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Old 11-28-22, 04:42 PM   #5161
KaleunMarco
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Quote:
Originally Posted by propbeanie View Post
There looks to be a "date" issue between the NSS_SubName.upc of 1943-06-01, the UpgradePacks.upc dating, and the Weapons.upc date for the single being 1943-08-01, while the dual is 1943-06-01... ?? I don't know how that slipped by the inspectors, but BuOrd accusations are flying...
no, the dates in NSSGar.UPC are not the problem.
Single 40mm is available 8/1/43
Twin 40mm is available 6/1/44.


UpgradePacks.upc matches these dates.


the only anomaly is the Gar thing in Tambor's EQP file which is covered in a separate post. let's keep that issue there.
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Old 11-28-22, 08:32 PM   #5162
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You're after August of 1943 then? and the gun will not function? Is there a problem in your Save file? Look in the same ActiveUserPlayerUnits.upc for the AA gun position and make sure it is fully populated. You need the gun slot and the gun, two separate sections, along with the crewmen.

As for the cfg files, those do nothing for the game itself, and only come into play in The Museum. Only certain guns and equipment are recognized there, so you will not see the double-barreled guns there, but the dates should be similar to having a single-barrel through the time of the double-barrel. The conns listed like that are a hold-over from the earliest versions of FotRSU.

As for the Re-Fit chances, as I mentioned earlier, I have gone so far as to Save coming back into port, and using that same Save to re-enter port time after time after time, and very seldom, get an upgrade on the conn. I do get downgrades on medals. I have declined new boats, and then come back in, and get offered a new boat again... but I was never offered a conning tower upgrade, except after going back out on another patrol and then coming back in... in theory, if there is no new boat available, you should be offered a conning tower. But depending upon your current boat and the date, there is usually a good chance a new boat is indeed available, and you will then (apparently) never be offered a conning tower... but who knows for certain? I don't think even the Ubi fellows know.
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Old 11-28-22, 08:41 PM   #5163
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Quote:
Originally Posted by propbeanie View Post
You're after August of 1943 then? and the gun will not function? Is there a problem in your Save file? Look in the same ActiveUserPlayerUnits.upc for the AA gun position and make sure it is fully populated. You need the gun slot and the gun, two separate sections, along with the crewmen.
yes, november 1943.
40mm will not move.
the 40 looks kosher to me.
it just doesn't move.
kind of like some of my co-workers.

there does not seem to be anything wrong with the Savefile as i have begun the next mission and nothing seems amiss.

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2]
ID=TamborConn3AA
CompartmentType=2
FunctionalType=FlakRoom
NameDisplayable=Aft AA Gun
Type=NULL
MechanicalCoef=0.200000
ElectricsCoef=0.000000
GunsCoef=0.500000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=1
EffciencyDenominator=1
EffciencyDenominatorBS=1

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1]
ID=CTBackAA
NameDisplayable=Aft AA Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=A01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=40mmSingleUS, NULL

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=AA Guns Crew
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
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Last edited by KaleunMarco; 11-28-22 at 08:50 PM.
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Old 11-28-22, 09:15 PM   #5164
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You do have a listing for CrewMember 2, correct? Also, have him, is there an UpgradePackSlot for the AA, and then the regular UpgradePackSlots for the rest of the boats equipment? Also, you've only listed about half of the info for brevity, correct?
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Old 11-28-22, 09:27 PM   #5165
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Quote:
Originally Posted by propbeanie View Post
You do have a listing for CrewMember 2, correct? Also, have him, is there an UpgradePackSlot for the AA, and then the regular UpgradePackSlots for the rest of the boats equipment? Also, you've only listed about half of the info for brevity, correct?
yes, yes, yes, and yes.
the second crew station was an "additional repository". did not see the need to enable that position or include it in the response.
the weapon has operated in the past with one crewman assigned.
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Old 11-28-22, 10:54 PM   #5166
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In this case, the AdditionalRepository indicates an error in the guns config, so definitely get rid of that for the 2nd gunman. You might also look for any other Saved game you might have with a good ActiveUserPlayerUnits.upc, preferably with a 40mm, but anything would do, other than the naming. Just make sure it matches in Weapons, UpgradePacks, UnitParts, etc.



I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?
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Old 11-29-22, 12:40 AM   #5167
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Originally Posted by propbeanie View Post

I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?
at the very start of the career, the default desk gun is a Stern 3 incher.
i swapped out the stern gun for a bow gun.
i am on mission #12 or more.
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Old 11-29-22, 09:27 AM   #5168
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I'll try some more experiments with moving the deck gun around, and see if that interferes with the other equipment also... It seems that moving the gun puts something in the Save folder that then comes back and bites later when doing other changes - but not always...
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Old 11-29-22, 05:46 PM   #5169
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Quote:
Originally Posted by propbeanie View Post
In this case, the AdditionalRepository indicates an error in the guns config, so definitely get rid of that for the 2nd gunman. You might also look for any other Saved game you might have with a good ActiveUserPlayerUnits.upc, preferably with a 40mm, but anything would do, other than the naming. Just make sure it matches in Weapons, UpgradePacks, UnitParts, etc.



I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?
so, as i went to perform the edit you requested (above), i discovered that there is only one crew slot to the 40mm. (I could swear there was two)
what you see below is the weapon's section which appears just prior to the Crew Slot,
followed by the Crew Slot,
which is followed by an Upgrade Section.
this is exactly how it appears in the ActiveUserPlayerUnits.UPC file.
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu
FunctionalType=WpFlak
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:11
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.0771261
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.4711

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
WatchAccessoriesForAdding3DObjects=sapca_u#Head
WatchAccessoriesForSubtracting3DObjects=sapca
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.UpgradePackSlot 1]
ID=UpgAAGun
NameDisplayable=Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USMGAA,USLightAA,USHeavyAA,USLightAA 2,USHeavyAA2
UserCustomizable=Yes
IDLinkUpgradePackSlots=CTBackAA
CurrentUpgradePack=40mm AA Gun
IDLinkUpgradePackSlotsLoaded=NULL
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Old 11-29-22, 06:14 PM   #5170
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Default Indestructible DD's

BTW, i meant to ask if you had modified the IJN DE/DD damage models to eliminate any possible damage except for torpedo damage?
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Old 11-29-22, 08:08 PM   #5171
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ok, i'll try to sync the dates in the four files and let you know.


this is an interesting topic.
recently i re-discovered Ducimus' whitepaper "On Refits" and was attempting to get SH4 to perform as he thought it would.
the last piece was put into place when i equalized the SubClass on Gato and Balao to equal that of the Gar.
however, after last mission, we were offered a boat upgrade and not a conning tower upgrade which was very disappointing, as i have been interweaving Good and Excellent missions and not achieving Outstanding missions with a view to matching Ducimus' paper.

followup question: if i refused an upgrade, will i need to wait three missions to be offered a conning tower upgrade or could that happen in the next mission or two?
i cannot get a conning tower upgrade for love nor money.
at least six missions, probably more, bouncing between 0 and 2 for mission rating, but no upgrade.
been offered a boat upgrade every three missions but nothing on the conning tower.
+++
i guess i'll have to do it the old fashioned way: start a new career with the same boat type at a later date and copy my crew over to the new boat with the new tower.
+++
boy, i wish this thing would work the way it is supposed to.
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Old 11-29-22, 11:05 PM   #5172
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Take your CrewmemberSlot 1 and copy and paste it below that, but make it CrewmemberSlot 2. Then take CrewmemberSlot one, and make the Type = Leader. Edit the WatchCrewMemberSlot3D and BattleStations of Slot 2 to =WM2 instead of WM1 (plus the rest of the line). That should then give you the two spots for the sit-down crewing of the gun. Maybe that is the only issue... ??

The DD / DE and others are the same basic damage models from TMO v1.7, which is lantern-jawed indestructible bows. Hit them broadside though, under the bridge / gun area, and they go down fast. There are not enough damage spheres on the ships, that is for certain. If you really want to be entertained, hit them on the fantail and set off the depth charges, then watch as they come back around and do another run on you, dropping and/or throwing depth charges as they sink... or not...
Quote:
Originally Posted by KaleunMarco View Post
i cannot get a conning tower upgrade for love nor money.
at least six missions, probably more, bouncing between 0 and 2 for mission rating, but no upgrade.
been offered a boat upgrade every three missions but nothing on the conning tower. ...
Exactly. The Stock Game is the same way. So long as there is an "upgrade" boat available, that will continue... So, if we make all the boats the same "UpgradeClass", no problem, we might get new conns, but then, no new boats... eetsah catcha twenty-two-ah... (what a disappointing movie too).
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Old 11-30-22, 11:58 AM   #5173
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Quote:
Originally Posted by propbeanie View Post
Take your CrewmemberSlot 1 and copy and paste it below that, but make it CrewmemberSlot 2. Then take CrewmemberSlot one, and make the Type = Leader. Edit the WatchCrewMemberSlot3D and BattleStations of Slot 2 to =WM2 instead of WM1 (plus the rest of the line). That should then give you the two spots for the sit-down crewing of the gun. Maybe that is the only issue... ??
i'll try this. thanks.
i "upgraded" my boat the new-fashioned way and the 40 still won't work. i'll try your fix (above) but i am not confident that it will solve the problem.

Quote:
Originally Posted by propbeanie View Post
The DD / DE and others are the same basic damage models from TMO v1.7, which is lantern-jawed indestructible bows. Hit them broadside though, under the bridge / gun area, and they go down fast. There are not enough damage spheres on the ships, that is for certain. If you really want to be entertained, hit them on the fantail and set off the depth charges, then watch as they come back around and do another run on you, dropping and/or throwing depth charges as they sink... or not...
i must have pumped 100 rounds of 3" into a DD and she had zero visible damage, and never slowed a knot. i could see her but she could not see me.

Quote:
Originally Posted by propbeanie View Post
Exactly. The Stock Game is the same way. So long as there is an "upgrade" boat available, that will continue... So, if we make all the boats the same "UpgradeClass", no problem, we might get new conns, but then, no new boats... eetsah catcha twenty-two-ah... (what a disappointing movie too).
yeah, i am aware of this feature because of previous work that you and i have collaborated on and so i made those changes to Gato, Balao, and Tench to make them equal the Gar. but still no upgrade. Madness.
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Old 11-30-22, 04:32 PM   #5174
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I'll try some more experiments with moving the deck gun around, and see if that interferes with the other equipment also... It seems that moving the gun puts something in the Save folder that then comes back and bites later when doing other changes - but not always...
i noticed something else that is weird/different now that i am in an upgraded Gar.

with the original Gar and the original conning tower, sometime late in 1942 or early in 1943, the APR/Radar Detector becomes available. and of course, it is "on" all of the time. went out on two/three/four missions and do not notice any difference. never detected being detected.

started a new Gar career in January 1944 and copied my old, original Gar crew. no equipment, just the crew.

the new, 1944 Gar has the "elite" conning tower, two single 40mm flak guns, which will neither load nor move, and the 5 inch deck gun, plus upgraded radar and the APR radar detector.

went out on patrol and only now do i begin to see a green line when i detect that i am detected. didn't get that the first two-three-four patrols when we had the APR in the old Gar but NOT the new conning tower.

i thought this was interesting enough to mention it in a separate post.
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Old 11-30-22, 05:23 PM   #5175
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There is definitely something borked in your install and/or Save folder for those guns not to function. I suspect both. It sounds like a case of mod soup combined with Save folder mod soup. The APR-1 in 1943 will not pick-up much, unless you do the original FotRSU IJN radar, where the planes get radar in 1943. Otherwise, only the H8K and ASW Betty (both relatively rare) and Yamato BB (also rare) would have radar that could be detected. None of the DD have it. The APR is indeed "on" all of the time, and can adversely affect getting back in to port. We are going to make it an optional addition in the next release. It would be really nice to have an on/off function somehow though... btw, a player only sees the "Green" line if they have Moonlight's 450 mod activated.
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