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-   -   [REL] USS Brooklyn Light Cruiser (https://www.subsim.com/radioroom/showthread.php?t=141541)

peabody 08-31-08 02:26 PM

[REL] USS Brooklyn Light Cruiser
 
I am releasing the Brooklyn Light Cruiser.

http://home.roadrunner.com/%7Epeabody/SH4/Brooklyn.jpg

I included a Single Mission to attack a Japanese Convoy, with 2 DDs to assist, so make sure of your target.
Make sure you don't fire the torpedo, you WILL explode.:lol:

There is a readme for install if you need it. Simply extract to your MODs folder and enable with JSGME.
Thank to W4lt3r for the range fix included. Also have raised some of the ammo levels.
It has one playable front Turret and two playable AA guns.

One note: While I was searching the net for the range of the ship without refueling, I discovered that the Brooklyn never served in the Pacific. Don't know why it was included in the game, but I was 90% complete with it, so I finished it.

http://files.filefront.com/USS+Brook.../fileinfo.html

Hope you enjoy it.

Peabody

Nokia 08-31-08 02:35 PM

Fantastic work! :up: Gonna test it before I go to sleep.

ivank 08-31-08 03:03 PM

great job! cant wait to use it! I was going to make it but instead started the Fiji class

Webster 08-31-08 03:14 PM

first time i got around to trying a playable ship :up:


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.

mrbeast 08-31-08 03:17 PM

Quote:

Originally Posted by peabody
...One note: While I was searching the net for the range of the ship without refueling, I discovered that the Brooklyn never served in the Pacific. Don't know why it was included in the game, but I was 90% complete with it, so I finished it.....

Although the USS Brooklyn indeed did not serve in the Pacific several of her sisters did, seeing quite a bit of action, so I think she was included as a generic US CL type.

Incidently the General Belgrano was the ex USS Phoenix, a Brooklyn class ship, and IIRC was at Pearl Harbour on 7th December 1941.

clayp 08-31-08 03:31 PM

Great fantastic work bud....:up: :sunny:

peabody 08-31-08 03:51 PM

Quote:

Originally Posted by WEBSTER
first time i got around to trying a playable ship :up:


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.

Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean.:oops: edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Edit: if you are talking about the range finder on the gun itself, it is there, mouse wheel.

As for the playable turret. The turret is a 'deckgun' and only one is playable. If you select the AA next to it, you will have two buttons to select. One starboard, one port. Both the same type of gun Twin 20mm but different sides of the ship.

@MrBeast: Thanks for the info.
@Ivank and Nokia. Thank you hope you enjoy it.

I wish I knew more about doing damage on these things but unfortunately I don't.
Peabody

UrPeaceKeeper 08-31-08 04:22 PM

Talk to Rucco, did you ever find the issue with using these in the Campaign? Right now the Iowa is resigned to "war patrols" and missions which is kinda lame :P I want to unrealistically start off with the USS Iowa in 1941 :D This could be fun provided it could be used in the campaign.....

Webster 08-31-08 05:08 PM

Quote:

Originally Posted by peabody
Quote:

Originally Posted by WEBSTER
first time i got around to trying a playable ship :up:


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.

Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean.:oops: edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Peabody

yes the uzo, i use it to get range estimate for deck guns then adjust from there.

the binoculars dont show the range on its screen so its hard to judge a starting range.

the AA gun, im using 1.5 with no other mods and i only have 1 AAgun button
next to my deck gun button.

as for the mod, yes i like it a lot.

one suggestion though, simply remove all torpedos, by having zero inventory, you cant accidentally shoot one because you dont have any.

also since your using deck guns at long range you should double the zoom level on deck gun sight so its visual sight can see the ships your shooting way off on the horizon, as it is now they are barely visable to me yet im under fire from them so i think that needs to be looked at.

also what do you mean when you say "I wish I knew more about doing damage on these things but unfortunately I don't." what kind of damage? hit points and armor or ship damage modeling?

peabody 08-31-08 06:08 PM

Quote:

Originally Posted by WEBSTER
Quote:

Originally Posted by peabody
Quote:

Originally Posted by WEBSTER
first time i got around to trying a playable ship :up:


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.

Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean.:oops: edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Peabody

yes the uzo, i use it to get range estimate for deck guns then adjust from there.

the binoculars dont show the range on its screen so its hard to judge a starting range.

the AA gun, im using 1.5 with no other mods and i only have 1 AAgun button
next to my deck gun button.

as for the mod, yes i like it a lot.

one suggestion though, simply remove all torpedos, by having zero inventory, you cant accidentally shoot one because you dont have any.

also since your using deck guns at long range you should double the zoom level on deck gun sight so its visual sight can see the ships your shooting way off on the horizon, as it is now they are barely visable to me yet im under fire from them so i think that needs to be looked at.

also what do you mean when you say "I wish I knew more about doing damage on these things but unfortunately I don't." what kind of damage? hit points and armor or ship damage modeling?

Tried the remove all torpedos, it crashes. I had only one and I removed it and CTD. Put it back in and all is well. I am going to try something that I forgot to do, I am going to try putting a torp in the stern storage, since it won't load into the forward tubes and see if that will work.

Ok, UZO and TBT are the same thing right? No problem, like I commented, left out on purpose, but easy to put in. Wasn't thinking of using for range. I hardly ever use the deck gun on the sub so I didn't even think of it.

The deck gun zoom increase, I have never tried, so I don't know how to do it, I will look and see if I can figure it out.

The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.
http://home.roadrunner.com/%7Epeabody/SH4/aa.jpg

Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody

Webster 08-31-08 07:02 PM

Quote:

Originally Posted by peabody
The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.
http://home.roadrunner.com/%7Epeabody/SH4/aa.jpg

Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody

ok so your using the blue buttons to switch AA guns, you should add that to your read me because it wasnt clear thats what you were supposed to use. i noticed that the stock game switches AA guns for you by just reclicking the AA button so maybe you just need to use a sub equipt with with 2 AA guns and you wont need the extra buttons.

as for the damage zones try PM "swdw", he is working on this: http://www.subsim.com/radioroom/showthread.php?t=131623

hes also working with rfb team so im sure you two can compare notes

peabody 08-31-08 07:35 PM

Quote:

Originally Posted by WEBSTER
Quote:

Originally Posted by peabody
The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.
http://home.roadrunner.com/%7Epeabody/SH4/aa.jpg

Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody

ok so your using the blue buttons to switch AA guns, you should add that to your read me because it wasnt clear thats what you were supposed to use. i noticed that the stock game switches AA guns for you by just reclicking the AA button so maybe you just need to use a sub equipt with with 2 AA guns and you wont need the extra buttons.

as for the damage zones try PM "swdw", he is working on this: http://www.subsim.com/radioroom/showthread.php?t=131623

hes also working with rfb team so im sure you two can compare notes

The sub does have two AA guns that's the only reason there are two buttons. I didn't add the button. I never knew about the switch with the second click but I tried it and on my sub if I'm on #2 I can go to #1 but if I click again I don't go back to #2. Or if on 1 I go to 2. But for some reason the ship will do that from #2 to #1 but not from #1 to #2. Strange.
Thanks for the info, learned something new. I'll check out that post. Thanks again.

Peabody

Demon777 09-01-08 02:58 AM

When getting into action, the only turret that will fire shells would be the playable one, I
suppose? Others will make no fire at all, even by AI?

P.S. Great job Peabody, THANKS for a wonderful cruiser!

peabody 09-01-08 11:18 AM

Quote:

Originally Posted by Demon777
When getting into action, the only turret that will fire shells would be the playable one, I
suppose? Others will make no fire at all, even by AI?

P.S. Great job Peabody, THANKS for a wonderful cruiser!

All the guns fire. If you get a popup screen like "Warship Spotted" select Engage. If you don't get the screen, you are probably not close enough. You can either select the deckgun and click the man the deck gun icon and fire at will icon. (same for the AA) or you can put them at Battlestations and they will man the guns, then give them the "fire at will" command. They will start firing when you are within range. If it is very foggy or raining, you may have to use the binoculars to find the ship and hit the spacebar to select it. A yellow marker will appear on your target. You may lose contact and have to repeat this in bad weather.

Make sure you do 'fire at will' for both deckguns and AA (flak) in case a plane comes over, although you usually get a screen when a plane approaches asking if you want to dive or engage.
If you get the popup the man the guns and fire at will are selected automatically so don't press them again or you will be telling them to cease fire.
All the guns including the AA work, not just the playable ones.
Just make sure you don't fire a torpedo by accidently hitting the enter button, you will blow up. I am going to try to do a fix for this so at least it doesn't hit you own ship. I may have it go ahead and fire but move it away from the ship.

Edit: one additional note. Because of the position of the guns on the side and rear, be aware of your heading so you can turn to allow all guns to be able to aim at the target. A straight in approach and the side guns can't hit the target so they don't shoot. In real life they used a technique called "cross the T" They would try to cross in front of another ship (expecially BBs) so you could bring ALL your guns to bare, but the enemy could only use the forward turrets. And even though you gave them a broadside shot, the distance to actually hit you had to be very accurate, because you are not very wide, so some zigzagging and it was hard to hit you. But in the game it doesn't seem to work very well. So I usually use a slight angle so the side guns can shoot and it is usually enough on this ship so the rear turrets can shoot too. On some playable ships the rear turrets can't turn as far forward as these do.

Thank you for your comment. Now you will like it even better with all the guns firing.

Peabody

Demon777 09-01-08 01:29 PM

AWESOME! :cool:

Just tested USS Brooklyn in war patrol. So this will be quite a 'brief' report due to emotions. I've chosen the mission to take US agent to Singapore :rotfl:
Of course, in terms of strategy and tactics this was a suicidal voyage, but I wanted to see the cruiser in battle, trying to break through enemy forces. Notwithstanding that I didn't manage to fulfill primary objective (poor James Bond :)), the results of my 'epic sea battle' are impressive I think...

USS Brooklyn-class criuser had been sunk, but before it... she shot down 4 planes, sank 3 freighters, a medium-size passenger liner and after that Brooklyn faced 5 IJN destroyers. Some of them were escorting a convoy, some were in coastal guard. The cruiser sank 3 of them, but other two finally killed me.


P.S. I need to note that the reason of my ship's death was it's 'submarine' damage model. I was left out of all engines in the very beginning by suffering just 2-3 hits in the hull. These hits were not direct, but somehow this totally disabled all my turbines with no chance to repair...

P.P.S. Peabody, could you tell me pls... can I leave this mod while having career saved record? It seems conflicts may occur. Anyway, tnx again for the ship! :up:


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