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Destroyer Command FAQ

 
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horsa



Joined: 07 Jul 2002
Posts: 2693
Location: Halifax, England

PostPosted: Mon Sep 22, 2003 3:00 pm    Post subject: Destroyer Command FAQ Reply with quote

Q. How can I replace ships in missions with my own ships ??

A. Open relevant Mission file (SDF) in a Text editor.( eg notepad)
Locate the unit you want to replace ( UNIT1, UNIT2 etc)
Locate the command line CLASS= ( Eg NDDFletcher )
Overwrite with the Unit file of your prefered ship ( eg NBBBismarck)

so CLASS = NDDFlecher becomes CLASS = NBBBismarck
Save
Close your text editor
Go to game and play the mission.


Last edited by horsa on Tue Mar 28, 2006 4:54 am; edited 1 time in total
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Merneo



Joined: 25 Dec 2001
Posts: 479
Location: UK

PostPosted: Fri Sep 26, 2003 7:21 am    Post subject: Reply with quote

Horsa see new thread

http://207.44.164.159/phpBB/viewtopic.php?t=19509

thought it was a beter idea to have a log than inc in the faq has a link though - will delete above once you read this

M
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horsa



Joined: 07 Jul 2002
Posts: 2693
Location: Halifax, England

PostPosted: Sun Feb 06, 2005 1:15 pm    Post subject: Reply with quote

Question

How can I get the JRF model files into something like 3DMax to change it

Basically you can't but see below ( from Seeadler).....

Quote:
1. You need a 3D modeller like 3DMax, Maya, Lightwave ... to model
2. Multigen Creator from http://www.multigen.com/ to import your model and modify it for the Janus engine
3. A Ubi in-house software (given out by Ubisoft in the past after signing a contract with them) to convert the Multigen-Creator output to the JRF format.


The biggest sticking point is number 3 .
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DoS



Joined: 10 Jan 2002
Posts: 22

PostPosted: Sat Jun 11, 2005 4:58 am    Post subject: Reply with quote

I am not sure on whether this is the right topic to post the following question. If I am mistaken in the regard of posting here, than please tell me Smile

Now, on an upcoming LAN, some friends and myself plan to play SHII and DC. Which basically boils down to some people cruising around on the surface with their destroyers - obviously - and some people controlling subs.

In the past, we felt like there was a small glitch with the depth charges, for even though they were exploding damn near to the vessels, the effect was barely noticeable. That's why, I would like to know if it is somehow possible to customize the strength of the charges, so to make the combat between both types of ships more realistic/better.

I tried to use the best kept secret of the board, namely the search function, but there are only 4 topics showing up, in the SH2 sub-forum, when queried for depth charges; hence I see this matter as not treated until now.
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horsa



Joined: 07 Jul 2002
Posts: 2693
Location: Halifax, England

PostPosted: Sat Jun 11, 2005 6:05 am    Post subject: Reply with quote

This isn't something I've experimented with myself but I'd head straight for the depth charge files in sim/systems folder( open with notepad or something similar)

For example in this one you can see values for
radius
damage points

I believe Fletcher did a lot of work in this area . you may find his mods do the trick

DepthChargeGB_MARK_VIII

[AMMUNITION]
Category = DepthCharge
Type = Generic
SubType = 1998
Model = ODC_barrel
Name = Generic Depth Charge
Radius = 29 ; possibly unrealisticly large radius
Mass = 111.6 ; Kg (246 lb)
Range = 75 ; Meters (max. throwing distance)
SinkRate = 3.0 ; m/s
MagazineSize = 1 ; (unused?) only one charge loaded at a time on each kgun
damagepoints = 16 ; 78kg/1700lb TNT
ArmorPenetration = 0.0
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DoS



Joined: 10 Jan 2002
Posts: 22

PostPosted: Sat Jun 11, 2005 10:20 am    Post subject: Reply with quote

Well, thank you. I will try editing those files, and test the effect next Thursday.

Thanks again.
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horsa



Joined: 07 Jul 2002
Posts: 2693
Location: Halifax, England

PostPosted: Tue Mar 28, 2006 4:52 am    Post subject: Reply with quote

Q You've added a new ship to the game but it doesn't show up in the viewer. How can this be rectified

A Basically you need to create a new entry in the relevant DB nationality file. The most common error is with item 9 (below). This is a reference number which must always follow in sequence from the one in the previous line. The DB file doesn't like empty lines either.

Full answer provided by Japlance

This is a standard line in the DB:

Code:
Am,N,BB,Iowa,NBBIowa,BB61 Iowa,19430222,19800101,1019,South Dakota


1.- Am: ship's nationality. In the Ship Viewer appear only a handful of nations (Am, Ge, Br, Ne, Ja, It).

2.-N: this fields classifies the unit as Combat ship (N), Merchant (M) or Aircraft (A).

3.- BB: Ship Type. Options are the usual designations: CV, BB, CA, CL, DD etc.

4.- Iowa: class name. Every different class name you add in the country DB will appear as a new entry in the Ship Viewer.

5.- NBBIowa: the Unit Definition File (UDF) which has all the data needed in the game, including the model, speed, weapons, armament, sensors etc. UDF's are located in ../Sim/Units folder.

6.- BB61 Iowa: The name of each unit of the class.

7.- 19430222: Comission date, in format YYYY-MM-DD

8.- 19800101: Decomission date.

9.- 1019: a correlative number. No idea what it is intended for.

10.- South Dakota: No idea of what it means. Seems like it has no use in the game.

DB files are also useful for using in Kriegstanz, a very powerful Scenario Editor which takes unit class availability and names from them.

Finally, the description is a .txt file with the same name as the UDF file, but located in the folder ../Text/English/Units
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