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Old 12-23-05, 06:03 PM   #16
Palindromeria
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Quote:
Originally Posted by Hitman
Quote:
then ram a bb
So you found a way to have human controlled kamikazes
when i changed the escorts from dd to plane i didnt add altitude.

I noticed they fly really low and i think they crash into the sea
prematurely because wingtip meets wave during a turn.

so after telling the planes to fire their torps just
set up a collision course with enemy via the waypts.
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Old 12-24-05, 12:26 AM   #17
LeroyJ
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I've done this too but I've only used the planes so far for looking for the enemy. My problem is if my plane gets shot down and I change stations the game crashes to a blank screen. Its rather annoying to finally find the enemy and set an intercept course and then lose the game just because my search plane got a little to close to the target. Does this happen to anyone else? Probably not since no one has mentioned it yet. Perhaps it is just something with my machine.
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Old 12-24-05, 11:15 AM   #18
Palindromeria
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Yah these missions crash a bit here as well, Leroy, primarily when changing stations or issuing an order to the plane / sub.
the game was not designed to use these so its no surprise.
flag transfer is a no no obviously.

a short mission is a good for a laugh

for plane, setting altitude to 300 does seem to reduce plane crashing into sea. in the mission below it flew to iceland and back twice b4 telling me out of fuel. put a semicolon in front of altitude to ram the merchant

the controlled escort works with a sub as well !
a surfaced sub can be ordered to attack with gun
but you cannot tell it to dive or surface
Upon ordering torp attack it will fire 1 torp per time you order it,
allowing you to select multiple targets.
sub depth setting appears to have to be approx 4 - 5 LESS then intended as DC is adding this amount for whatever reason. if sub too deep it doesnt "see"...

one could set up a "controlled wolfpack" in DC with this
or suicide ijn midget subs



i didnt get to it but using some of the script
from the box UGS 6 multi mission will set up the
your escortplane sub (whatever) as merely controllable bots
they accpet orders but you cannot flag transfer.

also havent tried using a gunemplacement like this yet.
but it prolly works too.

any way

; copy, paste, save as DDwplanensub.sdf
; Mission generated by Kriegstanz Developer 2.6.19
; Created: Sat 24 December 2005 10:19
; Theatre author: Palindromeria
;
[SCENARIO]
Date = 19440123
Time = 1044
TitleEnglish = DDwplanensub
TitleGerman = DDwplanensub
Origin = -15.093733,58.093465
InitialZoom = 5
Weather = CLEAR
Preprocess = FALSE

[SIDE1]
Alignment = ALLIES
Name = Allies
Doctrine = AMERICAN

[SIDE2]
Alignment = AXIS
Name = Axis
Doctrine = GERMAN

[SIDE3]
Alignment = NEUTRAL
Name = Neutral
Doctrine = Neutral

;
; Groups
;
; Plot = Escort
[GROUP1.2]
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Escort
[GROUP1.3]
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Destroyer group
[GROUP1]
Commander = HUMAN
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Position 1
[GROUP1.1]
Commander = HUMAN
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Position 2
[GROUP2]
Type = SHIPSQUADRON
UnitType = Merchant
Side = 2
Name = Surface group
Nationality = Germany
Order1.1 = SPEED,EXACT,3.33

;
; Units
;
; Plot = Position 1
[UNIT1]
Group = 1.1
TypeAbrev = DD
IconName = NSHIP
Control = HUMAN
Orientation = 90
Class = NDDWickes
Name = DD115 Waters
Designation = 115
Location = -15.169432,58.097639
Fuel = 1
Multiselect = TRUE
Flag = TRUE
Guide = TRUE
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Escort
[UNIT2]
Group = 1.2
TypeAbrev = DD
IconName = NSHIP
Orientation = 90
Class = ATBAvenger
Name = ATBAvenger
Designation = 479
Location = -15.145715,58.097639
Altitude = 300
Fuel = 1
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Escort
[UNIT3]
Group = 1.3
TypeAbrev = DD
IconName = NSHIP
Orientation = 90
Class = NSSSclass
Name = Satyr
Designation = 369
Location = -15.145715,58.086074
Fuel = 1
Depth = 8 ; sub will be approx 5 meters deeper than listed
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Position 2
[UNIT4]
Group = 2
TypeAbrev = FC
IconName = MSHIP
Orientation = 0
Class = MPPTroopTransportGE
Name = Blech
Location = -15.018034,58.100855
Fuel = 1
Flag = TRUE
Guide = TRUE
Display = DO_NOT_SHOW
BoilersHot = TRUE
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Old 12-26-05, 08:51 PM   #19
LeroyJ
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Palindromera,

Thanks for the small mission. That is what is so great about the game You can try so many different things because it is so easy to modify. Even though it is an "old" game. It is a great step up for me since my previous sea battle sim was Task Force 1942.
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Old 01-02-06, 01:33 AM   #20
GlowwormGuy
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Default isn't it though, Horsa :)

Well I don't suppose that the technology or knowhow to change the number of guns in the turret or the turret placement or all those esoteric arts has suddenly become available... has it?

Mountbatten
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Old 01-04-06, 09:42 AM   #21
horsa
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Quote:
Well I don't suppose that the technology or knowhow to change the number of guns in the turret or the turret placement or all those esoteric arts has suddenly become available... has it?
It's available but not particularly accessible.

Serg has created a considerable number of modified ship model by hex editing. Comparing the hex information of modified with unmodified files would tell anyone what has been done to affect the changes. Nobody pretends that it's easy, but a determined investment in time for someone with the patience and aptitude for this sort of thing would unlock its secrets. A "Users Manual" by Serg is not necessarily the answer either. Apart from the time investment needed to create such a manual it would still require a fair degree of application for someone to make practical sense of it. My own experience of creating "users documents" to help folk is that they are greeted with warm thanks and appreciation but then ( for all sorts of reasons) never really used.

If you really wanted to get to grips with these skills my suggestion would be to gather together a small group of people interested in this sort of thing to form a kind of cooperative think tank to analyse Serg's files. You may then be able to address some specific questions to Serg on points that were causing particular problems.
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Old 01-05-06, 05:21 AM   #22
blumen-bts
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Willi wrote:
Quote:
In the last spring, a group of italian authors, the same that in the past created the "Alfa Tau" mod, has started a mod for Destroyer Command, wich is now about 90% finished. The mod's name will be "Mare Nostrum"
Little preview of the last units (WIP) created for "mare nostrum" mod:

Light cruiser condottieri class (II series)



Destroyer Navigatori class

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Old 01-05-06, 08:08 AM   #23
horsa
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@ Blumen-bts. Thanks for the screenshots .

I'm sure there would be several "DC old timers" on the forum here who would be interested in seeing more previews of this upcoming mod. DC never had a huge following so it's gratifying to see a major project like this coming to a conclusion (particularly now the spotlight has moved away to SH3. )

It’s kind of an old dream fulfilled . I worked with a group who sketched out a concept for a Mediterranean Mod for DC over two years ago ( coincidentally it also had the working title Mare Nostrum ) . Despite six months work it never got past the planning stage and was eventually shelved in favour of another project.

I know that the Italian groups have produced many of the Italian naval units but I wondered if the mod has attempted any better versions of the British units (particularly the BBs) . :hmm: The QE class already exists but it is among some of the most basic models that DC attempted ….. and of course the Hood also saw some service in the Med .
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Old 01-09-06, 11:19 AM   #24
blumen-bts
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The only allied unities created for the mod "Mare Nostrum" (Latin, Our Sea) are Upholder sub class and (perhaps) the Flower class corvette.
The most greater part of the job for the 3D models have been done for creating units of the Regia Marina ,that are completely absent in the game .
After the publication of "Mare Nostrum" the Spèrem group (www.maricosom.it) will be dedicated to DW (where we have already started to insert new unities) and surely to Sh3.


scuse me for my english language.
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Old 01-11-06, 12:39 AM   #25
Palindromeria
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have found using controllable subs is
far less crash prone than the controlled planes in DC.
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Old 01-13-06, 12:48 AM   #26
GlowwormGuy
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Default SH3 Moddability

Is it true that Sh3 is a lot more moddable than SH2 or DC?

By the way, I did a few things for Betasom before I 'submerged' and it's nice that they were included in their lineup. Hope they release it sometime.

Just wondering,
Mountbatten
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Old 01-15-06, 04:16 PM   #27
gotrek
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Quote:
Originally Posted by Palindromeria
have found using controllable subs is
far less crash prone than the controlled planes in DC.
Me and Canarb succeded in build a controllable plane. The only problem is the "inland flight".
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Old 01-15-06, 07:15 PM   #28
turnerg
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I'd hope sh3'd be more moddable.... after how much crap it took just to get sh2/dc to almost barely work........


I wonder if they came through on making model importing possible, with some sort of GMAX plugin i heard a rumor of.....
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Old 01-22-06, 12:45 AM   #29
GlowwormGuy
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Default Host my files please!

Hi Horsa,

Well, inasmuch as this sadly seems to be somewhat passe nowadays, I'm wondering if you'd be interested in hosting some repaints and stuff I was working on before lack of skillz regarding remodelling finally did me in. Some stuff include repainted Italian vessels, DDs and Troopships, a captured US navy destroyer turned into a Japanese patrol boat, French and Portuguese destroyer escorts and some Polish stuff.

If interested let me know where to send it all.

Best wishes,
Mountbatten
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Old 01-22-06, 07:31 AM   #30
horsa
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Sure , try this email

millichope42@aol.com

You'll prob have to send it in several packets ... I'm not sure what the limit is .
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