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Old 04-21-08, 08:42 AM   #76
Ishigami
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Nice a new version!
Which guns_radars.sim is now the "latest"?

If I’m allowed to make a suggestion about what you may want to look into after the Iowa may I mention the IJN Takao-class heavy cruiser Maya?
One of the most "beautiful" warships ever build and I think it would be a nice match after a destroyer and "two" battleships to have a real heavy cruiser. :hmm:

Btw. about my problem: The Bluescreen mentions a file belonging to my videocard driver. For the time being I switched from PE2 to Environments 4.3 Mod.
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Old 04-21-08, 09:26 AM   #77
Xantrokoles
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@ w4lt3r
okay, please upload then the complete file, not an patch
I will overwrite the link in the first post

@Ishigami

not two battleships...the Panzerschiff is a cruiser
And I guess we don't need more Ijn ships
BTW the US campaign is larger

To your bug:
Good, that this mod isn't guilty for it
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Old 04-21-08, 10:58 AM   #78
Ishigami
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I know that a pocket battleship is hardly a real battleship that’s why I used exclamation marks. But with 6x 11 inch guns it’s very well armed for a cruiser of its size, afaik only American large cruisers were better armed.

I had bug with the new textures. I got a hit from enemy frigate and the texture of the structure charged their colour to purple. It may be related to the damage model as the hit left a hole in the body:



Sorry about the full picture but Imageshack is down atm.

Ofc judging from my name I’m Japanese fanboy so I never have enough IJN vessels
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Old 04-21-08, 11:13 AM   #79
Axlwolf
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Xantrokoles,i have tryed the new 1.1 version,and i have some small issues:
1)I still have the garbled icons from 1.0(but i've fixed those a bit)

2)I have garbled texture on the rudder and screw

3)My ship became purple after one piercing hit,those that do an hole on the 3d model.I've verified that three time.The hull got pierced an my ship become purple.
It's a bit embarassing on the battlefield

4)Another small thing:when i suffer the "purple damage" the game seems to refuse to restart another mission.I can exit to the main menu but as soon as i select another mission,the loading bar go ahead a little and then CTD

Anyway,the new skin is marvelous,keep going
I really love this mod!

<EDIT> Ishigami seems to have my "purple" problem too and i see a hole under the third torpedo launcher(from bow)
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Old 04-21-08, 02:23 PM   #80
W4lt3r
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New issue regarding the ranges.
IF You are using Enviromental 4.3 mod, It also configures sim.cfg file, as well as the 1.1 DD mod.

To Avoid conflict, I suggest deleting MANUALLY Sim.cfg from Playable DD 1.1 folder and altering Following part in the Enviromental 4.3's Data/CFG Folder:

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]

Into

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=12000 ;[m]
Max fire wait=12 ;[s]

Please be advised if you suffer from short range fighting with AI ships, this should fix the issue, i'll upload an fix for this in the week, while i still attempt to adjust the accuracy rate of the gunners to bit more better, so it doesnt take 100 salvos to sink an ship.
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Old 04-21-08, 02:48 PM   #81
miner1436
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I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.

Last edited by miner1436; 04-21-08 at 03:52 PM.
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Old 04-21-08, 06:39 PM   #82
miner1436
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Default The Asashio sails again

I worked for 30 minutes on my favotire destroyer the Asashio, then I ran out of space to import 3D objects .

Watching firmly from the bridge.




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Old 04-22-08, 05:28 AM   #83
W4lt3r
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Discovered today another glitch in Gunner AI, they do not readjust the gun's "heading" and angle if they miss at medium to close range, while they do on long range. Today they shot like 20 salvos to a cargo ship that was 1400 meters away to my front portside, so i had to manually change my ship's heading to bring those guns to bear..

I'll have to check those .cfg AI files again, maybe readjusting close/medium ranges would change this bug.
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Old 04-22-08, 07:06 AM   #84
The_Pharoah
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I like the look and feel of the DD ver 1.1. I don't like the fact that I can't use anything ie. the main guns or AA - that was my fav part. unfortunately like a real navy captain, all you do is make the decisions and direct the ship for the best possible shot, etc but meh, I like to shoot stuff!

I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).

but yes, definitely an awesome step forward. hopefully in the near future we can have:

1. a working fire directing centre or whatever it was called
2. more DD-based campaigns including lots of ship vs ship action, land bombardment, escort, ferry runs down the slot, etc.
3. ability to use all the armament on the DD (main guns, AA, MGs, depth chgs hopefully)
4. different types of surface vessels - heck, how about an armed merchant?

*sigh* the list is endless but i'm thoroughly enjoying it.
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Old 04-22-08, 08:03 AM   #85
peabody
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Quote:
Originally Posted by miner1436
I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.
I only have one crew member left, they won't tell me how to shut off the alarm so I threw them overboard. I'm not up on the terms is the UZO the way you tell then what target to shoot, if it is, mine doesn't work and I have version 1.0 I think, I just d/led the new one.

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Old 04-22-08, 08:12 AM   #86
W4lt3r
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Quote:
Originally Posted by The_Pharoah
I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. I also had a ferry run from Surabaya to Manila and almost ran out of fuel before I got there (was at 1/3rd power or 8 kts ie. the lowest normal setting).
If the ranges on the fuel and AA, i can deal with those. And i suggest on taking Vierlings instead of the Type 90 Trips, because they got more range, turn faster, YOU CAN USE ONE OF THEM.. And the AA range can be easily changed, seems it is still on the 1.5 km Longest firing range, wich is kinda ridiculous for those slow Type 90's while they we're actually quite fast turning.

I'll adjust the range of the DD tomorrow and well.. how about 3x the normal range, if you want more fuel that is..

*edit* Ok, just did another war patrol and seemingly i had adjusted the close and medium ranges way too high, resulting in the massive in accuracy / unwillingness to readjust the cannon's angles and aiming points when missing a target in close range. Now they at least attempt on making corrections, but this only reduced how often this happened, so it wont eliminate the problem.

And i myself became a victim to the purple texture fubuki after taking a hit from Clemson Class destroyer's front 5" single cannon.

The ship does take damage but it's damage model doesn't update.. a fix we should look into before putting the pocket BB together?

Last edited by W4lt3r; 04-22-08 at 09:10 AM.
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Old 04-22-08, 09:48 AM   #87
Xantrokoles
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I can use the UZO and I can unactivate the battlestations, so I am sorry I can't
help you...

U wanna realease the Ashiao?
is it based on my mod?
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Old 04-22-08, 10:13 AM   #88
Axlwolf
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@ The_Pharoah
In the 1.0 version i found 17 knots as the best for long range.The ship get more than 10000 km(It seems near a real fubuki,but i found some various source,it seems the range was around 8000-9000 km)
I think it should be still right in 1.1
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Old 04-22-08, 03:26 PM   #89
miner1436
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I can confirm that when you get hit you turn purple, then when you want to play again it does CTD. As for the Asashio, well I would finish it but I ran out of import space for the node under NDD_Fubuki F.
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Old 04-22-08, 03:38 PM   #90
miner1436
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I ran out of nodes to import the 3D models to.
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