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Old 08-27-22, 03:26 PM   #1
Davidtman
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Quote:
Originally Posted by Firebar View Post
Thankyou everyone, appreciate the bug Reports, we do read these and act on them.

Davidtman your fix is in while we sort out proper cavitation etc.
If you are interested I made a slight modification to Royal NAvy Type 42 Destroyer. Shortly after the Falklands War the Royal Navy added additional anti-air defense to most of their ships. The Type 42 received two Phalanx CIWS located port and starboard of the exhaust stack. 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).

Here is the mod to the Type 42 file:

//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





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Old 09-04-22, 10:00 AM   #2
BENICK
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Default Dot Mod 0.4a 2b

Somethiing strange after installing the new mod on a clean install of CW 1.15.
On the game start page at the bottom, can see Dot mod version 0.3c-1
My last version 0.4a-1 was working fine.
Wonder what I did wrong. Any advise????
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Old 09-05-22, 11:23 AM   #3
Pelle71
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I have try to make this mod work, but out of sucsess. So i'm stuck with epic mod. And yes, i have try to put the files in the generic folder and so on bla bla bla.. Why not fix this thing so people who stil has win7 can use this mod? If Epic mod is working fine, why not this?
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Old 09-05-22, 05:19 PM   #4
TORDO222
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Quote:
Originally Posted by Pelle71 View Post
I have try to make this mod work, but out of sucsess. So i'm stuck with epic mod. And yes, i have try to put the files in the generic folder and so on bla bla bla.. Why not fix this thing so people who stil has win7 can use this mod? If Epic mod is working fine, why not this?
Hello! I have installed the OS windows 7 64 bits ULTIMATE and the dot mod in version 0.3c and version 0.4a-2b.Both versions work well.The newest,with the defects mentioned in GitHub and that will surely be debugging in future installments.What exactly is your difficulty? If you installed it with the JSGME, I suggest you go to:https://cdn.discordapp.com/attachmen...tall_Guide.pdf and follow the manual installation instructions to the letter.If that’s not the problem,tell us.I hope you can install it and enjoy it without difficulties.Greetings.Marcelo
__________________
"Fire!!! that the People look at us! " - Admiral Guillermo Brown.
Order prior to the "Battle of Los Pozos" that took place on June 11,1826 in the Rio de La Plata,in front of the city of Buenos Aires, in an area of relative greater depth and to the view from the population. Was a combat between a flimsy Argentine Squadron and the powerfull Brazilian Empire Fleet.It was a victorious day for the Argentine navy.William Brown was the first Admiral of the newly formed Argentine Navy.Born in Ireland and argentine by adoption.A great patriot.
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Old 09-07-22, 05:11 PM   #5
Pelle71
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Ok, so now the Dot mod installer is working with win7! Great news! Time to download again. Thanks.
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Old 09-08-22, 11:15 AM   #6
TORDO222
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Quote:
Originally Posted by Pelle71 View Post
Ok, so now the Dot mod installer is working with win7! Great news! Time to download again. Thanks.
Good news!.Just make sure you don’t install the game in the "Program Files" folder.Enable a diferent and specific folder in the Root Directory of your HD.I tell you from my own experience.Greetings and good hunting!
__________________
"Fire!!! that the People look at us! " - Admiral Guillermo Brown.
Order prior to the "Battle of Los Pozos" that took place on June 11,1826 in the Rio de La Plata,in front of the city of Buenos Aires, in an area of relative greater depth and to the view from the population. Was a combat between a flimsy Argentine Squadron and the powerfull Brazilian Empire Fleet.It was a victorious day for the Argentine navy.William Brown was the first Admiral of the newly formed Argentine Navy.Born in Ireland and argentine by adoption.A great patriot.
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Old 09-14-22, 04:32 PM   #7
Pelle71
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Just kidding!!! This thing does not work in win7. Back to Epic mod.
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Old 09-05-22, 03:48 PM   #8
TORDO222
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Thank you!. We will use your contribution to update our Type 42 "ARA Hercules" and "ARA Santisima Trinidad". Greetings!. Marcelo
Attached Images
File Type: jpg TIPO 42 ARG.mp4_000002657.jpg (15.7 KB, 8 views)
__________________
"Fire!!! that the People look at us! " - Admiral Guillermo Brown.
Order prior to the "Battle of Los Pozos" that took place on June 11,1826 in the Rio de La Plata,in front of the city of Buenos Aires, in an area of relative greater depth and to the view from the population. Was a combat between a flimsy Argentine Squadron and the powerfull Brazilian Empire Fleet.It was a victorious day for the Argentine navy.William Brown was the first Admiral of the newly formed Argentine Navy.Born in Ireland and argentine by adoption.A great patriot.
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Old 12-03-22, 02:43 PM   #9
Martes
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Quote:
Originally Posted by Davidtman View Post
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.
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Old 12-03-22, 11:01 PM   #10
Davidtman
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Quote:
Originally Posted by Martes View Post
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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Old 12-04-22, 12:53 AM   #11
Martes
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Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works


-------



Encountered another bug in the meantime.

If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit()


Happens only with active player helicopter.


Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts?
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Old 12-04-22, 03:10 PM   #12
Davidtman
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Quote:
Originally Posted by Martes View Post
Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works


-------



Encountered another bug in the meantime.

If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit()


Happens only with active player helicopter.


Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts?
I have never played with surface ships. To me they are just targets.
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