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It seems that others have also encountered a similar issue. Send me the .rpt file and I’ll take a look.
The AI on the Yamato's turrets doesn't stop the enemy.
When I command one of them, I can aim, but there's no ammo.
I don't understand how you made it work in the video.
Me, of course
Hard to say
Send me your RPT error log and I’ll take a look at what’s going on.
Now we just desperately need someone to revive the old Iowa mod. Who do I have to bribe to make that happen?
Battlestations pacific vibes
No entry 'bin/config.bin/CfgWeapons/TT_Yamato_main TurretA_left_460mmGun.type' when loading with Blastcore Murr (TT), but without this, main guns fire without muzzle blast effect
I haven’t encountered this issue. In the video I uploaded, you can see that as the commander I don’t even need to mark targets — all the main turrets can fire normally.
I’ve never encountered this issue before. My suggestion is to load only the mods required for this mod and give it a try.
The maximum speed is currently set to 40 km/h in the configuration, but due to power limitations, the actual top speed may only reach about 35 km/h. The reason it isn’t set to the realistic 50 km/h is because once the speed exceeds 40 km/h, the ship behaves like a speedboat, with its bow lifting up, which looks very unrealistic.
Fixed. By the way, I also noticed that you made a Japanese voice-over mod for East Asia War, 1937 – 日中戦争 – 抗日战争. Are you interested in the Second Sino-Japanese War? If so, please try out the campaign I created - 淞沪战役(Battle_of_Shanghai) — it also uses your Japanese voice-over mod.
I've been waiting for this model for a long time. Another community member who worked on a similar model (they also have the USS Arizona, among others, but the turrets don't rotate) warned me how cumbersome it is to get each turret working.
I hope you can complete this mod; it would be wonderful!
Thanks for your contribution.
Some should definitely be added, but I think adding all of them would not only be troublesome — it would also be an FPS disaster.
On top of that, large debris “attached with” fire effects will consume a lot of particles. I also believe that GMod’s engine supports a much higher maximum particle count than Arma 3. I don’t know the exact number — you could test it — but Arma 3 is, among engines from the same era, the one I’ve seen with the lowest particle capacity (mainly because it can’t use GPU particles).
So, converting all the visually impressive particle effects from GMod into Arma 3 effects is simply not realistic.
I took a quick look at this person’s particle effect. Technically, breaking the model into separate pieces and then reassembling them later via script is feasible, but it comes with a lot of problems. The USS Iowa BB-61 mod uses exactly this “piece-by-piece” method, and I suggest you try that mod yourself — it really has quite a few issues.
There’s also the matter of realism. In the link you provided, the destruction effect in that section works by using a large explosion effect to cover part of the ship’s hull, and then directly deleting that portion of the model. First, deleting it outright looks very fake. Second, in a military simulation game, aside from a nuclear detonation at close range, I can’t think of anything that could blast off such a large, thickly armored section of a ship like that.
Fixed the issue where the main gun AI would not automatically open fire.
Also you can checkout this GMOD Yamato using GWarship particle and ballistic system. When you shoot the ships, it blows off big chunks of it.
You can probably make a ship or heavy armor destruction system similar to it: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3385352802
I’m pretty sure the Naval Legends mod includes the IJN Akagi aircraft carrier.