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Blue Devil
March 3rd, 2009, 11:15
Well, ...

...Remove the ".pdf" from the file name to turn it back into a ".zip", ...and:


Liberty Maru

1. Start with Jaxon's "JX_SHA_Merchant_Cargo_Liberty-Ship_SS_CARLOS_CARRILLO".
2. Delete the contents of CFS2/Ships/"SHJ_MERCHANT" folder and swap "SS_CARLOS_CARRILLO" into it. (this will replace the stock one)
3. Swap out the "texture" folder for the original "CFS2_Liberty_Ship/texture" folder.
4. Copy'n'Paste into the new "texture" folder the two(2) .bmps from the "Liberty Maru/texture" folder.
5. Add(+) the four(4)effects to the "CFS2/effects" folder.
6. Add(+) the "fx_1.bmp" to the "CFS2/texture" folder.
7. Add(+) the .dp file:

[MISC_DATA]
unit_family=5
category=19
allegiance=4
min_speed=0
cruise_speed=21
max_speed=21
entered_service=12/1/42
priority=5
hardness=1

[EXTRA.0]
location=0.0,0.5,78.0
effect=fx_wake_m

[EXTRA.1]
location=0.0,0.0,68.0
effect=fx_bow_s

[EXTRA.2]
location=0.0,-5.0,-63.0
effect=fx_stern_s

[EXTRA.3]
location=0.0,18.5,0.0
effect=fx_smokestack_ss


8. Add(+) to the ship.cfg file:

[fltsim.0]
title=SHJ_MERCHANT
sim=SHJ_MERCHANT
model=
panel=
sound=
texture=
.
.
.
[Dynamics]
pitch_wave_moment_scale = 3
bank_wave_moment_scale = 9
pitch_damp_moment_scale = 1
bank_damp_moment_scale = 1

Your default Jap freighter is now a "Liberty Maru"

Enjoy

PS. Thanks Phil Crowther, ChrisN, JAXON, ...and dvslats for the idea.

EDIT: Ya might want to change the "max_speed=21 ----> to 26, ...the std. C1 max speed (14kts).

Blue Devil
March 3rd, 2009, 21:27
Found a picture of the Kinai Maru...

Add the two(2) textures to the "Liberty Maru" to make the Kinai Maru.

Enjoy.

dvslats
March 4th, 2009, 02:56
Ewww, nice...almost too nice to shoot up. Naaah, lock and load! :applause:

Blue Devil
March 4th, 2009, 09:42
Re-worked the funnel...

Just expand the .bmp, ...and then save.

Shadow Wolf 07
March 4th, 2009, 19:28
Do the dp and mdl file have to be renamed? Also I cannot find the fx bmp or the 4 effects you mentioned in steps 5 & 6. Help? :ernae:

Jagdflieger
March 4th, 2009, 19:42
BD,

Thanks! I've replaced all my stock Japanese marus with her.

SW,

The effects and texture files are in the first attachment, Post number 1.

The DP file will have to be named exactly the same as the ship's folder and the "sim=" line will also have to match the DP and the folder name for the ship to show up.

[fltsim.0]
title=SHJ_Merchant-(Liberty-Crowther)
sim=SHJ_Merchant << Must match the folder name and the DP name

Shadow Wolf 07
March 4th, 2009, 19:57
Damn! My old eyes missed thAT ONE. Thanks Jagd,

Blue Devil
March 5th, 2009, 07:42
Do the dp and mdl file have to be renamed? Also I cannot find the fx bmp or the 4 effects you mentioned in steps 5 & 6. Help? :ernae:

7.1 Re-name .dp file "SHJ_MERCHANT.dp"

My bad...


PS. Tunin' up the "near_miss" .dp for her...

Stirlitz
March 5th, 2009, 09:50
BD,

Thanks for an excellent maru, it’s great as it is, but its crew must have forgotten that there is a war going on ;) During the war Japanese merchant ships just like their British or American counterparts wore camouflage. Usually they were painted grey (the shade of it depended on the shipyard where the ship was last refitted) but some more fanciful camo schemes were also used.

Here’s a modelling website that gives a general idea of the paint schems used by the Japanese merchant marine in WW2

http://ww6.enjoy.ne.jp/~iwashige/modellist.htm (http://ww6.enjoy.ne.jp/%7Eiwashige/modellist.htm)

Hope you'll find it of interest.

Regards
Stirlitz

Shadow Wolf 07
March 5th, 2009, 10:40
How about the Model Folder? the mdl file is named: liberty ship.mdl and the mdl.cfg calls for: [models]
normal=Liberty Ship

Will she work without tweaking these?

PSULLYKEYS
March 5th, 2009, 11:01
Thanks BD & all!:wavey:

Jagdflieger
March 5th, 2009, 21:31
SW,

For a ship to show up, the folder name, the DP name and the "sim=" name line in the ship.cfg file must all match.

It doesn't matter what you name it, they must all match.

As you know, the ship.cfg file has several entries for Title, Model, etc. If you have a name after one of those entries, then that folder must carry that same name.

Example:

[fltsim.0]
title=SHJ_Merchant-(Liberty-Crowther)
sim=SHJ_Merchant
model=(Phil Crowther)
panel=
sound=
texture=Maru

Notice that on the folder name, a period (.) seperates the folder from the name. In the ship.cfg file, no period is used.

Also notice that there are two model folders in this particular file. Only the "Model.(Phil Crowther)" is called up by the simulator as it is specifically named in the "model=" line.

As far as I know, you can just leave the files in the Model folder alone. I generally never touch or rename those. Hope I haven't confused the issue for you.

Compare the above data with a screen shot of the ship's folder.

Blue Devil
March 5th, 2009, 21:39
How about the Model Folder? the mdl file is named: liberty ship.mdl and the mdl.cfg calls for: [models]
normal=Liberty Ship

Will she work without tweaking these?

Yep...

The prog just matches the model.cfg/normal=name to the name.mdl.

As long as they match, ...you're green.

Folder name, name.dp, and ship.cfg/sim=name all have to match.


PS. Nice camo pics stirlitz, ...thanks.

The grey hull w/ the white superstructure (and risin' sun flag) are just to distinguish it from the U.S. Liberty ship, ...just a cut'n'paste job.

I have also converted the "SHB_Merchant_Tanker_T2_BRITISH_ENDURANCE" into the default "SHJ_TANKER", ...

...Wolfi's "Hog_Islander_b" in the original "Hog_Islander" livery into the default "SHJ_TROOP_SHIP", ...

...and added a "SHJ_Tramp_Steamer_Maru" by convertin' the "SS_Adventure".

These are all beautiful .mdl's, ...and very FR friendly.

I hope that some clever dicky w/ a paintbrush can put a proper paint-job on'em.

In the mean time, ...smoke'n'flames will have to do...


EDIT: Wolfi's "Hog_Islander_b" is now my default "SHA_MERCHANT" ship, ...

..."SHB_Merchant_Tanker_T2_CAPULET" is now my default "SHA_TANKER" ship, ...

...I have added a "SHA_Liberty_Ship" out of the "SHA_Merchant_Cargo_Liberty-Ship_SS_CARLOS_CARRILLO", ...

...and made "Liberty_Ship" and "Hog_Islander_a" dedicated "Port" ships.

Shadow Wolf 07
March 6th, 2009, 05:14
Thanks BD and Jagd! I'll leave the Model folder contents alone.

bearcat241
March 6th, 2009, 05:34
Yeah BD, this is a good and timely thread of interest for me after quite a few runs over Dog1's Dublon. Man, those Usio Marus in port are real eye-candy and can absorb a good bit of damage too, but in numbers they can also suck the life out of your FPS :faint:. I've been seriously contemplating some maritime changes to the gsl layout there.

Shadow Wolf 07
March 6th, 2009, 05:44
Yeah BD, this is a good and timely thread of interest for me after quite a few runs over Dog1's Dublon. Man, those Usio Marus in port are real eye-candy and can absorb a good bit of damage too, but in numbers they can also suck the life out of your FPS :faint:. I've been seriously contemplating some maritime changes to the gsl layout there.

It was mentioed in another thread that ships, used as infrastructure in the scenry layout won't sink. I tried that out with maskrider's henderson and attacked one of the liberty ships there with 2 mk-13 torpedoes - no sinker with 2 hits amidships. Dog1 did a lot of good work but probably should have left the ships out of his gsl layout for that and the fps reason.

I had to reduce the defensive "armor" of Usio's ships on the dp by 60% just to make them close to VN and othwer ships. Even his cargo ships are harder than stock or VN cruisers! True, stock ships are a bit "soft" but...

bearcat241
March 6th, 2009, 06:10
SW, i know that they don't sink as inf, i just marvelled at the degree of gunfire they can take just to get them to light up as compared to the stockers and other addons. I really don't mind the no-sinking thing, i just like having them around for the decor and target practice, just not too many if you know what i mean...LOL

Shadow Wolf 07
March 6th, 2009, 06:22
Roger. Said liberty ship didn't even burn :ernae:

Blue Devil
March 6th, 2009, 08:59
Some thoughts on Maru's (and ships in general), ...ACM style.


1. Deleted(-) the deck_sinker systems from all the ships.
2. Added(+) three(3) new systems.
- near_miss box and system.
- single deck_sinker system(boxmap=50%)into all deck and gun boxes.
- hull_sinker system(boxmap=50%)into all hull boxes.

ie.
system.0=%system_name.0%,5000,-1 ---> deck
.
.
.
system.6=%system_name.6%,18000,-7 ---> hull
.
.
.
system.21=%system_name.21%,250,-22 ---> near_miss
system.22=%system_name.22%,5000,-23 ---> deck_sinker
system.23=%system_name.23%,18000,-24 ---> hull_sinker

[BOXMAPS.0]
; Box = deck_for_5
boxmap.0=50,-1
boxmap.1=50,-23
.
.
.
[BOXMAPS.6]
; Box = hull_for_1
boxmap.0=50,-7
boxmap.1=50,-24
.
.
.
[BOXMAPS.21]
; Box = near_miss
boxmap.0=100,-22

Ship.dp:
Deck system pts.(all) for a large maru = 5000, ...a small maru = 2500
Hull system pts.(all) for a maru = 18000
Deck_sinker system pts. for a large maru = 5000, ...a small maru = 2500
Hull_sinker system pts. for a maru = 18000

OBJECTS_DP:
Bomb pts. = 10XBomb Wt.(LB) ...(500lb bomb = 5000 pts.)
Torpedo pts. = 3X10XWarhead Wt.(U.S. Mk13 = 600lb = 18000 pts.)


Near_miss is an internal hull box that catches collateral damage (like the A/C flak box) and is 250 pts for a maru. 2-3 500lb near misses will sink'em.

The single deck_sinker system allots 50% of ALL deck damage to one(1) system and is 5000 pts for a maru. 1-3 500lb hits anywhere will sink'em. (1-3 250lb hits for a small maru)

The single hull_sinker system allots 50% of ALL hull damage to one(1) system and is 18000 pts for a maru. ANY torpedo hit will sink'em.


3. The dedicated Port ships have no effects (bow wave, smoke stack, etc), ...and no ship.cfg/[dynamics].

...Hang'em on a pier, ...and they'll sink.

When I'm finished w/ the Liberty/Hog Is./Tramp Steamer(SS.Adventure), ...and the maru conversions, ... I'll post'em. (addin' spec. ACM guns too, ...so they shoot back)

EDIT: may drop the hull/hull_sinker Pts. to 5000, ...to soften'em up for rockets. (1100 pts. ea., ...5" HVAR: 55lb warhead w/ dbl effect (no bomb casing weight factor))

Blue Devil
March 7th, 2009, 01:00
Liberty Ship-Liberty Maru.dp's ACM v.1.0

Well, ...like the "skinners" say, ...

...once ya get the template done...

Liberty Ship:
decks = 5000 pts.
hulls = 5100 pts.

- Added: box.n system.n near_miss
- Removed: individual hull_sinker systems from deck boxes
- Added: single deck_sinker system(boxmap=50%)into all deck and gun boxes
- Added: hull_sinker system(boxmap=50%)into all hull boxes


Liberty_ship.dp (Port)
- Removed: [EXTRA.n]fx's and ship.cfg/[Dynamics]

SHA_Liberty_Ship.dp
- (1x5in/38 DP)
- (1x3in/50 DP)
- (6x20mm/70)

SHA_Liberty_Ship_AK.dp
- (1x5in/38 DP)
- (1x3in/50 DP)
- (2x40mm/56 Twin)
- (6x20mm/70)

SHA_Liberty_Ship_Troop.dp
- (1x5in/38 DP)
- (3x3in/50 DP)
- (8x20mm/70)

SHJ_MERCHANT.dp (Maru)
- (2x8cm/60(3") DP)
- (4x25mm/60 Twin)
- (2x25mm/60)


Enjoy.

dvslats
March 7th, 2009, 01:25
Sounds good Blue Devil....gonna try these asap. In time, will you also have a .dp for the Tanker T2 CAPULET? My attempts at reworking this one...well it stinks.

Shadow Wolf 07
March 7th, 2009, 04:13
I'm not sure what I'd be doing with these so I'd better leave them alone lest I hose something up. Perhaps BD, when you finish tou could post copies of the dp and cfgs?

Thanks for all your hard work... :typing:

Blue Devil
March 7th, 2009, 18:54
...In time, will you also have a .dp for the Tanker T2 CAPULET?...Yep, ...T2, Hog Is., and the Tramp Steamer. (both U.S. and J.N.)


... I'm not sure what I'd be doing with these so I'd better leave them alone lest I hose something up. Perhaps BD, when you finish tou could post copies of the dp and cfgs?...I may make a package, ...when all the Aux's are done.

Just follow the orig. instructions, ...and start w/ a new ship folder.

ie.
Liberty Ship AK

1. Start w/ a copy of a "Liberty Ship" ship folder. (or drag'n'copy the contents into a new folder)

2. New SHIP folder name = Liberty_Ship_AK

3. ship.cfg/
title=SHA_Liberty_Ship_AK
sim=SHA_Liberty_Ship_AK

4. SHA_Liberty_Ship_AK.dp

5. CFS2/"mdlnames.txt"/
"Sha_Liberty_Ship_AK"=USS Liberty Ship AK

You should now have a "Liberty Ship AK" ship.


PS. For all ACM ship .dp's, ...you will need this "near_miss" fx. that goes into the CFS2/EFFECTS folder. (just remove the ".txt" extension, ...and drop it in)

skylane
March 10th, 2009, 01:29
Probably the dumbest question in a long time, but I just don´t get it: Saving an attachment and changing the file type by removing the .txt extension - How???
When I try to save, I get the window in the picture below: In the filename line, the .txt extension is already gone, and below, in the line specifying the type of file I cannot change anything, so the attachment is saved as a text document.
What am I doing wrong? Can someone point me in the right direction?

Thanks!

Jagdflieger
March 10th, 2009, 02:37
Skylane,

Here is a little tutorial on the subject:

1. Open your folder and highlight the file
2. Go to the top tool bar and click on Tools
3. Select "Folder Options" from the drop down menu
4. Select the "View" tab
5. Uncheck the "Hide known extensions" box
7. Highlight your file
8. edit in the new extension
9. Click OK to the warning window
10. I then recheck the "Hide known extension" box

skylane
March 10th, 2009, 07:20
Jagdflieger, thank you very much!

I would never have figured this out on my own. Now I can go ahead and build this ship! :jump: