RE: ARTPACK -- A WITP:AE Plane Art Repacker (Full Version)

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traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 11:21:10 AM)

Well. I got an error every time I tried to load a csv...[:(]




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 9:41:00 PM)

Traskott, sorry for taking so long to get back to you; my internet was down for a few days then I was away for the weekend.

What CSV are you trying to load and getting errors?

I assume you are trying to use PLANE_PACK.exe?




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 9:47:01 PM)

Here's how to use PLANE_PACK.exe:

PLANEPACK_WITP-AE_Allied.csv
and
PLANEPACK_WITP-AE_Axis.csv

are the "Stock" WITP AE planepacks.

Within that CSV file, the only columns that are actually used by the program are:

Column A (SLOT ID)
and
Column D (FILENAME)

The rest are for descriptive fluff (DESCRIPTION and NATIONALITY) to help you remember what that slot was used for years later when you return to it.

PLANEPACK is hardcoded to look in the PLANES folder, to reduce the length of paths for filenames.

If you're having problems with PLANEPACK, create a batch file:

"PLANE_PACK_Hold_On_Exit - Copy.bat"

and fill it with this command

"C:\WINDOWS\system32\cmd.exe /K PLANE_PACK.exe"

This will prevent the command line window from closing if PLANEPACK develops an error. I use it myself.






traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 9:48:12 PM)

First: Thank you :)

This is the message I got:

Traceback (most recent call last):
File "PLANE_PACK.py", line 55, in <module>
KeyError: 'Slot_ID'
Failed to execute script PLANE_PACK





traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 9:50:06 PM)

Sorry, didn't see the next answer:

If I edited PLANEPACK_WITP-AE_Allied.csv can I remake the Art? Doesn't work with the blank_allied.csv?




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 9:57:18 PM)

My dear traskott, I have reproduced it.

The highlighted column in yellow needs to contain slot numbers 1, 2, 3, 4, 5 ...etc

It's how the program knows which slot to place the artwork in.

Trying to run it without the #s in the slot ID's makes this appear:

Traceback (most recent call last):
File "PLANE_PACK.py", line 55, in <module>
KeyError: 'Slot_ID'
Failed to execute script PLANE_PACK


[image]local://upfiles/18450/4C5259CB318D432DA76C530B5DD33857.gif[/image]




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 10:02:34 PM)

quote:

ORIGINAL: traskott

Sorry, didn't see the next answer:

If I edited PLANEPACK_WITP-AE_Allied.csv can I remake the Art? Doesn't work with the blank_allied.csv?


Blank_Allied.csv should work --

I've highlighted:

non changeable (program needs these to function) fields in RED
changeable (you can change them) fields in GREEN

[image]local://upfiles/18450/584392F8B06C46D4B817D8044A787CC5.gif[/image]




traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 10:23:39 PM)

This is how it is in my excel. Still same message...

[image]local://upfiles/29523/EC194183225247DD878C4679F09B8FDD.jpg[/image]




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 10:30:39 PM)

Would you mind uploading your CSV inside a zip file or sending it to me via email? PM sent.




traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/18/2018 10:48:23 PM)

email sent




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/19/2018 11:22:11 PM)

From tonight's research into programming:

[image]local://upfiles/18450/B894D74D27C243B4870204F4A446190A.gif[/image]

Admiral Blandy is pretty....meh, to be honest. [:D], but he's at least aggressive.

the code to generate this was:

#Stock WITP-AE has following distribution for ranks for USN:
#Admiral = 6 (Rank 31)
#ViceAdmiral = 8 (Rank 30)
#Rear Admiral = 186 (Rank 29)

while UnitNumber <= 6: #Make six US Admirals.
GeneralOfficer(out_file,UnitNumber,31,4,1) #Output File, Unit Number, Rank, Nationality, CommandType
UnitNumber = UnitNumber+1

while UnitNumber <= 15: #Make 15 US Vice Admirals.
GeneralOfficer(out_file,UnitNumber,30,4,1) #Output File, Unit Number, Rank, Nationality, CommandType
UnitNumber = UnitNumber+1

while UnitNumber <= 172: #Make 170~ US Rear Admirals.
GeneralOfficer(out_file,UnitNumber,29,4,1) #Output File, Unit Number, Rank, Nationality, CommandType
UnitNumber = UnitNumber+1

...

def GeneralOfficer(OutputFile,UnitNumber,Rank,Nationality,Command):
PoliticalPoints = 0 #Start off here for the loop.

while PoliticalPoints <= 50:
Name = ('"' + MakeUSName1920() + '"')
Rank = str(Rank) # RAND
Morale = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
Skill = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
SurfaceAction = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
AirAction = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
LandAction = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
Administration = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
Agressiveness = str(randomSD(0,99,45,50)) #Lower Bound, Upper Bound, Mean, Sigma Deviation
Nationality = str(Nationality)
Delay = str(0) # RAND
PoliticalPoints = random.randrange(50,110,5)
CommandsType = str(Command)

OutputFile.writelines


I've got a list of 1,000 first names from c.1920 for the US plus 1,236 US last names; so I can make convincing names somewhat reasonably. [:D]




Dili -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/20/2018 12:42:01 AM)

That would be great for German, Italians and other nationalities for pilots.




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/20/2018 1:23:47 AM)

quote:

ORIGINAL: Dili

That would be great for German, Italians and other nationalities for pilots.


MEIN FUHRER...I CAN WALK?

[image]local://upfiles/18450/3CD7220761724FEA998EEAE018B1EE97.gif[/image]




Dili -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/20/2018 2:26:29 AM)

I suppose some are about to commit harakiri looking at their morale and poor skill :)

I already have some real commanders and pilots but most of the names would have to be invented,before this i was think just A.(name) , B.(Name) etc so i could have 23 or 26 per name just changing the first initial, but your thing opens other possibilities.




RichardAckermann -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/20/2018 7:19:24 AM)

A list of names for other nations would be helpful for me, too.




traskott -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/20/2018 7:38:57 AM)

Poor Ruprecht Weber, morale 3...

Amazing work btw :)




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/23/2018 1:47:01 AM)

This may not look like much, but this is an autogenerated CSV file loaded with WITPLoad-AE.

while UnitNumber <= 150: #Make 100 US Cruisers.
#UNIT NUMBER NOT RANDOMLY GENERATED
MakeShip(out_file,UnitNumber,AmericanCruiserNames, 419) #Output File, Unit Number, Rank, Nationality, CommandType
UnitNumber = UnitNumber+1


[image]local://upfiles/18450/52B0C2183A86442392E4580267445EA2.gif[/image]




Dili -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/23/2018 5:29:07 AM)

Maybe i missed but Ryan how to add to existing database without erasing what already exists?




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/23/2018 5:47:00 PM)

quote:

ORIGINAL: RichardAckermann

A list of names for other nations would be helpful for me, too.


The file attached to this post includes:

US City Names (246 names) for Cruisers
Civil War Battles (48 names) for Carriers/etc
Old Navy Names (38 names) for Battlecruisers/Carriers, etc
Revolutionary War Battles (23 names) for Carriers/etc
US River Names (175 names) for frigates, or whatever
US Sub Names (304 names) for submarines.

German Names (449 first, 2,232 last)
French Names (646 first, 918 last)
Italian Names (124 first, 231 last)
Chinese Names (130 last)
Japanese Names (1,087 first, 613 last)
American Names: (1,354 first, 5,545 last)




RichardAckermann -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (6/24/2018 8:11:01 AM)

Most excellent! Many thanks for it.




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 2:40:04 PM)

Wandered off due to internet connection problems and started looking at making a unified device list. [:'(]

Took a ballistics engine I put together from an old 1982 WARSHIPS international BASIC program together with a Thompson F Formula Ballistics formula; and well.... [8D]

From reading around elsewhere in the forum (and my own investigation using the ballistics program), the values in WITP are for side armor (0 degree obliquity) penetration at about 5000 meters.

The difference in penetration values between larger caliber guns and small caliber guns is not because big guns are computed at 5000m and the small ones at 1000 meters...

...its because smaller caliber guns by WWII did not actually have specific AP shells assigned/designed for them -- they were mostly (as in the case of 5"/38) shells designated AAC (Anti-Aircraft Common), Common, and Special Common -- projectiles designed to provide the destroyer/small craft fleet with an "average" projectile that could be used for Anti-Aircraft Action, Surface Bombardment Action, and Anti-Surface Action -- via simply changing the fuze -- at the cost of pure AP penetration.







Dili -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 2:52:00 PM)

Ryan are you aware of Nathan Okun facehard and several other application and his research? http://navweaps.com/index_nathan/index_nathan.php

I employed Facehard for my calc.




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 4:43:40 PM)

Yes, I'm aware of FACEHARD; I downloaded it and tried it out. But it was a little bit too complicated.

My rolled app can munch on CSV files and then spit out CSV files, like so:

Making generating large numbers of data easier.

I'm still thinking out accuracy.

[image]local://upfiles/18450/76272A836178409BAA77DAF228FA0C16.gif[/image]




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 5:02:43 PM)

The last time I was messing around with my ballistics handrolled program, I got this for the 20mm Oerlikon:

Vertical: Altitude in meters
Horizontal: Range in meters from firing point.

Grey line: 1.5 Second Time of flight for 20mm Oerlikon round
Orange: 5 second Time of flight for 20mm Oerlikon round
Blue Line: Ballistic Limit for 20mm Oerlikon round

It seems that TOF is key for implementing "effective AA ceiling"

BTW; 2000m = 6561.68 feet -- in WITP-AE, the ceiling of 20mm Oerlikon is 6200 feet. [8D]



[image]local://upfiles/18450/C414D663DB09476AA7E46A778B815EBF.gif[/image]




Dili -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 9:01:38 PM)

Wouldn't gravity certainly make more difference in range vs height(altitude)?




RyanCrierie -> RE: ARTPACK -- A WITP:AE Plane Art Repacker (7/4/2018 10:39:50 PM)

Dili, this is an official representation of Japanese Anti-Aircraft Envelopes from U.S. Naval Technical Mission To Japan - U.S. Naval Technical Mission to Japan report O-1, O-44

[image]local://upfiles/18450/AA552746F780400E8C7CB3D73A084C89.gif[/image]

You can see that it curves like mine, albeit a bit more crudely.

The reason for the curves is this:

At 0 meters range, the gun is firing 90 degrees straight up; the shell is going up until gravity halts it's motion and it begins to fall back to earth. That's why the shortest range has the highest altitude for ballistic performance limit.

Firing the gun at say, 85 degrees means that it doesn't go up as high as the 90 degree shot, but it has greater horizontal range before the shot stops going up and falls back to earth.

The reason for the curve curving back after the "halfway" point is because the gun is now firing much closer to the horizontal -- the trajectory of the shell does not go up as high before it falls back to earth -- at 1 degree elevation, the maximum altitude reached before gravity starts pulling the shell down is not very high.




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