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Old 05-23-23, 12:39 PM   #5497
propbeanie
CTD - it's not just a job
 
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Join Date: May 2016
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
a story with the particles.. I'm sure... as well as the duration.. and the depth.. but where to look!!! your lights would be a plus
I am currently unable to look at game files since the laptop I brought with me on vacation (holiday) has died. I'll have to wait to get home to pull the drive and recover my files... - in the meantime, find the torpedo you are shooting in the torpedo dat file applicable to the mod. Get its ID number and search for that in the torpedo sim file. Inside of that should be a couple-three "wake" settings, and if memory serves me, there is be a hex number there, like "0x7806abe..." etc. Copy that number and go to the Particles dat file, and search on that ID. Someone correct me if I have that wrong... lol


Quote:
Originally Posted by Michael Wood View Post
In SH 4, version 1.5, TMO and RFB if I move a sailor from one position to another, his hat goes with him. In this mod, if I move a sailor from one position to another, he leaves his hat behind and puts on the hat assigned to that position.

How to I change this mod to make it like all the other versions?

Example: I start with an S-boat in Manila. The first position in the bottom row of the bridge has an enlisted man occupying it. He is wearing a Dixie cup cap. I want to put an officer there, as I always have in the past. I select an officer wearing a barracks cover. I drag it into the position in the bottom row of the bridge. I then go to the bridge. The officer it no longer wearing a barracks cover. He is now wearing a Dixie cup cap.

This total lack of immersion is a game killer for me. I need to change this in order to play this mod.

Thanks.
That "hat" behavior is a function of the manning of the guns as found in FotRSU. I am forgetting the exact wording Michael Wood, but it is found in the Data \Submarine folder in each \NSS_SubName folder, in each of the NSS_SubName.upc files, under the crewing sections for each compartment. Also, as well in the Data \UPCData \UPCUnits data folder, in each of the UnitParts#XSubName upc files - except the Cachalot and Tench, which have them in the NSS_SubName upc file. The Gar is a clone of the Tambor, and the S-42 is a clone of the S-18, and therefore do not have UnitPart entries in the UPCData folders.

I do not have a computer with any SH game on it where I am right now, so this is guesswork: What you look for is the 3D watch clothing or accessories for each of the crewman, so they are listed in like "UnitPart 1.Compartment 1.Crewmember 1" style, though that is most likely NOT the correct wording - maybe. The NSS_SubName of course only has the one "UnitPart" but has a compartment for each "room" on the boat. The UnitParts will have a UnitPart for each of the conning towers, of which there might be five for some subs, but there are only a couple-three compartments. For each crewmember you find though, there will be like a "3DWatchAccessoriesToAdd=" line, and it will usually name a hat, or maybe a NULL. Some of the gun crew in Compartment 7 & 8 will have binoculars and headsets. Otherwise, if you make every position a "NULL" for any "sapca_*" listing, that will remove the mod's added hat, and will rely intead upon game's "automatic" clothing found in the clothing file, which is also in the UPCData folder somewhere (3DCrewMembers ??). I wish I had more accurate info, but if you want to dive in right away on that, it might be close enough. I would build a mini-mod with just the affected files for the submarine that you are "targeting", so that you can activate and de-activate it as necessary. You should be able to apply such a mod between patrols and see results. Use a Single Mission to test your results before going out on patrol again.
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