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Old 02-20-14, 09:41 PM   #61
TorpX
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They really work that well?

Hmmm........ I'm impressed.
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Old 02-20-14, 09:59 PM   #62
merc4ulfate
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I have been sunk twice now in two days by Fubuki Destroyers using their torpedoes.

If you see one turn 90 degrees to his chase course turn quickly in the opposite direction and hope for the best. I have yet to see a trail left by their fish so they are hard to spot but after my last stike I cammed below the surface to see number 4 and 5 hit me. I just couldn't believe it.
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Old 02-25-14, 06:31 AM   #63
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MUHAAAHAHAHAAAH eat that polyfiller they are killing ships now that feels great. maybe i should not implement submerged ai subs with that nasty torpedoes afterall or the game becomes a real killer. har har har laddies.
enjoy!
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Old 08-11-14, 12:53 AM   #64
Moin
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Great mod, also useful when you play ship mods!

EDIT:
More DDs for this mod: http://www.mediafire.com/download/37...doLauncher.zip

Currently only tested in RFB2 with RSRD in single missions but should also work in the campaign!

Last edited by Moin; 08-12-14 at 01:36 PM.
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Old 08-11-14, 05:19 AM   #65
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mighty niccce!
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Old 08-11-14, 03:14 PM   #66
merc4ulfate
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I'd like to see more things like this.

The AI torpedo launching submarines would be a rather interesting addition to the set. Make it real or let go the wheel.

Sometimes no matter how I play the game it can become to easy. The addition of Escorts launching torpedoes or AI submarines launching them I think relaly causes one ot adjust your battle tactics.


MORE MORE MORE


It is to bad we can not change the game in such a way as to allow al sides in the war to fight it out while the player simply does his job with a random but calculated outcome so that in some case either side might win the war. That would sure make for an interesting campaign.
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Old 08-11-14, 10:57 PM   #67
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If you're talking about playing a sub, I think the torp launching enemy subs would be far more dangerous. You might not realize you are being attacked, until it's over. With a surface ship, the shells are more of a threat.



Quote:
It is to bad we can not change the game in such a way as to allow al sides in the war to fight it out while the player simply does his job with a random but calculated outcome so that in some case either side might win the war. That would sure make for an interesting campaign.
If you mean a fictional, randomized campaign, I agree totally. It is too easy to go to point X, at time Y, and get some capitol ships. No wonder tonnages are high.

I had an idea for this sort of thing, but the amount of work and skill required to develop it is beyond me.
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Old 08-12-14, 01:46 PM   #68
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Added some allied DDs to the DL above!
I changed a bit the fire angel for the torps of all DDs!

Btw: Would also be interested in AI subs with this mod! Thanks again for this launcher!
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Old 08-13-14, 04:08 AM   #69
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isnt there a mission "submarine" for german quick missions in my mod? there should be a submerged ALFA AI, a surfaced Alfa AI and a(still to mod completely) surface permit AI.

add: i just checked the download, its the previous version, new mod with basic ai subs to do some modding on your own:

http://www.gamefront.com/files/24410...dolauncher.rar

ps Moin, how exactly did you change the firing angle and what did happen then?

best regards JH

Last edited by jhapprich; 08-13-14 at 04:26 AM.
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Old 08-13-14, 01:23 PM   #70
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Hi,
I only limited the fire angel of the torpedos! The torpedos itself running as before straight to the target!
The reason was, that sometimes torpedos bounced off the hull at some of the new DDs!
I dont want to move the launcher for some ships with a wider fuselage or edit your mod files!
So I changed the fire angel for some to:
left: 240-300
right: 60-120

For the Fletcher:
left: 260-280
right: 80-100
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Old 09-09-14, 07:17 AM   #71
keltos01
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Quote:
Originally Posted by jhapprich View Post
they run straight WITHOUT descending, which is controled by the particle generator. currently, i have added a new type93 double launcher to the guns_radars.dat that fires one torpedo at a time and is assigned to a M*-node class "cannon". to add the launcher to an existing ship, you need to edit the *.dat and *.sim. the T*-nodes need to be renamed M*, and you have to add the corresponding obj_turret to the sim. in the *.equ-file, the T*-entry must be reassigned "M*",and the "Torpedolauncher93double" will replace the connected weapon. i will upload the file today, and there will be a demo-mission with a Permit-class lookalike Black Swan with both torpedo launchers for surface and submerged combat. there will also be the single files necessary for the ship editing only,no further modding by me.this way, you will have the opportunity to edit the stock ships and to implement the launcher in your own mods.ps don`t get this wrong, but personally i am particulary happy having solved this, for now i am able to moke ai-subs a real threat in the cold war mod. thanks thedarkwraith for the initial idea!ps anyone knows how to make screenshots in win7? wanted to add pictures, but print screen wont work...hmmm
Just... A-Mazing !!!



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Old 09-10-14, 10:03 AM   #72
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I just use CTRL+F11 in game
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Old 10-08-14, 11:40 AM   #73
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I want to thank you guys for your hard work. After changing crew ratings, *.sns settings, and adding torpedo, we have really terrifying destroyers. Personally I also added 50% chance of escort presence by lone traveling ships. Now "Sonar Contact sir!" really rises heart beat.

When I was looking some info about Jap. destroyers I found this:

Battle of Badung Strait.

One of the most unbelievable (night) battle I ever heard of. 4 IJN destroyers defending 2 slow moving, damaged transport ships, against:
3 cruisers, 7 destroyers, 2 submarines and 20 aircrafts.

Allied losses: 1 destroyer sunk(long lance), cruiser and destroyer damaged
IJN losses: 3 damaged destroyers

The first Allied vessels to engage were the submarines USS Seawolf and HMS Truant. Both attacked the Japanese convoy on 18 February, but did no damage and were driven off by depth charges from Japanese destroyers. Later that day, 20 planes of the United States Army Air Forces attacked the convoy but succeeded only in damaging the transport Sagami Maru.

The Japanese were aware that their invasion convoy was likely to be attacked again, so they retreated north as soon as possible. The cruiser Nagara and the destroyers Wakaba, Hatsushimo and Nenohi were well away and took no part in the action. The last ships to leave were the two transports, each escorted by two destroyers. Sasago Maru was escorted by Asashio and Oshio; the heavily damaged Sagami Maru was escorted by Michishio and Arashio.

The first Allied group—consisting of the cruisers HNLMS De Ruyter and Java and the destroyers USS John D. Ford, Pope, and HNLMS Piet Hein—sighted the Japanese in Badung Strait at about 22:00 and opened fire at 22:25 on 19 February. No damage was done in this exchange of fire, and the two Dutch cruisers continued through the strait to the northeast, to give the destroyers a free hand to engage with torpedoes. Then Piet Hein, Pope and John D. Ford came into range. At 22:40, a Long Lance torpedo from Asashio hit Piet Hein, sinking the Dutch destroyer immediately. Asashio and Oshio then exchanged gunfire with Pope and John D. Ford, forcing the two American destroyers to retire to the southeast instead of following the cruisers to the northeast.

... I believe, that IJN forces, are strongly underestimated in stock SH4.
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Old 10-08-14, 09:09 PM   #74
TorpX
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Quote:
Originally Posted by Kermit the Frog View Post
Battle of Badung Strait.

One of the most unbelievable (night) battle I ever heard of.
That's pretty much what I thought when I read about the Battle of the Java Sea. The Allied forces were weak, inexperienced, and lacked coordination. 1942 was a very unhappy time for the Allies.

Quote:
... I believe, that IJN forces, are strongly underestimated in stock SH4.
Agreed.


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Old 10-14-14, 06:23 AM   #75
Kermit the Frog
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Hi.
I put together and slightly improved (I like to believe so) mods of Keltos, jhapprich, and thedarkwraith

Biggest problem was (I belive) targeting. Barrel pointed 1 [rad] right works when DD's firing port side, to target moving paralell. I tested it on mission with single BB Tennessee only, and result was poor.

I added torpedo turret (4 tubes) in guns_radars. I pointed torpgunbarrel at 0° and added rotation controller to torpgunbarrel in guns_radars.dat (like the one in radar) with restricted rotations -/+ 12 deg, and rotation speed 1 [deg/sec] and inertia = 0. Now DD is shooting something similar to spread :-)

US BB Tennessee (Early War) sinks after 4~6 minutes of fight.

I'm not uploading since I didn't get (and didn't ask about) any permission from Authors of this brilliant mod, and maybe they want to make it in their own way?

Just a hint from me.

Greetings
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