View Full Version : Air-attacks mod
sergbuto
11-12-06, 05:34 PM
This is the first part of the mod. This part includes 7 new aircrafts, new weapons, such as 3-inch and 5-inch (HVAR) rockets, and new 57-mm, 0.5- and 0.3-inch guns. However, the emphasis of the mod is not on new models of planes but on an improvement of their behavior and making air-attacks on U-boats more dangerous because historically significant part of U-boats were lost to an aircraft. NYGM team did a good job on that but not to the extent I would like it to have.
The important feature of this Air-attacks mod is that even when there is no bomb ordnance carried or the aircraft has run out of bombs, it will still make an attack run on the U-boat and strafe in most cases and then will return and attack/strafe again and again and again ...
AIRCRAFTS
Included are new models of
Mosquito (model by Bruno "brunosk" Escaravage, Coastal Command texture by Brian Hill/RobH. I had to reduce the model polycount down to about 4000 in accord with recommendations by SH3 Devs. Finally figured out why I could not make "proper" glass for the cockpit of this plane. If I followed the Devs recommendations accurately, the problem would never be encounted.)
Mosquito Tsetse with 57-mm gun (texture by Morten)
British Beaufighter (the model is from AvHistory 1% project, Coastal Command texture by C.Muir. I had to reduce the model polycount down to about 4000 and do some small adjustments in UV mapping)
Australian Beaufighter (texture by C.Muir)
Wildcat (model by Mauro Giacomazzi, texture from a download by Bob Chicilo. I re-did UV-mapping of the model to use the above texture)
Martlet (texture by Bub)
Hurricane MkIC (model by Mauro Giacomazzi. I did small adjustments in UV-mapping).
Planes come with specific/characteristic engine sounds and carry historically-correct armament. Distribution of the bomb ordnace and respective nodes had to be differently adjusted for each plane to make them return and attack again.
ROCKETS
Possiblity to have rocket weaponary is added to the game. 3-inch rocket ordnance become available to British planes in late 1942. They start to carry rocket racks under the wings. The rockets have the proper characteristics and When fired can be seen flying in 3D (if you are fast enough). Wildcats start to use 5-inch HVARs in the end of 1943.
GUNS
New guns are added to the game, such as 57mm cannon (for Mosquito Tsetse), 0.5" and 0.3" machine guns. All the aircraft guns have a historically correct amount of ammunition. For fixed guns (the ones which are not in turrets) the same trick is used as in the NYGM mod to make aircrafts strafe more often. Although, I started to use such a trick long ago, I now use angle values as in the NYGM mod because found them best suitable for the purpose. Therefore, Der Teddy Bar and the NYGM team should get credits for that.
However, the difference in my mod is that the guns will, whenever appropriate, fire simultaneously (say, all the four 20mm cannons fixed in Hurricane wings will fire altogether whenever the pilot decides to strafe) which how it was in RL. I actually like how Wildcat uses its guns. During the war, pilots prefer to use only four out of six guns and save the ammunition of two outermost guns just in case due to relatively low total amount of rounds. And in the game, Wildcat mostly fires four guns throughout the strafe run, only briefly employing outermost guns in the end of the attack.
20mm shells were somewhat strengthen specifically for aircraft's 20mm guns to emphasize the danger of strafe attacks. The shell damage properties are set nearly the same as used in the NYGM mod so that credits should go to Der Teddy Bar and the NYGM team.
Download is available on my site.
A few screenshots below
Hurricane Mk1C carrying rockets in racks under wings
http://usx218.fysik.uu.se/users/Sergei/files/HurriIC_roster.jpg
Coastal Command Beaufighter with visible rocket racks mounted under the wings
http://usx218.fysik.uu.se/users/Sergei/files/Beau_roster.jpg
Australian Beaufighter
http://usx218.fysik.uu.se/users/Sergei/files/BeauAU_roster.jpg
Coastal Command Mosquito
http://usx218.fysik.uu.se/users/Sergei/files/Mosquito_roster.jpg
Mosquito_Tsetse with 6pdr cannon and two 0.3" guns above it in the nose
http://usx218.fysik.uu.se/users/Sergei/files/MosquitoTsetse_roster.jpg
Wildcat carrying HVARs under wings
http://usx218.fysik.uu.se/users/Sergei/files/Wildcat_roster.jpg
Martlet
http://usx218.fysik.uu.se/users/Sergei/files/Martlet_roster.jpg
Rocket attack by Beaufighter
http://usx218.fysik.uu.se/users/Sergei/files/Beau_rocket_attack01.jpg
Rockets are coming
http://usx218.fysik.uu.se/users/Sergei/files/Rocket07.jpg
lurker_hlb3
11-12-06, 05:50 PM
was just at your site but did not see a down load link:hmm:
bookworm_020
11-12-06, 05:53 PM
OUCH!!! That last photo makes my skin crawl.....
Tikigod
11-12-06, 06:03 PM
looks really good! skins look amazing like they could be used in IL2 :up: I have no clue how you modeled a rocket into the game...but, very cool!
My great uncle recieved an air medal in ww2 after his crew destroyed a u-boat with a B-17 bomber. I didn't know B-17's could line up in time to attack a uboat considering their size and the height at which they travel. But, his crew spotted one on the way to target radioed it in and they were allowed to break off from the rest of the formation to attack it.
Wow! Great job there Serg! As usual! :up:
THE_MASK
11-12-06, 06:06 PM
Best mod yet,thanks.
fredbass
11-12-06, 06:08 PM
Great work. :up:
HunterICX
11-12-06, 06:17 PM
:o You Maniac, you just signed the Doom for all Submarines!!!
(but great work though, )
Safe-Keeper
11-12-06, 06:32 PM
Awesome work as usual, Serg. I've been waiting for this one.
I smell MTBs armed with rockets coming my way in the near future:o...
Edit: Did you forget the /Roster files in your release, or are we meant to add those ourselves?
bigboywooly
11-12-06, 06:36 PM
WOW :o
Cool stuff Serg
Now wheres the second part :rotfl:
Only joking mate
Great stuff
JScones
11-12-06, 06:57 PM
Awesome, truly awesome. :up: :rock:
LaikaFatBum
11-12-06, 07:17 PM
I feel silly as I not find it on your web page. Does it work with TW?
THE_MASK
11-12-06, 07:20 PM
Ok , i made up a roster folder and put the mod in with JSGME but i get a ctd . Any ideas .
MY BAD , works fine with JSGME
sergbuto
11-12-06, 07:23 PM
was just at your site but did not see a down load link:hmm:
It is download number 18.
sergbuto
11-12-06, 07:26 PM
Edit: Did you forget the /Roster files in your release, or are we meant to add those ourselves?
Sorry. Forgot to put them in. I'll update the download file shortly.
EDIT: Roster files are part of the download now.
sergbuto
11-12-06, 07:30 PM
Ok , i made up a roster folder and put the mod in with JSGME but i get a ctd . Any ideas .
Need more info on ctd. When does it occur? Try to get Roster files from my updated download in a short while.
WOW! :o
Awesome work as always Sergei!
I'm just thinking about a lot of new possibilities that this will brings to gameplay and Campaign mod potential!
Many thanks!
Rubini.
sergbuto
11-12-06, 07:57 PM
Does it work with TW?
You mean NYGM? I am afraid the Library files concerning guns and shells are not compatible.
Sergei,
I noticed that you don't put these new planes on the airbases files, and if not, then they will not appears on the game automatically. If you want I can make this for you for stock game. It's a five minutes task.
(Like you said neither NYGM neither the upcoming GWX (until now) are compatible with the new library files. Only stock and perhaps GW1.1a and Uboatwar will run it now without problems)
Rubini.
THE_MASK
11-12-06, 08:09 PM
Is this for NYGM or TGW.
Sergbuto, I am looking at your SHIII mod page, and the last download in the list is #17 (PT Boats mod). There doesn't appear to be a #18 at all.:-?
Here you go AG :up:
18. Air-attacks mod, part 1: download (http://web.telia.com/%7Eu18216264/Air_attacks_mod_part1.7z)
Oh great.... just when we finally get used to bombs, guns and depthcharges from the air, someone has to throw in rockets to make things even more interesting. :roll: What's next, seaborn paratroopers? ;)
LOL..... I couldn't resist that Serg. Truely amazing work you've done. Congrats on getting rockets into the mix of things. :up:
Samwolf
11-12-06, 09:12 PM
Oh great.... just when we finally get used to bombs, guns and depthcharges from the air, someone has to throw in rockets to make things even more interesting. :roll: What's next, seaborn paratroopers? ;)
:up:
http://www.baseops.net/basictraining/navyseals/navyseals_jump_b.jpg
;)
THE_MASK
11-12-06, 10:09 PM
Is this for NYGM or TGW . Thankyou
Is this for NYGM or TGW . Thankyou
NYGM and the upcoming GWX (until now) aren't compatible with this mod.
GW1.1a, stock Sh3, UboatWar and RUB can use it without problems.
So, your answer is: TGW (GW1.x) is compatible, NYGM isn't (until now).
Anyway, let's wait for Serg's official reply.;)
Amazing work Serge.
One little question.
Is this Mod works with Living Silent Hunter?
Thanks
sergbuto
11-13-06, 03:09 AM
Sergbuto, I am looking at your SHIII mod page, and the last download in the list is #17 (PT Boats mod). There doesn't appear to be a #18 at all.:-?
There seems to be some problem on my internet provider side. Sometimes I see my updated web page, sometimes I do not (only the old one). I will try to move the download file to other location and give a direct link.
sergbuto
11-13-06, 03:30 AM
Is this for NYGM or TGW . Thankyou
The mod was not made with having specifically NYGM or TGW in mind. The mod is based on "stock" files. Therefore,it is like Rubini said just above.
The incompatibility comes from modified Library files, in particular guns.dat, .sim, .zon and shells.dat, .sim, .zon. I started to modified those before even the NYGM and TGW mods existed and since then put quite a bit of additional stuff in those files. It would be quite difficult to transfer all that stuff to NYGM and TGW files because it would mean doing triple job.
sergbuto
11-13-06, 03:44 AM
Amazing work Serge.
One little question.
Is this Mod works with Living Silent Hunter?
Thanks
I am not familiar with detailed content of LSH3. But any mod modifying guns.dat, .sim, .zon and shells.dat, .sim, .zon will be incompatible with Air-attacks mod.
Unfortunately, I forgot to put in Graf Spee guns, even though it was me who helped the authors of the Graf Spee mod to make appropriate changes in guns.dat, .sim files. So, at the moment the Air-attacks mod is not compatible with the Graf Spee mod before I put in the respective guns.
sergbuto
11-13-06, 03:49 AM
Sergei,
I noticed that you don't put these new planes on the airbases files, and if not, then they will not appears on the game automatically.
Rubini.
I did that intentionally since people may have many different configurations because it is relatively easy to tweak this part.
You are welcome to put them in.
Safe-Keeper
11-13-06, 07:35 AM
(Like you said neither NYGM neither the upcoming GWX (until now) are compatible with the new library files. Only stock and perhaps GW1.1a and Uboatwar will run it now without problems)Right. I installed it over TGW 1,1a and then added roster files and now the editor refuses to start. So TGW seems to be a no-go.
I hope this can be fixed, though, as it seems like such a truly great mod.
Mental note to self: Ask if it's compatible first, install afterwards:p.
sergbuto
11-13-06, 07:44 AM
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?
Sergei,
I noticed that you don't put these new planes on the airbases files, and if not, then they will not appears on the game automatically.
Rubini.
I did that intentionally since people may have many different configurations because it is relatively easy to tweak this part.
You are welcome to put them in.
Thanks Sergei,
I will make it and send to you first.
I will also check for any roster problems on the stock or GW installation (if really have one!).
In some hours. I'm at my work now.:up:
Safe-Keeper
11-13-06, 08:23 AM
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.
It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
sergbuto
11-13-06, 08:44 AM
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.
It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
I see.
rasmus1896
11-13-06, 09:37 AM
I installed it over TGW 1,1a and then added roster files and now the editor refuses to start. So TGW seems to be a no-go.
I hope this can be fixed, though, as it seems like such a truly great mod.
Mental note to self: Ask if it's compatible first, install afterwards:p.
mine works just well. do you use those roster files witch are in the download?
WilhelmSchulz.
11-13-06, 03:03 PM
OH MY GOD!!!!:o
Safe-Keeper
11-13-06, 06:12 PM
mine works just well. do you use those roster files witch are in the download?No, as I wrote already I added them myself, since the first upload missed them. Are you running Grey Wolves yourself?
Serg, or someone else, could you record a movie clip of a rocket attack for me? I'm not going to get this mod as it might result in me having to re-install the game for the fourth time in half the number of days.
THE_MASK
11-13-06, 06:21 PM
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.
It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
Same for me but then i downloaded the mod again with the roster files added and works fine with TGW in the museum . Could someone show me how to add to air bases please so they show uo in campaign . Thankyou .:)
bigboywooly
11-13-06, 06:33 PM
If you guys chill a little I believe Rubini is sorting some airbases and stuff out for the mod
rasmus1896
11-14-06, 01:47 AM
mine works just well. do you use those roster files witch are in the download?No, as I wrote already I added them myself, since the first upload missed them. Are you running Grey Wolves yourself?
Serg, or someone else, could you record a movie clip of a rocket attack for me? I'm not going to get this mod as it might result in me having to re-install the game for the fourth time in half the number of days.
yes, i use GW and i realy love it!:up: :up: :rock: :D
sergbuto
11-14-06, 03:55 AM
Serg, or someone else, could you record a movie clip of a rocket attack for me?
I can't do that (only more screenshots). But if someone wanted to do a movie I would suggest to use Beaufighter because it is more efficient at such attacks than other aircrafts. It is also the most dangerous aircraft in my SH3 installation right now. Only Tsetse comes close to it. I really love how Tsetse uses its 6pdr cannon. It starts to fire only when relatively close to U-boat like it knows that there are only 25 rounds for the cannon.
I can also provide a test mission which I have used for watching the attacks.
slipper
11-14-06, 04:45 AM
I really like the sound of this mod, unfortunateley i use NYGM 2.2 most of the time. Its beyond my capabilities to add this to NYGM, i was wondering if anybody was working on this or if there is a workaround, many thanks serge, for a great mod
sergbuto
11-14-06, 05:52 AM
I doubt anyone can do that except for the NYGM team itself. There are simply too many changes which only they know about.
I usually tend to only add things in and use them instead of "stock" ones whenever necessary because I think that SH3 Devs have reached overall good balance by having some unrealistic things counterbalance other unrelistic things and because the Devs have made many things interdependent. While the NYGM team does changes on changes on changes because once you changed one thing this would require to change five more to restore the balance. Therefore, if someone brings something external in the NYGM mod, some things usually get broken.
slipper
11-14-06, 06:46 AM
Thanks for the reply mate, looks like i'll have to wait to see if anyone can implement it.
.....Could someone show me how to add to air bases please so they show uo in campaign . Thankyou .:)
I already made the adaption for Stock and GW1.x for airbases, carriers and adjust on the ranges.
I sent it to Sergei first. I'm waiting his approval or at least his agreement.
Then I will post here to download or perhaps he will add it to the mod itself.
As Serg said, isn't easy to adapt it to NYGM and even to the upcoming GWX. For these mods we need to wait a bit more.
We are starting to look at the files on GWX team.
Rubini.
THE_MASK
11-14-06, 08:40 AM
I know its late but the GWX team would be nuts not to get this into the final release .
I know its late but the GWX team would be nuts not to get this into the final release .
Yes, but it's not easy. GWX have the more heavily modded Guns.dat to date.
Let's see what we get!
sergbuto
11-14-06, 12:35 PM
.....Could someone show me how to add to air bases please so they show uo in campaign . Thankyou .:)
I already made the adaption for Stock and GW1.x for airbases, carriers and adjust on the ranges.
I sent it to Sergei first. I'm waiting his approval or at least his agreement.
Then I will post here to download or perhaps he will add it to the mod itself.
As Serg said, isn't easy to adapt it to NYGM and even to the upcoming GWX. For these mods we need to wait a bit more.
We are starting to look at the files on GWX team.
Rubini.
Thanks, Rubini. Unfortunately, I have not had time to take a closer look at your file but I am pretty sure it is okay. Here is the download link
Airbases by Rubini (http://usx218.fysik.uu.se/users/Sergei/files/AAT_Bases_GWX_Stock.7z)
and when the problems with my internet provider are sorted out, I will put it up on my site.
Below is a short note by Rubini received along with the file
"Here attached the Land and Sea folder for AAt mod for Stock SH3 (also will work on GW1.x).
I also put an Air folder (optional) with adjusted MaxRadius for all planes from the mod.
I noticed that you used the max range and not the max radius (which is the one that must be used on SH3).
This is in truth a polemic issue. The real useful range for an plane on WWII is 1/3 of the max range in km: it's necesary to compute the weapons loadout and a reserve to maneuvers. This result in 1/3 of the max range.
Best regards,
Rubini."
I always thought that max range for combat planes means the point from which the plane is still able to return to the point of origin. But I might be wrong.
HundertzehnGustav
11-14-06, 12:58 PM
DUUUUUUDE
i jhust reactivated my SH a few days ago and now me, as i am a Plane nutter and complain about the crappy Hurricane attacks in 1940 , i see this????
THANK YOU A LOTTTTTTTT
weeeeha lets fast forward to 1943 !!!!!!!!:arrgh!: :arrgh!:
Kpt. Lehmann
11-14-06, 01:02 PM
DUUUUUUDE
i jhust reactivated my SH a few days ago and now me, as i am a Plane nutter and complain about the crappy Hurricane attacks in 1940 , i see this????
THANK YOU A LOTTTTTTTT
weeeeha lets fast forward to 1943 !!!!!!!!:arrgh!: :arrgh!:
Sorry to go OT... Hundertzehn Gustav... welcome back. When GWX is released... the Wellington will bomb you. If it was broken before... it works now. I had them bomb the crap out of me in testing.
HundertzehnGustav
11-14-06, 01:24 PM
HORRAY
well lets see what that wimpy does... and then the MAW Wellington by seacondor i can switch roles and DC and Torpedo the sh i t out of the Meditteranean Subs...:rock:
...I always thought that max range for combat planes means the point from which the plane is still able to return to the point of origin. But I might be wrong.
Someone have more info about this issue ( max range X max radius for a WWII airplane)?:hmm:
bigboywooly
11-14-06, 02:34 PM
Well max range would be from point A to B and back to A
But as most of the aircraft we will come across ingame will be flying a search patrol IMHO the max radius figure should be used
Yes the plane wont be able to fly as far out from base but then they didnt just fly fron A to B and back ( fighters and search aircraft that is - bombers may need to be the max range figures though :hmm:
I yet have doubts about. I'm not convinced that the max range found in an airplane specs is A to B and back to A. For me is yet the max range in straight line...
Anyway all the planes on SH3 have the main purpose as sea patrols for hunt Uboats, even the bombers like the B24. I noticed this clearly when I worked on Aircoverage for GWX, comparing it to the RL WWII aircoverage for uboat hunt: one only fit the other if we use the max range at 1/2 to 1/3.
But I can be wrong!:hmm:
bigboywooly
11-14-06, 03:26 PM
Well yes max range is in a straight line lol
But no aircraft will go from A to B and run out of fuel
So really the figure should be half max range to allow for return , although as I said earlier the aircraft arent going from A to B but in a search\patrol pattern so maybe 1/3 rd would be best all round :hmm:
For all LSH3 Users
It runs and shocking me on my patrol on LSH3. Great
Once again thanks for this cool mod:rotfl::rotfl::rotfl:
Well yes max range is in a straight line lol
But no aircraft will go from A to B and run out of fuel
So really the figure should be half max range to allow for return , although as I said earlier the aircraft arent going from A to B but in a search\patrol pattern so maybe 1/3 rd would be best all round :hmm:
Thanks BBW! This is what I think too!:up:
sergbuto
11-14-06, 03:57 PM
Well yes max range is in a straight line lol
But no aircraft will go from A to B and run out of fuel
Concerning the max range definition, what I thought is what is the point to describe the combat plane in characteristics which would only lead to the loss of the plane. Why not in terms of max operational performance?
bigboywooly
11-14-06, 04:24 PM
Well max range will be as far as you can go before you run out of fuel
As no aircraft wants to fly till it runs out of fuel it will turn around half way
The max range will still be the same only now its half one way and half the other or max radius ? lol
So now if you fly a triangular pattern the distance out from base will be even less
What a difficult issue!:D
Sorry to kidnap your thread Serg.
I will guide by my experience in redone the aircoverage in game. Like I said, to reproduce the RL aircoverage is needed to use 1/2 to 1/3 of the stock distance that are set on the airplanes files on SH3. Only this way the aircoverage will function well, as in RL, in SH3.
This is a indication that also the dev's made some confusion on max range and max radius!
Seems that Von also find this type of dev's mistake on max submerged range for uboats.
Now we just want the others parts of this great AAt mod!:up:
keep up the good work Sergei!
mkubani
11-15-06, 02:54 AM
@Sergbuto: Fantastic job there! This is how the planes should have looked in the original SH3! Way to go. I do wish you could find time and will to fix the rest of the stock models too. :up:
Oh my god thats awesome, I really really hope the GWX team can cram this mod in to their up and coming package....
Please guys, I know you been working flat out, but please! this ones a biggie :oops:
Ohoho... Again infinite discussions about guns compatibilities.
Where are our poor SSB?...
While the idea of next unified guns.dat creation has not come to his head,
i wish to tell that the problem of compatibility for the new weapon is solved very simply.
1) Original files guns.dat, sim, zon should not be edited by anybody (it is possible to eliminate mistakes only);
2) Russian community creates files (for example) GunsRU.dat, sim, zon with the russian weapon for AI units;
3) Serg creates files GunsSB.dat, sim, zon with his weapon (virt. torp ... etc.)
4) GW team creates files GunsGW.dat, sim, zon with their weapon;
5) NYGM team creates files GunsNG.dat, sim, zon with their weapon;
6) All files should be in Library folder;
Reason - simple files introduction and files tracking and full compatibility.
You think that it is a joke. Yes, but only partly.
It's RL decision of the new weapon problem.
sergbuto
11-15-06, 12:18 PM
Yes, I thought about doing my stuff in separate Library files but I found out too late that one can do that and therefore did not want to re-do it again. Also, I was not sure it may work for all the files but did not have time to test that.
denis_469
11-15-06, 12:33 PM
I think, that Anvart right. Impossible complete combinied company with new units and mods for SHIII.
Theta Sigma
11-15-06, 12:33 PM
I'm guessing this won't be part of GWX? ;)
Will it make a difference if it's installed under, or over, GWX?
I'm guessing this won't be part of GWX? ;)
Will it make a difference if it's installed under, or over, GWX?
We are mulling it over to see if it is possible
However if anyone tries to install it on top of GWX without knowning the files setup you may destroy the file structure of GWX.
fredbass
11-15-06, 12:43 PM
Jeez, it's hard enough to stay alive in GWX already. I'd hate to image how it would be if and when this mod is added. :yep: :hmm: :damn: :ping: :huh: :roll:
Yes, I thought about doing my stuff in separate Library files but I found out too late that one can do that and therefore did not want to re-do it again. Also, I was not sure it may work for all the files but did not have time to test that.
It works everywhere where for a call of object the unique name of object is used.
For an example equipment (*.eqp).
sergbuto
11-15-06, 03:50 PM
I meant Library files.
I meant Library files.
Of course.
I too.
I meant Library files.
Every root node in the library dir is indexed on startup, either by name or ID, I've added several files and referenced the objects by ID (0x0B nodes) without problem.
Ref
Theta Sigma
11-15-06, 09:41 PM
I'm guessing this won't be part of GWX? ;)
Will it make a difference if it's installed under, or over, GWX? We are mulling it over to see if it is possible
However if anyone tries to install it on top of GWX without knowning the files setup you may destroy the file structure of GWX.
Well, then I hope you can include it! (fingers crossed) :D
HundertzehnGustav
11-16-06, 04:57 AM
That Hurricane straffing with the 4 Hispano Cannons is pretty hardcore :rock:
had 3 of em coming in from different directions, WTF lost 1 officer and 2 gunners on that.:roll: :rock:
Bring on the Beaufighters!
One should get a LOT of credit for shooting one of these new Hurricanes down, dammit...
They dont give up!
Critic point, if i may.
they drop a single bomb sometimes... afaik a Hurricane IIc didnt carry those, and IF, then one under each wing. One bomb in the center, in front of the radiator, that is total insanity, technique-wise:oops:
sergbuto
11-16-06, 07:55 AM
That Hurricane straffing with the 4 Hispano Cannons is pretty hardcore :rock:
had 3 of em coming in from different directions, WTF lost 1 officer and 2 gunners on that.:roll: :rock:
Bring on the Beaufighters!
You are lucky that Beaufighters would fly alone most of the time.
One should get a LOT of credit for shooting one of these new Hurricanes down, dammit...
They dont give up!
That's the essence of this mod. Once they found you they would never leave. They would do attack runs and strafe untill out of all rounds most of the time.
Critic point, if i may.
they drop a single bomb sometimes... afaik a Hurricane IIc didnt carry those, and IF, then one under each wing. One bomb in the center, in front of the radiator, that is total insanity, technique-wise:oops:
Yes, I am aware of that. Devs used one bomb for stock Hurricane and I thought it is not correct. However, in the end I decided to leave a single bomb loadout which deserves some explanation.
Stock aircrafts would leave as soon as they used up their bomb ordnance. I wanted them to stay and strafe (mostly for fighters). However, it requires individual adjustments and testing for each aircraft because of their different bomb loadouts and respective nodes. First, I did testing on Hurricane with a single bomb loadout and found a good solution but I was not able to make equally good adjustment for the two-bomb loadout. Wildcat/Martlet actually carries two under wings but sometimes it hesitates to strafe after dropping them or it hesitates to drop them or it drops only one on the first run and then fails to find a good solution for dropping the second bomb on consequent runs because it uses high altitudes to dive. Therefore, I left a single-bomb loadout for Hurricane as a compromise but you can't see the bomb in front of the radiator on it. There could quite a few realistic reasons why the pilot would use only one bomb out of two, like there was a problem with dropping mechanism or he wanted to use the bomb for the consequent runs but never found a good solution to drop or the bomb was already used before, or there was lack of bombs in storage at the base ;) , etc.
HundertzehnGustav
11-16-06, 09:16 AM
LOL i see what you mean... and fully accept it, too!
the `canes i saw left me alone after dropping their egg, errrr Bomb on me. one circled me and after 3 minutes, left.
If you ever come around an Avro Anson, the twinengines Coastal Command Plane, or a Hudson... THOSE , i think can drop one bomb at a time, because their Bomb bays are in the center of the Plane, and do not unbalance it to one side or an other.:sunny: :rock:
I have:88) never wondered how it was to fly a Hurricane against a Uboat, drop one Bomb, have the Plane totally out of balance (caused by the weight of the bomb under the other wing) and attempt to pull out of the attack dive real hard...:x :o
Ouch... spinning out of control...
and that is the reason i accept:D your solution...
If the new Hurricane had two bombs dropping one by one, te pilot would have a hard time flying, let alone attacking!
Okay, now lets fix the Catalinas/PBYs!:know:
All in all, i have not seen any other new planes in action, but, please please, supply me with more!
An interesting thing i saw , was that at one point i also had a sole Hurricane against me (a standard one) and that , after a few minutes (in the channel area) i had air cover from a FW 200 Condor firing at the Brit. In the end, the Condor went down, (what can you do against 4x20 mm...:cry: )
I have a wish list for a BF 109-G and a BF 110-G, maybe a FW 190 A 4...
need protection in coastal areas against Liberators, Catalinas and all those bastrds...
...if you can get your hands on a model or an other...
Keep rocking!:sunny:
Now what we need, since we have Rockets, are torpedo launching Swordfishes... Bye Bye Bismarck:D
sergbuto
11-16-06, 09:50 AM
the `canes i saw left me alone after dropping their egg, errrr Bomb on me. one circled me and after 3 minutes, left.
It may happen to Hurricanes too, especially when U-boat is not moving violently. It also depends on crew rating and how good approach Hurricane had. But overall there should be a high chance that Hurricanes will stay after bombing, at least that's what testing shows on my SH3 installation.
HundertzehnGustav
11-16-06, 09:53 AM
i will see that this night, in my next 6 hours of nonstop SH III :up:
I meant Library files.
Every root node in the library dir is indexed on startup, either by name or ID, I've added several files and referenced the objects by ID (0x0B nodes) without problem.
Ref
Yes, I too.
The third identifier - the reference to caused object.
But for example the weapon which is written in files xxxxx.eqp caused on a unique name.
I hope the devs are taking notes.
Safe-Keeper
11-17-06, 08:18 PM
OK, so I've installed the mod, but I still can't for the life of me equip the planes with rockets in the mission editor. They've all got bombs or the "Basic" loudout only, even late in the conflict. Am I doing something wrong? Or is it the "Basic" loudout that's the missiles?
bigboywooly
11-17-06, 08:31 PM
Yes it is mate
You dont need to add them
Safe-Keeper
11-18-06, 06:54 AM
Air-attack demonstration: YouTube (http://www.youtube.com/watch?v=9hUyvwI8aDo) or U-bootRealSim (upload finished, link to be added).
A very simple movie I made to demonstrate a rocket attack. The battleship Tirpitzs, hiding in a Norwegian fjord, is ambushed by fighter-bombers after re-fuelling. Note that it's a fictional scenario I made up, so don't consider this a NorOps teaser.
I didn't put too much effort or time into it, as it was meant to be a simple demonstration, so it's not going to become a classic or anything. But it was meant to show the "rocket virgins" who have not experienced this awesome new weapon what it's like, not to add to the extensive library of good SubSim films, so what the Heck. It also shows how planes now use their guns, not just their heavy ordnance. Good job, Serg:up:!
Worst thing is, I don't think it turned out all that bad for a movie it took only ten minutes to make.
The only thing I really regret is how I didn't have the camera turn upwards faster after filming the people being thrown overboard from the tanker. It'd have caught a fighter streaking over it at low altitude (you get a glimpse of it in the top-left corner, but that's all).
sergbuto
11-18-06, 10:35 AM
This actually looks more impressive than what I am used to during my testing. :up:
sandbag69
11-18-06, 02:21 PM
Well done Serg! This mod is excellent.
Just a wee question. Will you be adding air launched torpedoes to the aircraft at a later date?
Thank you
sergbuto
11-26-06, 05:11 PM
Air-attack demonstration: YouTube (http://www.youtube.com/watch?v=9hUyvwI8aDo) or U-bootRealSim (upload finished, link to be added).
A very simple movie I made to demonstrate a rocket attack. The battleship Tirpitzs, hiding in a Norwegian fjord, is ambushed by fighter-bombers after re-fuelling. Note that it's a fictional scenario I made up, so don't consider this a NorOps teaser.
I didn't put too much effort or time into it, as it was meant to be a simple demonstration, so it's not going to become a classic or anything. But it was meant to show the "rocket virgins" who have not experienced this awesome new weapon what it's like, not to add to the extensive library of good SubSim films, so what the Heck. It also shows how planes now use their guns, not just their heavy ordnance. Good job, Serg:up:!
Worst thing is, I don't think it turned out all that bad for a movie it took only ten minutes to make.
The only thing I really regret is how I didn't have the camera turn upwards faster after filming the people being thrown overboard from the tanker. It'd have caught a fighter streaking over it at low altitude (you get a glimpse of it in the top-left corner, but that's all).
Concerning the movie and comments that aircrafts in the stock version are attacking in too large groups, I have two interesting quotes
"They (Beaufighters) were widely used in the Mediterranean, North Atlantic, English channel and the North Sea.The Scandinavian missions usually centred on harrassing warships and destroying cargo vessels carrying iron ore from Sweden to Germany.
Typically such anti-shipping strikes were concerted affairs made up of large groups of beaus some carrying rockets, the others (so called "Torbeaus") carrying torpedos. Generally the strike was initiated by the rocket fighters whose salvos would clear the ships' decks and suppress anti-aircraft fire. The Torbeaus would then press home the attack with mutiple torpedo runs. When the heavy ordinance was expended both types of beau would then continue the strike with strafing runs using their 4 x 20 mm cannons.
The sinking of the the Italian Liner "Rex", a 51,000 ton converted Blue Riband winner, by a flight of just 8 Beaufighters with no losses, was one of the types most successful endevours. The debriefing concluded the ship had suffered 59 rocket strikes and some 4000 cannon rounds had been fired at her."
" The TFX (Beaufighter) was capable of carrying British or American torpedos. These were used effectively against coastal shipping. The Torbeaus would attack from low level whilst being covered by Flakbeaus.
The tactics were that at least 2 squadrons would work together - one with Flakbeaus, the other Torbeaus. They would make there way at very low level (100 ft or less) from their homebase to the target. The Flakbeaus would climb to 2000 ft and then dive attacking with cannon and once available, rockets. Their primary task was to distract/disable anti-aircraft defences of the convoys whilst the Torbeaus made their torpedo runs. Later shipping moved less by day and had to be hunted out in the Norwegian Fjords where they sheltered. These were too narrow to use torpedos and the rocket became the primary attack weapon."
Redwine
11-26-06, 08:21 PM
Amazing job Sergbuto ! http://img221.imageshack.us/img221/751/1908407applaus6zz.gif http://imagehost.biz/ims/pictes/209214.gif
Will it be included into UWAC V2.0 ?
sergbuto
11-27-06, 04:59 AM
Yes, they intend to do so.
Redwine
11-27-06, 08:30 AM
Yes, they intend to do so.
So good !! http://img108.exs.cx/img108/1172/a4nvictory.gif
FIREWALL
11-27-06, 05:32 PM
Great work Sergbutto. :up: This will add alot to the sim. I'd also like to thank Rubini for his addition to add this to campains if I understand it
right.
The problem i'm haveing is I only see Hurricanes and no other planes.
It's early "42".
I did fresh install after removeing old files with patch1.4. Added sh3 commander, jsgme ,Seth's VIIC Camo 1.47 harbor and Sobers Wave
mod.
The in game museum shows all planes and all files "air,land,sea and roster
files show proper entries. I don't know what i'm doing wrong but, all I see
is stock game Hurricanes . I hope you guys can help. I know were supposed to crashdive but, I want alittle looksee at those pretty planes.:yep: :D So please help. This mod :rock:
HanSolo78
11-27-06, 05:39 PM
Great work Sergbutto. :up: This will add alot to the sim. I'd also like to thank Rubini for his addition to add this to campains if I understand it
right.
The problem i'm haveing is I only see Hurricanes and no other planes.
It's early "42".
I did fresh install after removeing old files with patch1.4. Added sh3 commander, jsgme ,Seth's VIIC Camo 1.47 harbor and Sobers Wave
mod.
The in game museum shows all planes and all files "air,land,sea and roster
files show proper entries. I don't know what i'm doing wrong but, all I see
is stock game Hurricanes . I hope you guys can help. I know were supposed to crashdive but, I want alittle looksee at those pretty planes.:yep: :D So please help. This mod :rock:
If you want them to encounter more often you have to add the planes to the airbases in "data/land/" to the corresponding country!
FIREWALL
11-27-06, 06:00 PM
Great work Sergbutto. :up: This will add alot to the sim. I'd also like to thank Rubini for his addition to add this to campains if I understand it
right.
The problem i'm haveing is I only see Hurricanes and no other planes.
It's early "42".
I did fresh install after removeing old files with patch1.4. Added sh3 commander, jsgme ,Seth's VIIC Camo 1.47 harbor and Sobers Wave
mod.
The in game museum shows all planes and all files "air,land,sea and roster
files show proper entries. I don't know what i'm doing wrong but, all I see
is stock game Hurricanes . I hope you guys can help. I know were supposed to crashdive but, I want alittle looksee at those pretty planes.:yep: :D So please help. This mod :rock:
If you want them to encounter more often you have to add the planes to the airbases in "data/land/" to the corresponding country!
Thanks for quick reply HanSolo78. I did add to all bases large to small as
per mods instructions.
Please all keep suggestions and idea's comeing. THX again:)
Capt.Crackerjack
11-27-06, 08:13 PM
:up: This level of independent effort is just sensational and so extremely professional! Full congratulations are absolutely deserved.
:ping: Have the GWX dev team discussed including these fine mods into the upcoming GWX release? Lord, I sure hope so!
Thanks much for all your fine work, Serg!:yep:
Safe-Keeper
11-27-06, 08:17 PM
:ping: Have the GWX dev team discussed including these fine mods into the upcoming GWX release? Lord, I sure hope so!They better;). And knowing them, they will.
As a side note, how would it work to add rockets to naval vessels? I know some MTBs had rocket launchers, so I'm eager to see MTBs in-game have them, too. I opened up the Beaufighter's EQP file and it had "3InchRocketGB" and "Rocket_rack1". I assume it's "3InchRocketGB" I would need to add?
Edit: I added this to the Vosper's EQP file:[Equipment 2]
NodeName=A02
LinkName=3InchRocketGB
StartDate=19380101
EndDate=19451231
[Equipment 3]
NodeName=A03
LinkName=3InchRocketGB
StartDate=19380101
EndDate=19411231Now to see if it works.
Safe-Keeper
11-27-06, 09:08 PM
Nope, not as much as a firecracker launched:cry:.
sergbuto
11-28-06, 03:27 AM
Great work Sergbutto. :up: This will add alot to the sim. I'd also like to thank Rubini for his addition to add this to campains if I understand it
right.
The problem i'm haveing is I only see Hurricanes and no other planes.
It's early "42".
I did fresh install after removeing old files with patch1.4. Added sh3 commander, jsgme ,Seth's VIIC Camo 1.47 harbor and Sobers Wave
mod.
The in game museum shows all planes and all files "air,land,sea and roster
files show proper entries. I don't know what i'm doing wrong but, all I see
is stock game Hurricanes . I hope you guys can help. I know were supposed to crashdive but, I want alittle looksee at those pretty planes.:yep: :D So please help. This mod :rock:
It is really difficult to figure out what is wrong if you have all the stuff installed including Rubuni's files (the download link can be found somewhat above in the thread). The only suggestion I have is to re-install the mod with all the related files by hand without jsgme. I guess SH3 Commander does do any random stuff to the Airbases.
sergbuto
11-28-06, 03:37 AM
As a side note, how would it work to add rockets to naval vessels? I know some MTBs had rocket launchers, so I'm eager to see MTBs in-game have them, too. I opened up the Beaufighter's EQP file and it had "3InchRocketGB" and "Rocket_rack1". I assume it's "3InchRocketGB" I would need to add?
The rockets are optimised for use with aircrafts, they will not work well on PT boats. I have thought about implementing rockets on ships, I may do it when I have more time.
BTW, British PT-boats did not carry any rockets, only American ones used them. Some russian boats carried as big as 21 cm (or so) rockets (if I remember correctly) but did not employed them against shiping but against land targets.
andy_311
11-28-06, 05:40 AM
Iv'e just one question what is the range of these rockets?What I mean I'd hate to be caught of Guard by a hurricane and the next thing you know you get 8 rockets slammed into your side.
sergbuto
11-28-06, 06:00 AM
The planes will fire rockets only while diving towards you in most of cases.
How common was this scenario in WW2?
sergbuto
11-28-06, 07:35 AM
How common was this scenario in WW2?
What scenario? The use of rockets? Read f.e. two quotations above about Beaufighter rocket attacks of shipping or take a look here
http://www.uboat.net/allies/technical/rockets.htm
Rockets were used extensively to attack surfaced U-boats leaving or entering the port. For example, on 27 March 1944 six mosquitos and two mosquito-tsetses attacked a convoy towards La Pallice, formed by U960 with a escort of four M-class mine sweepers and two Sprerrbrecher vessels. Three mine sweepers suffered light damage, U-960 was badly damaged, two Mosquitos returned home with serious damage, and one crash-landed.
Redwine
11-28-06, 10:47 AM
The main problem making the planes so deadly, is when you start up the mision and you are at dock. I am having very hard troubles with this, specially because the 'save game" bug, wich do not let to save the mission when near to port.
Air raids over docks are so deadly and very hard to survive, because you cant dive, and happens so often.
I think so in real life they was protected by sub pens, and they let the port only if no radar warning about incoming planes is present.
It is a nightmare for me in Lorient in advanced war times without this mod, with this mod i will be really in more serious troubles. :dead:
May be the air raids on ports must to be reduced, to compensate the no subpen and no early radar warning modelation of the game.
bigboywooly
11-28-06, 10:53 AM
As soon as you get " detecting radar signal " submerge and sit just above the bottom
The air attacks will soon pass
Redwine
11-28-06, 10:55 AM
As soon as you get " detecting radar signal " submerge and sit just above the bottom
The air attacks will soon pass
I never done that, are you saying they will not detect me witth "deck awash", with my conning tower out of the water ?
The main problem is we have not modelated a real subpens, with real protection, and an early warning saying to you :
"Captain... maintain subpen position, we detected some radar ecos at about 50nm away, big probability of air attack is present..."
bigboywooly
11-28-06, 10:58 AM
Most ports are deep enough to submerge completely and wait till air attack over
IIRC Lorient is
Not tried decks awash but you will be a smaller target than the escort in front of you or other ships in the port
Better than taking a beating before you leave lol
Safe-Keeper
11-28-06, 11:21 AM
Some russian boats carried as big as 21 cm (or so) rockets (if I remember correctly) but did not employed them against shiping but against land targets."Zoviet Vezzel Zighted, Herr Captain! Donnerwetter, it'z the Motor Katyusha Boat [MKB]:o!"
Concerning the movie and comments that aircrafts in the stock version are attacking in too large groups, I have two interesting quotesJust in case it was unclear to anyone, the movie uses a custom mission created by me. It does not neccessarily reflect how Beaufighters work with the Air-Attack mod in the dynamic campaign.
denis_469
11-28-06, 01:33 PM
No, russian patrol craft have 82mm rockets only from army MLRS and called "MK" - means minnen craft. Was two variants for craft fixed and no fixed.
FIREWALL
11-28-06, 01:57 PM
Great work Sergbutto. :up: This will add alot to the sim. I'd also like to thank Rubini for his addition to add this to campains if I understand it
right.
The problem i'm haveing is I only see Hurricanes and no other planes.
It's early "42".
I did fresh install after removeing old files with patch1.4. Added sh3 commander, jsgme ,Seth's VIIC Camo 1.47 harbor and Sobers Wave
mod.
The in game museum shows all planes and all files "air,land,sea and roster
files show proper entries. I don't know what i'm doing wrong but, all I see
is stock game Hurricanes . I hope you guys can help. I know were supposed to crashdive but, I want alittle looksee at those pretty planes.:yep: :D So please help. This mod :rock:
It is really difficult to figure out what is wrong if you have all the stuff installed including Rubuni's files (the download link can be found somewhat above in the thread). The only suggestion I have is to re-install the mod with all the related files by hand without jsgme. I guess SH3 Commander does do any random stuff to the Airbases.
Hi Serg :) Thx for responding. All yours and Rubini's files I did by hand.
All of other mods used jsgme. Later after posting here and continued to
play game. Returned to base seeing nothing hurricanes and left game.
The next day started and loaded game. At end of loading bar it ctd.
Just to set record straight when I do a clean install I remove all SH3
files,run a reg cleaner and defrag. Alot of work but I use this rig for
gameing mostly.
I really want to use this mod, so I hope you can help. I will reinstall
as re above and leave out other mods and try again. I am going to
get this to work and will appreciate all your help.
I expect to see this great mod in all the big packages in the near
future. :up: Have a good day
FIREWALL
11-28-06, 02:06 PM
As soon as you get " detecting radar signal " submerge and sit just above the bottom
The air attacks will soon pass
Hi BBW Great tatic ,used it myself works everytime.:up:
sergbuto
11-28-06, 03:02 PM
No, russian patrol craft have 82mm rockets only from army MLRS and called "MK" - means minnen craft. Was two variants for craft fixed and no fixed.
Actually I had in mind this kind of quote
"The 1124 and 1125 classes of gunboats were heavily armored and had tank turrets mounted on the hull. Some had mounted "Katyusha" multiple rocket launchers."
Type 24-M-8 Katyusha was used.
denis_469
11-28-06, 03:06 PM
And was seaworth craft with rocket launchers in main weapon. It is not armoured crafts type 1124 and 1125.
U-snafu
11-28-06, 05:49 PM
I can't wait to try this mod and see these beauties in game:up:
Air raids over docks are so deadly and very hard to survive, because you cant dive, and happens so often.
I think so in real life they was protected by sub pens, and they let the port only if no radar warning about incoming planes is present.
It is a nightmare for me in Lorient in advanced war times without this mod, with this mod i will be really in more serious troubles. :dead:
May be the air raids on ports must to be reduced, to compensate the no subpen and no early radar warning modelation of the game.
Redwine,
There's a way to move your start position to inside the subpen. also, have you tried this: http://files.filefront.com/Subpen_AA_Guns_Uwac17rar/;6015038;;/fileinfo.html
Do they work against this new mod?? (I have only seen them shoot down slow flying libs) Try adding more guns and changing all of them to quad 40mms set as "elite".:hmm:
1mPHUNit0
11-28-06, 06:57 PM
I don't know if they works ...i will try...
but i love they.
Molto bel lavoro, bravissimo.
Redwine
11-28-06, 07:17 PM
Most ports are deep enough to submerge completely and wait till air attack over
IIRC Lorient is
Not tried decks awash but you will be a smaller target than the escort in front of you or other ships in the port
Better than taking a beating before you leave lol
May be i am wrong but i think so you have not enough depth to dive at many places inside the bay and at dock. I will check. :up:
Redwine,
There's a way to move your start position to inside the subpen. also, have you tried this: http://files.filefront.com/Subpen_AA_Guns_Uwac17rar/;6015038;;/fileinfo.html
Do they work against this new mod?? (I have only seen them shoot down slow flying libs) Try adding more guns and changing all of them to quad 40mms set as "elite".:hmm:
Many thanks U-Snafu... i made many changes, i upgrade my AAA as soon as posible,double 20mmx40 light AAA and quadra 20mmx40 as heavy, as soon as posible, and i obtain 4 qualified Flak Gunners as soon as posible too. I had reduced the hit points and armor of the planes, some times a dozen or a dozen and half of Liberators make an air raid at same time over Lorient, very heavy.
1]
I know that mod, so good, but sadly it modify my campaign files, it is for UWAC 1.7 and i am using UWAC 1.92, i dont know how to add the changes to my campaign files, any way UWAC had good port AAA defenses, but this mod is a very good add...
2]
As i understand, the subpens are only decorative, and they dont not works as protecion, they are permeable textures.... or i am wrong ?
3]
I made a modification of the initial position one time some time ago, to fix the sticky on wall bug, but i cant remember now how to move the sub.
Is there a list of coordinates for every port to start mission inside the subpen ?
Bruno Lotse
11-28-06, 08:04 PM
No, russian patrol craft have 82mm rockets only from army MLRS and called "MK" - means minnen craft. Was two variants for craft fixed and no fixed.
Actually I had in mind this kind of quote
"The 1124 and 1125 classes of gunboats were heavily armored and had tank turrets mounted on the hull. Some had mounted "Katyusha" multiple rocket launchers."
Type 24-M-8 Katyusha was used. Some Soviet G-5 class torpedo boats (created,incidentally, by the design team of the famous Soviet aircraft designer Tupolev) had Katusha rocket launchers (RPU-6 M-8M, 6x82mm, weight of a projectile 13.3/5.4 kg, range 5.5 km). They operated in the Black Sea and in the Baltic. Katusha rockets were used both against land targets and against seafaring enemy - Schnellboote or German/Romanian cargo ships.
http://img301.imageshack.us/img301/8708/designre6.th.jpg (http://img301.imageshack.us/my.php?image=designre6.jpg)
G-5 with Katjusha
http://img301.imageshack.us/img301/6918/pictureer4.th.jpg (http://img301.imageshack.us/my.php?image=pictureer4.jpg)
A pack of G-5s hunting...
Armored gun boats (Bronekater) class 1124 and 1125 also had Katusha mounts M-13-M. The boats were designed for rivers and lakes but they were also used in shallow waters in the Baltic and in the Black Sea.
http://img329.imageshack.us/img329/1310/1125.th.jpg (http://img329.imageshack.us/my.php?image=1125.jpg)
Bronekater class 1125
http://img329.imageshack.us/img329/4678/1124.th.jpg (http://img329.imageshack.us/my.php?image=1124.jpg)
1124 with Katjusha mount
:arrgh!:
U-snafu
11-29-06, 01:53 AM
Redwine, check pm-some answers/possible solutions to #1 and #3:up:
sorry Serg for my temorarily highjacking of this thread on this great mod.
Redwine
11-29-06, 06:10 AM
Redwine, check pm-some answers/possible solutions to #1 and #3:up:
sorry Serg for my temorarily highjacking of this thread on this great mod.
Yes sorry Sergbuto, i like too much your mod, but it is so good if i can reach an extra protection when at dock.
Many thanks U-Snafu !!
Safe-Keeper
11-29-06, 11:03 AM
They really used Katyushas? I was joking:o!
I would love and hate to see that in-game. Seeing a speck on the horizon suddenly start raining missiles on you. Would be both awesome and horrific at the same time.
Hi Serg Thx for responding:D. All yours and Rubini's files I did by hand.That's really impressive. The rest of us use computers in some way or another:p.
denis_469
11-29-06, 11:48 AM
Soviet ship MLRS was really and wide in war as in river/lake and sea. Launch is't horisontal and was ungle. Sorry with my english.
Bruno Lotse
11-29-06, 04:47 PM
I would love and hate to see that in-game. Seeing a speck on the horizon suddenly start raining missiles on you. Would be both awesome and horrific at the same time. Ah... Scary...
How about this Katjusha projectile variant called 'Flying Torpedo'.
Built by Army jack-of-all-trades using standard M-13 rocket as a core engine Flying torpedoes were used to smash heavily fortified defenses in places like Koenigsberg, Breslau, or Berlin.
No, those babies were not on ships...M-13 were...
http://img120.imageshack.us/img120/6932/FlyingTorpedo.th.jpg (http://img120.imageshack.us/my.php?image=FlyingTorpedo.jpg)
Army engineer N. Kondrashev with a standard M-13 rocket and Flying Torpedo.
The First Ukrainian Front, near Breslau, April 1945.
denis_469
11-30-06, 02:19 AM
In ships was missile "M-8", no "M-13". "M-8" is 82mm rockets, but "M-13" is 132mm rockets. In foto is "M-13" means 132mm rocket.
Bruno Lotse
11-30-06, 08:40 AM
In ships was missile "M-8", no "M-13". "M-8" is 82mm rockets, but "M-13" is 132mm rockets. In foto is "M-13" means 132mm rocket.
Well, not really.
Soviet armored gun boats (Bronekater) class 1124 and 1125 had either M-8-M Katjusha launcher (82mm) or M-13-M (132mm). Those gun boats which had M-8-M launcher used to have 100 projectiles (24 on the launcher + 76 in the store) and those equipped with M-13-M had 16 projectiles only on the launcher.
Yeah, those M-13-M 132mm babies look damn impressive for a ship.
See: A.A. Platonov 'Sovetskie monitory, kanonerskie lodki i bronekatera' part 1, SntPetersburgh, "Galea Print', 2004, p. 82
http://img81.imageshack.us/img81/4921/82mm.th.jpg (http://img81.imageshack.us/my.php?image=82mm.jpg)
Bronekater with 82mm M-8 Katjusha
http://img329.imageshack.us/img329/1310/1125.th.jpg (http://img329.imageshack.us/my.php?image=1125.jpg)
Bronekater with 132mm M-13 Katjusha
:arrgh!:
sergbuto
12-08-06, 06:02 AM
I got a number of questions and remarks which require some clarification. It seems some people are not aware how rockets were used on planes and what was done in this mod in terms of rocket firing and therefore mis-interpret how the mod works in this respect.
In RL, British planes usually carried four rockets under each wing (8 in total) which can be only fired in salvos of two or all four. In the mod, rockets are fired in salvos of four because pilots tended to do so being afraid that a sub will dive by the time of next approach. Therefore, in the game, the plane can be seen to fire the rockets only twice.
It is possible to make planes fire rockets in salvos of two but more testing and statistics are needed to see all pro and cons: whether aircrafts would be too deadly or it would bring more desired accuracy in rocket firing or whether planes will have enough time to fire all the salvos during a dive towards the sub.
HundertzehnGustav
12-08-06, 06:15 AM
and my tsetse is being restricted to fly for 3 months only.
from the 27 Planes built, they flew from jan 44 in the channel, and afterwards only got to see action in the western approaches.
the standard VI mossie is always *welcome* though...
sergbuto
04-26-07, 03:44 PM
Below is what I have planned for part 2 of the mod but it has been waiting for some polishing for quite some time by now.
Hurricane Mk1B with eight 0.3" guns (different 3D model from shown above)
http://usx218.fysik.uu.se/users/Sergei/files/Hurricane_Mk1b.jpg
Fulmar
http://usx218.fysik.uu.se/users/Sergei/files/Fulmar.jpg
Spitfire Mk5B
http://usx218.fysik.uu.se/users/Sergei/files/Spitfire_Mk5b.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Spitfire_Mk5b_02.jpg
Whitley
http://usx218.fysik.uu.se/users/Sergei/files/Whitley.jpg
RAAF's Mosquito
http://usx218.fysik.uu.se/users/Sergei/files/MosquitoRAAF.jpg
When Blenheim Mk4f is ready, the Allied air forces engaged against U-boats during the early-war period will hopefully be to my satisfaction then.
:huh:
Impressive work, congrats, looks awesome... But you already know it.http://yelims3.free.fr/Jesuis/Marin01.gif
The Whitley is especially superb. :o
mkubani
04-26-07, 06:18 PM
Fantastic!
Redfox11
04-26-07, 06:31 PM
:o I am simply impressed and basically speechless...
Fantastic job!:rock:
Nice work Serg, care to throw in that redone sword fish wit this addon pack? :D
Serg, absolutely beautiful. I am looking forward to its release!
Sergei, great job again :up: but I can't help smiling when I see all of us here praising and enjoying a mod that makes our life in SH3 so much harder LOL we are true masochists :rotfl:
Laffertytig
04-28-07, 04:21 AM
just checked out your mod site and there are some great ones id like to use, especially wolfpack, ai subs and of course this one. are these mods already in gwx? if not can they be used alongside it?
sergbuto
04-28-07, 06:41 AM
Most of my mods are used in GWX except for wolfpack, PT-boats with virtual torpedoes, Additional merchants part2, and Kriegsmarine mods. For some discussion on how to use my wolfpack mod with GWX see e.g. this thread http://www.subsim.com/radioroom/showthread.php?t=112963
Schöneboom
05-01-07, 10:04 PM
Brilliant work, Serg! Just a question re Part 1 of the mod: Will all enemy AC attack more aggressively now, or only the new planes you added? Likewise, will all enemy AC that can carry rockets have them? For ex., the Swordfish Mk. II used rockets quite effectively.
I'm eagerly looking forward to Part 2 -- at first glance, one might easily think this was a flight sim! :up:
nikbear
05-02-07, 05:07 PM
I'm confused,is this mod already part of GWX1.03,or is it a compliant extra download,cause them planes and rockets do look cool,if a little deadly:hmm:
As I understand it, this mod will NOT work with GWX due to changes it makes with very important files. To use it will certainly make a mess of your GWX install and it would probably end up unplayable as GWX was meant to be.. Maybe in the future Serg will change all of them to work or maybe the GWX Team will get permission to change them and use them with GWX. But it's not known when or if that will ever happen. Hopefully it will tho as Serg has made some awesome mods. :yep:
bigboywooly
05-02-07, 11:38 PM
Part one is in GWX
part 2 isnt released yet
sergbuto
05-03-07, 02:28 AM
Brilliant work, Serg! Just a question re Part 1 of the mod: Will all enemy AC attack more aggressively now, or only the new planes you added? Likewise, will all enemy AC that can carry rockets have them? For ex., the Swordfish Mk. II used rockets quite effectively.
Only the planes which come in mod's download will be aggressive and will fire rockets. However, it is very easy to make other planes aggressive as well using means coming with the mod.
Rockets are introduced by the mod as general weapon therefore the rockets can be used with other planes by putting them in corresponding EQP files the way it is done in the mod.
sergbuto
05-03-07, 02:42 AM
I'm confused,is this mod already part of GWX1.03,or is it a compliant extra download,cause them planes and rockets do look cool,if a little deadly:hmm:
The essence of the mod is to make each aircraft of this mod approach and attack the target multiple times. While the planes of part 1 of the mod and new guns and rockets are now in GWX, I do not actually know whether the ability of the planes to attack multiple times has been incorporated in GWX (does not say in the manual).
nikbear
05-03-07, 04:18 PM
Thank you for the answers,they do look cool though,and those rockets:o Yikes!
Hey serg,
your PM box is also full!! :D
And only one word for you: WORKED!!!;)
LordNeuro"Serbia"
03-08-08, 04:57 AM
U have nice mods on u page but i cannt donwload not a singl 1. How too gett thise mod Wolfpack mod v2.0: , German AI subs mod v2.0: . And how thise mod is working allong Lifeboats mod:. Same help will be nice. Thx.:oops:
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