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Author Topic: IJN Ryujo CV in New SLOT  (Read 89307 times)

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western0221

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IJN Ryujo CV in New SLOT
« on: January 24, 2011, 01:41:04 PM »

This MOD is originally made by gio963tto.
https://www.sas1946.com/main/index.php/topic,10715.0.html

And... I add .ini/.properties files and java class to stand alone IJN Ryujo CV, instead of replace IJNCVGenerric.
At same time some repaint deck lines, sampling a WWII photo.



Dounload for4.10 https://www.mediafire.com/?5prp0q9uyw9p2hb
and newest ShipWes class files pack for 4.10.1 https://www.mediafire.com/?8eaxf7lblmtp634
ShipWes class files pack for 4.09 https://www.mediafire.com/?7f21s30oo5qa036
Edit: for ShipWes class files download links go to post #126

This is not real size Ryujo... too big.
Its a feature problem.

Now I test small downsizing BETA version, latest BETA is written at last of this topic.
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fabianfred

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Re: IJN Ryujo CV in New SLOT
« Reply #1 on: January 24, 2011, 02:29:44 PM »

Great.... thanks!!!
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cgagan

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Re: IJN Ryujo CV in New SLOT
« Reply #2 on: January 24, 2011, 10:41:43 PM »

Great job! Many thanks!  8)
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SAS~Malone

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Re: IJN Ryujo CV in New SLOT
« Reply #3 on: January 24, 2011, 11:50:03 PM »

nice one!  8)
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.....taking fun seriously since 1968.....  8)

asheshouse

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Re: IJN Ryujo CV in New SLOT
« Reply #4 on: January 25, 2011, 01:20:04 AM »

gio963tto acknowledged that this was his first mod however if others are going to get involved then a few things should be considered if it is to properly represent the IJN Ryujo CVL

The mod is a straight repaint and hier.him conversion of the Shokaku.
As a consequence it is 43% too big and has far too many guns.

Ryujo should be 180m in length, not 258m as currently modelled.
I think this is a significant issue since it dramatically affects ease of takeoff and landing, in addition to the overall appearance.

Guns should be reduced to 8x125mm, 4x25mm, it also carried some smaller 13mm guns.

The size issue might be done by scaling in the hier.him, but the collision boxes would need to be replaced manually. The skin will probably require repainting again.

The rearrangement of the guns is again a heir.him/ship.ini editing task.

If the ship is to earn its slot it should be a closer representation of the real thing.

Ashe
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fabianfred

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Re: IJN Ryujo CV in New SLOT
« Reply #5 on: January 25, 2011, 03:30:02 AM »

would a CVL be closer to the right size?
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JapanCat

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Re: IJN Ryujo CV in New SLOT
« Reply #6 on: January 25, 2011, 05:43:43 AM »

Hi friend western0221!

Welcome to the SAS!

Thank you very much. JapanCat
;)
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duffys tavern

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Re: IJN Ryujo CV in New SLOT
« Reply #7 on: January 25, 2011, 07:50:31 AM »

Very nice, indeed! Thank you for sharing.
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western0221

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Re: IJN Ryujo CV in New SLOT
« Reply #8 on: January 26, 2011, 09:46:36 AM »

Thanks Ashe!

As a consequence it is 43% too big and has far too many guns.

Ryujo should be 180m in length, not 258m as currently modelled.

The size issue might be done by scaling in the hier.him, but the collision boxes would need to be replaced manually. The skin will probably require repainting again.


Yes. Yes. Its size is serious problem of this MOD.
I wish to solve it... but now I have few knowridge to do this.
I will study Hier.him etc.

So, my PC environment has no 3D modeling application.
GMAX doesn't work in Windows 7 - 64bit.
Can I edit collision boxes by text editor?

Please wait some weeks to fix them.
And may I, if able, ask Ashe about SHIP MOD and collision box?
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asheshouse

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Re: IJN Ryujo CV in New SLOT
« Reply #9 on: January 26, 2011, 12:35:39 PM »

First easy step is to reduce the guns.
Look in ship.ini for the IJNRyujoCVL
Look down the list for guns.

Example
Code: [Select]
// 3x25mm AA

[IJNCVGeneric:Part24]
BaseChunk                 Head9_x
strengthBasedOnThisSection strength_GunSmall

gunBasedOnThisSection gun_25_Type96x3
 HeadMinYaw                 -60
 HeadMaxYaw                  50
 GunHeadChunk             Head9_x
 GunBarrelChunk            Gun9_x
 GunShellStartHook  ShellStart9

change to disable as below:

// 3x25mm AA

//[IJNCVGeneric:Part24]
//BaseChunk                 Head9_x
//strengthBasedOnThisSection strength_GunSmall

//gunBasedOnThisSection gun_25_Type96x3
 //HeadMinYaw                 -60
// HeadMaxYaw                  50
// GunHeadChunk             Head9_x
// GunBarrelChunk            Gun9_x
// GunShellStartHook  ShellStart9

Disable any other parts not needed

When complete renumber the Parts to be consecutive numbers.

Then go into hier.him and disable all the parts which you disabled in ship.ini
Example for Head9_x change hier.him entry to

Code: [Select]
//[Head9_x]
//Mesh Head9_x
//Parent _ROOT_
//Attaching -3.25864e-007 -1 0 1 -3.25864e-007 0 0 0 1 13.8884 -17.9496 13.3664
//CollisionObject c96a
//[Gun9_x]
//Mesh Gun9_x
//Parent Head9_x
//Attaching 1 4.76872e-007 0 5.30951e-014 -1.62936e-007 -1 -4.76872e-007 1 -1.62936e-007 -0.197942 -2.66403e-005 0.44211

If any Parts have dmg meshes then they will also need to be disabled in the hier.him
When you are happy that it is all still working you can delete the lines which were disabled.

Now to change Hull1 to 70% size look in hier.him for:

Code: [Select]
[Hull1]
Mesh Hull1
Parent _ROOT_
Attaching 1 -1.62921e-007 0 1.62921e-007 1 0 0 0 1 78.2555 -3.43323e-005 2.81067

This is the same as writing

Code: [Select]
[Hull1]
Mesh Hull1
Parent _ROOT_
Attaching   1 0 0   0 1 0   0 0 1   78.2555  0  2.81067

The first 9 numbers define the rotation and scale
The last 3 numbers are x y z coordinates which define the position of the Part.

Change to

Code: [Select]
[Hull1]
Mesh Hull1
Parent _ROOT_
Attaching   0.7 0 0   0 0.7 0   0 0 0.85   78.2555  0  2.81067

This reduces the length and width to 70% and the height to 85%

Do the same to Hull2 Hull3 and their damage meshes and any other hull or deck related Parts

Then adjust the x y z coordinates of all the parts to get them in the correct position.

Before you start changing any files make a backup.
Before changing coordinates in hier.him make a note of the original position.
If the plan size is reduced to 70% then the offset coordinate in hier.him will also reduce to 70%.

Thats about it.

Best of luck

Ashe

The collision boxes can be fixed later.


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western0221

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Re: IJN Ryujo CV in New SLOT
« Reply #10 on: January 28, 2011, 03:00:47 AM »

Today, I'm searching Ryujo's arming data.

In Japanese blog here http://blog.goo.ne.jp/shida1222/e/be19e50fb4dc6c702d7fb3e3288f334e
Written that , after second restructuring, Ryujo has (2x125mm)X2 [=Total4], (2x25mm)X2 [=Total4] and (4x13mm)X6 [=Total24] .

I will correct ship.ini to real.
A question is that 4x13mm gun is defined in IL-2 1946 to write at ship.ini and Hier.him?
Even if 13mm gun is poor, some effects are existing than nothing.
Plus 2or4 (2x25mm)?

Talking to me your ideas.
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asheshouse

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Re: IJN Ryujo CV in New SLOT
« Reply #11 on: January 28, 2011, 07:56:23 AM »

I think just use one of the existing machine guns at the moment.
These are listed at the top of ship.ini
The rate of fire will look about right.
If it does not feel right it is easy to change later.

Code: [Select]
// Japan

[gun_25_Type96]
Gun                MachineGunJA_25_Type96

AttackMaxDistance     2500.0
AttackMaxRadius       2500.0
AttackMaxHeight       3000.0
HeadMinYaw               0
HeadMaxYaw             360
GunMinPitch            -10.0
GunMaxPitch            +85.0
HeadMaxYawSpeed         36.0
GunMaxPitchSpeed        24.0
ChainfireTime            2.3
DelayAfterShoot          2.7

[gun_25_Type96x2]
Gun                MachineGunJA_25_Type96x2

AttackMaxDistance     2500.0
AttackMaxRadius       2500.0
AttackMaxHeight       3000.0
HeadMinYaw               0
HeadMaxYaw             360
GunMinPitch            -10.0
GunMaxPitch            +85.0
HeadMaxYawSpeed         36.0
GunMaxPitchSpeed        24.0
ChainfireTime            2.3
DelayAfterShoot          2.7

[gun_25_Type96x3]
Gun                MachineGunJA_25_Type96x3

AttackMaxDistance     2500.0
AttackMaxRadius       2500.0
AttackMaxHeight       3000.0
HeadMinYaw               0
HeadMaxYaw             360
GunMinPitch            -10.0
GunMaxPitch            +85.0
HeadMaxYawSpeed         36.0
GunMaxPitchSpeed        24.0
ChainfireTime            2.3
DelayAfterShoot          2.7
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