for the tanker type ships: UPDATED with additional ships
« on: November 28, 2021, 01:51:07 AM »

UPDATE Mar 13, 2022: The original mod contents are included. I add a number of other ships requiring the fixing of hooks for the placement of wake and wave effects. These ships are from the BAT 4.0 WAW module. If your older game does not have some of them, no problem, because any files for ships not present will be ignored. In other words, this mod should be fine for any game version, at least from 4.12 and up.

Because I've given this mod a new name reflecting the material covered, the original mod is deprecated. Delete the original mod, which was named

!!!_Tanker_Ships_fix

I now include here only the link to the new, updated mod, as well as the updated readme file contents.

Get the updated mod here:

https://www.mediafire.com/file/kakiuzdp89vvzwf/%2521%2521%2521_Ship_wake_hooks_and_Tanker_ships_fixes.7z/file

From the included, updated readme file:

This mod fixes a number issues to do with ships. It updates my first release by including that original material.

Immediately below is the description of the original content. Farther below is a description of the latest addition, as of Mar 13, 2022.

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

Original release (Nov 27, 2021).

The three issues originally dealt with:

1) For the generic IJN BB, the hooks that determine the width of the wake effect were formerly too close together, resulting in a wake that is incongrously narrow for the ship's beam. These hooks have been increased in separation by a factor of two, providing a wake of width more proportionally in line with the wakes for other ships.

2) For the six tanker types, the hooks for the wake were too far forward, causing the wake texture to extend a short distance forward(!) of the bow. These hooks have been moved rearward in line with the typical locations for other ships. Now the wakes are not seen to extend forward of the ship.

3) For the nine tanker classes missing the "TankerType" implementation, this has been added so that the larger fire, smoke and illumination effects specific to tankers when damaged/destroyed will be invoked. These tankers, their class names and classfile names:

Tanker0      ShipPack$Tanker0.class 6B2E6E54AADA4D44 Tanker1 ShipPack$Tanker1.class      7EC6BB4674B703C0
Tanker2      ShipPack$Tanker2.class 48F33718528B1D9E Tanker0 Ship$Tanker0.class      60F1EC04BB929A16  -
Tanker1      Ship$Tanker1.class 0BB6DD8E510688A4 - Tanker2 Ship$Tanker2.class      795D25DE7A7FD5CC  -
Fort George   Ship$FortGeorge.class 93F774CACE6AD768 Red Canyon Ship$RedCanyon.class      288965BA38C3EE22
White River   Ship$WhiteRiver.class DDF45F6866A31EEA After making the above classfile changes, the stock tanker (already implementing TankerType) failed to appear in the FMB, and so it had to have the same change to the class definition as the others (from "public static class" to "public class"). Tanker Ship$Tanker.class      8A542BB655833700  --

In my B.A.T. 4.0 game, there are there other ships described as tankers that are available in the FMB:

Coastal Tanker
Armed Tanker
TransAtlantic Tanker

I cannot find specific entries for them anywhere, nor any classes. But they do now implement the tanker fire/smoke and illumination, implying that they're 'clones' of existing classes.

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

Mar 13, 2022 update.

As noted above, some number of ships have oddly positioned hooks which locate the wake and wave effects. Some hooks are too far forward or rearward, or the left and right hooks are too close together.

After the release of my v1.3 effects package, it became apparent that other ships suffer as well. And even in cases where the placement is OK the orientations of the hook axes can potentially introduce problems. I identified all those ships in the B.A.T. 4.0 WAW module which exhibited oddities for the wake and/or wave effects, and then I fixed the related effect hooks. For the most part, these hooks are defined in Hull2.msh, and for some others in Body.msh. The result is that only a single mesh per ship is involved. Well, for the most part! In a couple of cases the hooks were repeated in the damaged mesh as well; I disabled them there, meaning that that mesh had to be included as well.

A perusal of the folder names will indicate which ships have been corrected. Thirty-seven ships in all are included here.

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

As always, this work is offered for the use by any and all, for any purpose, without restriction.

WxTech
Nov 27, 2021
Mar 13, 2022
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#### Shessi

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##### Re: Some fixes for the tanker type ships
« Reply #1 on: November 29, 2021, 04:16:56 AM »

Many thanks WX, small tweak but makes the wake look a lot more realistic.

Cheers

Shessi
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#### urmel

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##### Re: Some fixes for the tanker type ships
« Reply #2 on: November 29, 2021, 04:20:08 AM »

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#### Vampire_pilot

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##### Re: Some fixes for the tanker type ships
« Reply #3 on: November 29, 2021, 04:46:58 AM »

That's a nice small improvement.
Maybe I'll simply adopt it into BAT
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#### WxTech

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##### Re: Some fixes for the tanker type ships
« Reply #4 on: March 13, 2022, 09:53:24 PM »

UPDATE, Mar 13, 2022: The original mod has been updated and replaced. See the notice at the top of the first post.
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#### glibble

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##### Re: Some fixes for the tanker type ships: UPDATED with NEW
« Reply #5 on: March 14, 2022, 07:13:03 PM »

Thank you for the continuing effort for these fixes.
I have a question, what does your "IJNBBGeneric" look like in your BAT 4.0?
I still have BAT 3.6.2 and it looks like the old King George V BB hack job.
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#### WxTech

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##### Re: Some fixes for the tanker type ships: UPDATED with NEW
« Reply #6 on: March 14, 2022, 08:51:46 PM »

Thank you for the continuing effort for these fixes.
I have a question, what does your "IJNBBGeneric" look like in your BAT 4.0?
I still have BAT 3.6.2 and it looks like the old King George V BB hack job.

It looks like the same tub from the old days. At least nothing stands out to make it seem to have been updated. Now, ships are not my strong suit, so I have to be careful of making firm pronouncements on that front.  😀
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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