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SH2: French sub do not work?

 
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JapLance



Joined: 03 Feb 2006
Posts: 60
Location: Palma, Spain

PostPosted: Tue Mar 21, 2006 3:35 pm    Post subject: SH2: French sub do not work? Reply with quote

I've been trying a pack of a few subs in SH2 which have been tweaked to work as human, and I thought it was strange that NSSDiane and NSSRedoutable had not been touched.

I quickly set up a mission in Kriegstanz and gave my player a Redoutable... Crashed without a hint: no Janus error, nothing. NSSDiane worked though.

I've been searching old threads in these forums, but didn't find anything useful about Redoutable. Anyone has an idea on what's going on with this boat?.
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GlowwormGuy



Joined: 27 Mar 2002
Posts: 615

PostPosted: Fri Mar 24, 2006 8:00 pm    Post subject: subVerting SH2 Reply with quote

First thing to do - copy and paste one of the German U-boats, a type VII perhaps then simply make the model the one you want to use. Nothing else, just to see if the model works in the game. Then you go about changing it. The Japanese subs seem to work in this way though there are still some unexplained crashes - it might have to do with the torpedoes.

Oh and make the country Germany at least at the start. Basically if the model will work then just change little things one by one than playtest.

Best of luck!
Mountbatten
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JapLance



Joined: 03 Feb 2006
Posts: 60
Location: Palma, Spain

PostPosted: Sat Mar 25, 2006 4:46 am    Post subject: Reply with quote

Well, I've followed your recomendations and there seems to be two main problems:

- AA guns work only in IA mode, if I try to go there to fire myself, the game crashes

-And then, as you predicted, the torpedo tubes seem to be causing problems. There are 11 of them in this boat!:hmm:.

Apart from that, there were some fields in the German subs that were not in the Redoutable. I've added them, haven't changed the German TT and it seems to work for the moment. When I have some time I'll try to add as many French Torps as possible.
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GlowwormGuy



Joined: 27 Mar 2002
Posts: 615

PostPosted: Sun Mar 26, 2006 1:49 am    Post subject: Reply with quote

Okay, the torps are a big problem - I think, like the DC turrets - you can have no more than six or eight I forget which. The AA gun is still the German MG? If it still gives you problems then you may have to delete it though I know other subs have found a workaround. Anyway, a MG is an MG is an MG. Worse comes to worse make a 'German version' of the gun you're using.

Best of luck,
Mountbatten
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JapLance



Joined: 03 Feb 2006
Posts: 60
Location: Palma, Spain

PostPosted: Mon Mar 27, 2006 4:53 am    Post subject: Reply with quote

GlowwormGuy wrote:
And - good news JapLance - there IS a workaround for the non-German anti-aircraft guns. Machineguns don't work... but (hint, hint) AA guns do!

Cheers,
Mountbatten


hmmmm, I tried changing MG1 and MG2 for AA1 and AA2, but PC crashed miserably to desktop, so I guess it's better to keep the MG1 and MG2. At least this way IA's half blind gunners can try to scare the enemy. Anyway, I'll try the German guns as well and see what happens.

The torpedo matter is as you say, any number higher than six makes a nice crash. I remembered about Pacific Aces Mod and the explanation about Virtual Tubes, but I don't seem to be able to port it to the UDF. So for the moment, only 6x533mm tubes on the Redoutable (4 forward+2 astern).
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GlowwormGuy



Joined: 27 Mar 2002
Posts: 615

PostPosted: Mon Mar 27, 2006 7:41 pm    Post subject: Reply with quote

Just try changing the label - then again maybe there's really something about it that makes it unplayable. This is what I did for the British S class and the gun worked fine.

Mountbatten
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