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TORDO222 09-16-22 07:50 AM

Quote:

Originally Posted by eggke (Post 2827943)
question to TORDO222


i try to mod the helo but after looking at the txt file, there are no way i can simply put in the function like dropping sonor. the txt file is for helo reference itself only. so if i like to add in those function, do i need to open it from unity in the base game file ?


Thanks

I understand you want to enter the belly of the monster... then you will have to ask the "High Priests" of the select Order of the Game Programmers.If you do it privately and for your personal enjoyment, it’s another story. Greetings!. Marcelo:up:

Firebar 11-15-22 03:48 PM

DotMod Updates
 
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod

https://cdn.discordapp.com/attachmen...3848/image.png
https://cdn.discordapp.com/attachmen...4953/image.png
https://cdn.discordapp.com/attachmen...8338/image.png
https://cdn.discordapp.com/attachmen...3767/image.png
https://cdn.discordapp.com/attachmen...6344/image.png
https://cdn.discordapp.com/attachmen...6874/image.png
https://cdn.discordapp.com/attachmen...76/unknown.png
https://cdn.discordapp.com/attachmen...14/unknown.png
https://cdn.discordapp.com/attachmen...50/unknown.png
https://cdn.discordapp.com/attachmen...90/unknown.png
https://cdn.discordapp.com/attachmen...93/unknown.png
https://cdn.discordapp.com/attachmen...22/unknown.png
https://cdn.discordapp.com/attachmen...76/unknown.png
https://cdn.discordapp.com/attachmen...47/unknown.png

Onkel Neal 11-16-22 08:16 AM

Excellent!

TORDO222 11-16-22 08:35 AM

Quote:

Originally Posted by Firebar (Post 2838077)
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod


Very Good job!!!!.Any input from new models, surface ships, submarines and fixed-wing and rotating wings aircrafts,will always be very welcome.It seems that there is a lot of expectation put in SP, but there are many fans of CW even.... Greetings!!!.Marcelo:up:

burnemup 11-17-22 10:35 AM

i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

strykerpsg 11-17-22 09:52 PM

Quote:

Originally Posted by burnemup (Post 2838348)
i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

I agree....please remove.

I used the mod to remove it, but it no longer seems to work for last few updates.

Great modelling, great work overall, so not criticizing, just hoping aloud.

Aktungbby 11-17-22 10:59 PM

welcome aboard!
 
burnemup!:Kaleun_Salute:

Davidtman 11-18-22 04:58 PM

Quote:

Originally Posted by Firebar (Post 2838077)
It's been a while since I have posted any updates of how work is going on DotMod here and I thought I should rectify that.

The team is working hard on updates to the campaign system, new models, and polishing what we've done to date. Here are a few sneak peaks of what you can hope to find in the next update of DotMod

https://cdn.discordapp.com/attachmen...3848/image.png
https://cdn.discordapp.com/attachmen...4953/image.png
https://cdn.discordapp.com/attachmen...8338/image.png
https://cdn.discordapp.com/attachmen...3767/image.png
https://cdn.discordapp.com/attachmen...6344/image.png
https://cdn.discordapp.com/attachmen...6874/image.png
https://cdn.discordapp.com/attachmen...76/unknown.png
https://cdn.discordapp.com/attachmen...14/unknown.png
https://cdn.discordapp.com/attachmen...50/unknown.png
https://cdn.discordapp.com/attachmen...90/unknown.png
https://cdn.discordapp.com/attachmen...93/unknown.png
https://cdn.discordapp.com/attachmen...22/unknown.png
https://cdn.discordapp.com/attachmen...76/unknown.png
https://cdn.discordapp.com/attachmen...47/unknown.png


I am getting that excited feeling again.

TORDO222 11-19-22 07:34 AM

Quote:

Originally Posted by Davidtman (Post 2838528)
I am getting that excited feeling again.

I agree. Don’t let that feeling go. Especially in model developers!!. Greetings. Marcelo:up:

Davidtman 11-19-22 08:47 PM

Quote:

Originally Posted by burnemup (Post 2838348)
i like the mod , thank you .
but is there anyway you would consider getting rid of prestige needed for the USSR and British campaigns?

You can pretty easily edit the prestige cost of the submarines. Follow the file path in the below pick and change the prestige cost of each sub or increase the amount of prestige you start with.

[IMG]https://i.imgur.com/VxjmtgE.jpg[/IMG]

jrf773 11-26-22 01:48 PM

Quote:

Originally Posted by strykerpsg (Post 2838417)
I agree....please remove.

I used the mod to remove it, but it no longer seems to work for last few updates.

Great modelling, great work overall, so not criticizing, just hoping aloud.

Had the same issue, had a flash of inspiration on the pot. Disable and re-enable in JGSE or whatever it is called. It worked.:Kaleun_Cheers:

Furworm 12-01-22 12:46 PM

Install mod on Mac running Steam
 
I'd love to try this mod out, how can I install on my Mac using Steam?

Martes 12-03-22 02:37 PM

Amazing work, the helicopters are thoroughly enjoyable.

Quick list on spotted bugs, though.


1. County class Sea Cats on player ship ignore aircraft in test mission (completely defenseless against planes and helicopters within minimum range of Sea Slugs)


2. Krivak towed array coordinates are missing, cable protrudes from center of the ship.


3. Flags - no flags should fly on stern at sea, only on the mast. Bow flags denote ship at anchor, also shouldn't be there. Also, existing meshes for flags can be used (for new countries), provided separate new materials are used on them for new flag textures, they will look less buggy.


4. On reaching a waypoint the helicopter should hover, not circle. It would also be very interesting if a helicopter could attach itself to a target (like it does on before landing) and follow it.



And as a suggestion there are two issues that were always relevant to this game:



4. Civilian ships ignore surface warships and surface action. While courageous, it's rather unrealistic, and civilian ships should, by default, try to scatter, when a surface ship begins firing, and it would be very helpful if there would be an option to issue targeted signal to civilian ship like "stop"/"leave the area"/"continue on course". I once coded it as an experiment and it's entirely possible. Potentially it can open a way for resupply at sea mechanism from "neutral" transports or smuggler hunting roleplaying.


5. Damaged submarine surfacing. It's very painful to sink them, while in reality the situation would likely become a rescue operation instead. Ideally such submarine should stop and turn to neutral, at least so that the player could finish the mission without delivering a coup de grace. Just note that some subs can sink if they turn their engines off.

Martes 12-03-22 02:43 PM

Quote:

Originally Posted by Davidtman (Post 2825099)
I moved the two boats further aft though the modernized Type 42 did not retain them (I think they look good the the Type 42).


Can you please post the complete config file with this modification? I get a crash when I try to inset the code into CIWS area, and the modified boat coordinates are not there anyway.

Davidtman 12-03-22 11:01 PM

Quote:

Originally Posted by Martes (Post 2840787)
Can you please post the complete config file with this modification? I get a crash when I try to inset the code into CIWS area, and the modified boat coordinates are not there anyway.

Anti-MissileGunHitProbability=0.010
Anti-MissileGunRange=3300
Anti-MissileGunFiringArcStart=-160,20
Anti-MissileGunFiringArcFinish=-20,160
Anti-MissileGunRestAngle=-90,90
Anti-MissileGunUsesRADAR=0,1
Anti-MissileRADARRestAngle=-90,90
Anti-MissileGunParticle=ships/particles/usn_phalanx_burst

PlayerWarningRange=3000
JammingRange=2400

ChaffType=wp_chaff
ChaffProbability=0.12
NumberChaffLaunched=2

[Model]

//Missile Defense CIWS Guns and RADARs

ModelFile=ships/usn_cg_belknap/usn_cg_belknap
Material=ships/materials/usn_parts
Material=ships/usn_cg_belknap/usn_cg_belknap_mat
MeshRotation=0,-90,0
MeshPosition=-0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,90,0
MeshPosition=0.0790,0.128,-0.087
MeshCIWSGun=usn_cg_belknap_ciws
MeshRotation=0,-90,0
MeshPosition=-0.0925,0.147,-0.4846
MeshCIWSRADAR=FALSE
MeshRotation=0,90,0
MeshPosition=0.0925,0.147,-0.3455
MeshCIWSRADAR=FALSE

//Platform for CWIS
//Mk25 Sea Sparrow Missile Launchers
AssetBundle=bundles/parts/usn_parts.unity3d
ModelFile=assets/models/usn_parts_mk25.fbx
Material=assets/materials/usn_parts_mk25.mat

MeshScale=.8,.8,.8
//Port
MeshPosition=-0.072,0.128,-0.087
MeshRotation=180,-90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

//Starboard
MeshPosition=0.072,0.128,-0.087
MeshRotation=180,90,0
//Mesh=Traverse
Mesh=Base
//Mesh=Launcher

MeshScale=1,1,1
AssetBundle=bundles/dotmodgenericresources.unity3d
AssetBundle=bundles/vessels/uk_ddg_type42.unity3d
ModelFile=assets/models/uk_ddg_type42.fbx

//Hull and Deck
MeshPosition=0,0,0
MeshRotation=0,0,0

MeshHullCollider=uk_ddg_type42_collider_hull
MeshSuperstructureCollider=uk_ddg_type42_collider_ ss

Material=ships/materials/hullnumbers/hullnumber
MeshHullNumber=uk_ddg_type42_hullnumbers

Material=assets/materials/uk_ddg_type42.mat
Mesh=uk_ddg_type42_hull

//Rudders
MeshPosition=-0.04381969,-0.02031873,-0.8154328
MeshRudder=uk_ddg_type42_rudder_port
MeshPosition=0.04381969,-0.02031873,-0.8154328
MeshRudder=uk_ddg_type42_rudder_stbd

//Props
MeshPosition=-0.04381969,-0.04850157,-0.7689603
MeshRotation=-2.5,0,0
MeshProp=uk_ddg_type42_propl
MeshPosition=0.04381969,-0.04850157,-0.7689603
MeshRotation=-2.5,0,0
MeshProp=uk_ddg_type42_propr

//Superstructure
MeshPosition=0,0,0
MeshRotation=0,0,0
Mesh=uk_ddg_type42_fwdsuperstructure
Mesh=uk_ddg_type42_aftsuperstructure

MeshScale=0.4709236,0.4709236,0.4709236
Mesh=uk_ddg_type42_torpedomounts
MeshScale=1,1,1

MeshPosition=0,0.003,-0.345
Mesh=uk_ddg_type42_davits

MeshPosition=0,0,0
MeshRotation=0,-90,0
Material=ships/materials/flag_us
MaterialTextures=ships/materials/flags/flag_rn.png
MeshMainFlag=uk_ddg_type42_ensign

Material=ships/materials/flag_signal
MeshOtherFlags=uk_ddg_type42_signals1

Material=ships/materials/flag_signal_us
MeshOtherFlags=uk_ddg_type42_signals2

MeshPosition=0,0,0
MeshRotation=0,0,0

//Railings
Material=assets/materials/uk_ddg_type42_railings.mat
Mesh=uk_ddg_type42_railings

AssetBundle=bundles/parts/uk_parts.unity3d

Material=assets/materials/uk_parts_boats_tx.mat
ModelFile=assets/models/uk_parts_boat1.fbx
MeshPosition=-0.0885,0.1409,-0.415
MeshRotation=0,0,0
Mesh=uk_parts_boat1

ModelFile=assets/models/uk_parts_boat2.fbx
MeshPosition=0.0885,0.1409,-0.415
MeshRotation=0,0,0
Mesh=uk_parts_boat2

//RADARs

RADARSpeed=100
RADARDirection=1

MeshRotation=0,0,0
MeshPosition=-0,0.2089,0.3545
ModelFile=assets/models/uk_parts_type1006.fbx
Material=assets/materials/uk_parts_type1006.mat
MeshRADAR=uk_parts_type1006

MeshPosition=0,0.38345,0.06081
MeshRADAR=uk_parts_type1006

RADARSpeed=80
MeshPosition=0,0.4134,-0.2935
ModelFile=assets/models/uk_parts_type992.fbx
Material=assets/materials/uk_parts_type992.mat
MeshRADAR=uk_parts_rt992q


RADARSpeed=60
MeshPosition=0,0.2541,0.1506
ModelFile=assets/models/uk_parts_ake.fbx
Material=assets/materials/uk_rt965.mat
MeshRADAR=uk_parts_ake2

[Weapon Systems]
//Naval Guns
ModelFile=assets/models/uk_parts_mcg_mk8.fbx
Material=assets/materials/uk_parts_mk8mod0.mat

MeshRotation=0,0,0
MeshPosition=0,0.1072218,0.6599897
Mesh=uk_45_gun_turretring
MeshNavalGun=uk_mk8_mod0
MeshRotation=0,0,0
MeshPosition=0,0.02023544,0
MeshNavalGunBarrel=uk_45_gun_barrel
NavalGunSpawnPosition=0,0,0.089

//Missiles
AssetBundle=bundles/weapons/uk_seadart.unity3d
ModelFile=assets/models/uk_parts_seadart.fbx
Material=assets/materials/uk_seadart_rt909.mat

MeshPosition=0,0.2009,0.2867
MeshRotation=0,0,0
Mesh=uk_seadart_rt909

MeshPosition=0,0.1699,-0.4463
MeshRotation=0,0,0
Mesh=uk_seadart_rt909

Material=assets/materials/uk_seadart_launcher.mat

MeshPosition=0,0.0853,0.4876
MeshRotation=0,0,0
Mesh=uk_seadart_launcher_base
Mesh=uk_seadart_launcher_body
MeshRotation=-45,0,0
MeshPosition=0,0.04115187,0.0008483889
Material=assets/materials/uk_seadart_launcher.mat,assets/materials/uk_seadart_missile.mat
ChildMesh=uk_seadart_launcher_arms

MeshRotation=0,0,0
Material=ships/materials/modular_parts

//Torpedo Mounts
ModelFile=ships/usn_cg_belknap/usn_cg_belknap
Material=ships/materials/usn_parts

MeshRotation=0,0,0
MeshPosition=-0.0935,0.1221,-0.2376
MeshTorpedoMount=usn_cg_belknap_torpedomount
TorpedoSpawnPosition=-0.0935,0.1221,-0.2376
TorpedoEffectPosition=-0.0935,0.1221,-0.2376

MeshPosition=0.0935,0.1221,-0.2376
MeshTorpedoMount=usn_cg_belknap_torpedomount
TorpedoSpawnPosition=0.0935,0.1221,-0.2376
TorpedoEffectPosition=0.0935,0.1221,-0.2376

//Noisemaker Mount
MeshRotation=0,0,0
MeshPosition=0,-0.011,-1.106
MeshNoisemakerMount=FALSE

//Load Damage Meshes and Effects
AssetBundle=bundles/vessels/uk_ddg_type42.unity3d
ModelFile=assets/models/uk_ddg_type42.fbx

//Wake and Smoke
MeshPosition=0,0,0
Material=FALSE
BowWaveParticle=ships/particles/bowwave_small
PropWashParticle=ships/particles/bowwave_small
CavitationParticle=assets/effects/uk_ddg_type42_cavitation.prefab
FunnelSmokeParticle=assets/effects/uk_ddg_type42_funnelsmoke.prefab

//Wake planes
MeshPosition=0,0,0.9863
MeshHullWake=wp_bpk_kanin_hullwake
MeshPosition=0,0,-0.7671
MeshSternWake=wp_bpk_kanin_sternwake

//Ocean surface particles
ParticleBowWavePosition=0,-0.005,0.9
ParticlePropWashPosition=0,-0.01,-0.9
ParticleHullFoamPosition=0,0,0.39
ParticleHullFoamParameters=DEFAULT_CLIPPER
ParticleSternFoamPosition=0,0,-0.767
ParticleSternFoamParameters=DEFAULT_CLIPPER
KelvinWaves=3.2,3.2

EngineAudioClip=audio/units/turbine_small
EngineAudioRollOff=LOGARITHMIC
EngineAudioDistance=1,20
EngineAudioPitchRange=0.4,1
PropAudioClip=audio/units/ship_propeller
PropAudioRollOff=LOGARITHMIC
PropAudioDistance=1,20
PropAudioPitchRange=0.1,0.6
PingAudioClip=audio/environment/sonar_ping
PingAudioRollOff=LOGARITHMIC
PingAudioDistance=1,50
PingAudioPitch=1


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