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Old 06-01-15, 12:28 AM   #46
fithah4
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Default Hue of world map

Fred this is most likely a question for you. After seeing the mods done to the world map my thought was , could the red hue that simulates nighttime be changed slightly darker? I know you could just look and the chrono but if in deep enemy territory would read on Pearl Time Zone . This might be eye candy but just a thought.

Other thought was is it coded only for bases and contacts danger ( RED ) instead of Red for IJN and Blue for the U.S. While playing the INJ side to show favor of ensign of Imperial Japanese Navy and ports?
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Old 06-01-15, 03:08 PM   #47
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Hey again, I think that some nations in SH4 need some more ships! Like the Netherlands, they a played a big roll in the Java Sea Campaign, some ships that would be nice to see would be the De Ruyter and the Java class and, if someone would like to add it, the light cruiser-destroyer leader "Tromp", as well as the admiralyn class destroyers. Some more neat things to see could be, the possibility to see enemy and friendly subs at sea, but not just American subs, if your up for it, it would be cool to see some Dutch K and O boats and some British subs at sea and of course some enemy subs. Another small thing, I think you should add in an optional mod that adds the airfield markings like in NMMO.
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Old 06-01-15, 03:12 PM   #48
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Quote:
Originally Posted by fithah4 View Post
Fred this is most likely a question for you. After seeing the mods done to the world map my thought was , could the red hue that simulates nighttime be changed slightly darker?
I assume it could, but I wouldn't know which file to edit.

Quote:
I know you could just look and the chrono but if in deep enemy territory would read on Pearl Time Zone . This might be eye candy but just a thought.
Huh???

Quote:
Other thought was is it coded only for bases and contacts danger ( RED ) instead of Red for IJN and Blue for the U.S. While playing the INJ side to show favor of ensign of Imperial Japanese Navy and ports?
The Nav Map Make-Over v2.1 mod does something like that.

http://www.subsim.com/radioroom/down...o=file&id=3586
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Old 06-01-15, 11:58 PM   #49
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Originally Posted by avers View Post
Hey again, I think that some nations in SH4 need some more ships! Like the Netherlands, they a played a big roll in the Java Sea Campaign, some ships that would be nice to see would be the De Ruyter and the Java class and, if someone would like to add it, the light cruiser-destroyer leader "Tromp", as well as the admiralyn class destroyers.
If I'm not mistaken, RSRDC has the De Ruyter, Java, and Admiralyn classes.


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Old 06-02-15, 12:47 PM   #50
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If I'm not mistaken, RSRDC has the De Ruyter, Java, and Admiralyn classes.


Yes RSRDC does........I'll be adding them as permission to the original author's allow.

My intention is to add several of the different sub models to the game. Have them "classed" as regular ships so they will be seen surfaced, and following routes. Capable of being torpedoed as any other. Penang sounds like a good patrol mission destination to me.
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Old 06-02-15, 02:19 PM   #51
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Another thought...seems like standard operating procedure was to have some kind of escort when departing (and approaching) home ports. Don't know if there would be any interest in this, but I think it would be cool to have the first part of your mission be to rendezvous with a friendly destroyer just outside of Midway (or Pearl, Brisbane, etc.) and stay in formation with it for 50 miles or so (until it turned back) and we were officially on patrol!

(Would be much more difficult to meet up with an escort on the way home I'm thinking.)

As an aside, I like looking at the actual (albeit modern) charts of Pearl and Midway etc. here:
http://www.charts.noaa.gov/OnLineVie...werTable.shtml


Last edited by pdiddy; 06-08-15 at 08:05 PM.
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Old 06-08-15, 12:41 PM   #52
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Just wanted to let you know I found NFL scores from WWII. It also appears we can add other NFL news too as during the war a couple of teams merged for awhile in order to be able to field full rosters. Others appear to have changed names, so it won't have to be just scores if you want.

Haven't looked for college football yet.
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Old 06-08-15, 03:21 PM   #53
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I've been working on the terrain file to make the coral atolls more ... atoll-esque. Truk had already been done, so I started with Midway and plan to do Palau and the Marshall-Gilberts next. I'm simultaneously revising the RSRDC routes to not run aground so much. Are you interested in incorporating the end result?
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Old 06-08-15, 04:20 PM   #54
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Quote:
Originally Posted by CapnScurvy View Post
Yes RSRDC does........I'll be adding them as permission to the original author's allow.

My intention is to add several of the different sub models to the game. Have them "classed" as regular ships so they will be seen surfaced, and following routes. Capable of being torpedoed as any other. Penang sounds like a good patrol mission destination to me.

Is it possible to set a number, say the enemy sub draft to a negative number for example, so it travels underwater?

So you could have an actual underwater duel! I guess the only problem would be that the enemy sub would never surface since it doesn't have the AI for that.
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Old 06-08-15, 07:49 PM   #55
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Quote:
Originally Posted by Crannogman View Post
I've been working on the terrain file to make the coral atolls more ... atoll-esque. Truk had already been done, so I started with Midway and plan to do Palau and the Marshall-Gilberts next. I'm simultaneously revising the RSRDC routes to not run aground so much. Are you interested in incorporating the end result?
Yes.

If you've looked at RSRDC's Truk Island ship route terminal ending, you'll see many times they end outside the coral reef's. The trouble is trying to navigate the few "gateways" between the reef to enter the harbor without running aground; or running into another AI ship that's either coming in, or going out the same passage. If you've already looked at Truk and fiddled with the waypoints/reef obstacles, then I won't need to do them......or any other you chose to look at. Thanks!

Looking at a couple of Campaign ship routes.....here's what I mean:



The ship route the mouse cursor is pointing to MAY not run aground as it passes the nearby island mass. The same route further along.......I don't think so! Lucky it's near the terminal end of this merchants route



Same with the Task Force that's making a route through the Jap Islands in early 1943.......not going to make it plowing through this smaller island.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"

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Old 06-08-15, 08:01 PM   #56
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Originally Posted by CapnScurvy View Post
Yes.

If you've looked at RSRDC's Truk Island ship route terminal ending, you'll see many times they end outside the coral reef's. The trouble is trying to navigate the few "gateways" between the reef to enter the harbor without running aground; or running into another AI ship that's either coming in, or going out the same passage. If you've already looked at Truk and fiddled with the waypoints/reef obstacles, then I won't need to do them......or any other you chose to look at. Thanks!

Looking at a couple of Campaign ship routes.....here's what I mean:



The ship route the mouse cursor is pointing to MAY not run aground as it passes the nearby island mass. The same route further along.......I don't think so! Lucky it's near the terminal end of this merchants route



Same with the Task Force that's making a route through the Jap Islands in early 1943.......not going to make it plowing through this smaller island.

Exactly. I think I've had to modify every file I've opened so far
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Old 06-08-15, 08:13 PM   #57
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Originally Posted by james_nix View Post
Is it possible to set a number, say the enemy sub draft to a negative number for example, so it travels underwater?

So you could have an actual underwater duel! I guess the only problem would be that the enemy sub would never surface since it doesn't have the AI for that.
I don't think the draft would have anything to do with it.

The trouble with AI submarines is they are defaulted to travel at periscope depth.......that's why we don't see any of the subs in the Museum (playable or AI) surfaced. They, unlike the surface ships, are defaulted to travel below the surface. To have them appear at all above water, they will need to be re Typed/Classed. This will limit their capabilities (if they sink below a certain depth......their considered sunk as any surface ship would), but they will be able to be seen (which they aren't as they stand now).

Frankly, the game left the AI subs out of the game completely except for the Museum display. Having them traveling surfaced, with deck gun armament, and possibly firing torpedo's as defense will be an improvement.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 06-09-15, 05:09 AM   #58
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Quote:
If you've looked at RSRDC's Truk Island ship route terminal ending, you'll see many times they end outside the coral reef's. The trouble is trying to navigate the few "gateways" between the reef to enter the harbor without running aground; or running into another AI ship that's either coming in, or going out the same passage. If you've already looked at Truk and fiddled with the waypoints/reef obstacles, then I won't need to do them......or any other you chose to look at. Thanks!
Plus, if the route is for a convoy and it is spawned because the player is nearby, it will sail in formation and be much wider, increasing the chances of a ship running aground.

Tight places have always been a huge problem, not sure if it can be really completely solved.

Quote:
The trouble with AI submarines is they are defaulted to travel at periscope depth.......that's why we don't see any of the subs in the Museum (playable or AI) surfaced. They, unlike the surface ships, are defaulted to travel below the surface. To have them appear at all above water, they will need to be re Typed/Classed. This will limit their capabilities (if they sink below a certain depth......their considered sunk as any surface ship would), but they will be able to be seen (which they aren't as they stand now).

Frankly, the game left the AI subs out of the game completely except for the Museum display. Having them traveling surfaced, with deck gun armament, and possibly firing torpedo's as defense will be an improvement.
Since you can't have both things (Though IIRC Privateer managed to get a sub that dived) I would create both surfaced and submerged versions of the same unit. Why? Because with the first ones you can represent the guy you catch in the surface unaware and kill him, while the 2nd allows you to suffer the dangers of being the hunted by a sub that spotted you and dived to attack. Those were the two situations commanders of the time faced, the only thing you won't be able to recreate is the surfaced one crash diving when he sees you. Or maybe yes if you manage to change the direction of movement when obeying the rudder and evasive maneuver makes him dive instead of zigzagging.
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Old 06-09-15, 11:48 AM   #59
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The SH1 enemy subs sailed on the surface and submerged if they detected you. They would even wait to ambush players.

I pleaded with the Dev's to spend some time playing SHCE, but, 'no' : )

Too bad about the SH4 AI.
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Old 06-09-15, 07:54 PM   #60
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I've finished with Midway and am hard at work on fixing the shipping lanes to avoid running aground. After that, I plan to fix the coral reefs in Palau, the Carolines, the Marshalls, the Gilberts, the Hawai'ians, the Great Barrier Reef; Fiji, Tonga, Noumea, and French Polynesia can get done later. I also plan to add in Tulagi Island and Ball's Pyramid, and fix the coastal artillery in Australia and New Zealand. Is there anything you would want added to/subtracted from this work-list?
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