View Full Version : [REQ] Clone Minesweeper
The ingame minesweeper will not engage subs with it depthcharges, it will not follow escort AI. You can change this by changing the minesweeper class to a destroyer or escort, however this could impact elsewhere.
Better would be to clone the minesweeper and make an ASW converted version. Remove the original minesweepers DC racks, add DC's and if possible K-guns to the coverted minesweeper etc.
At the moment, we only have DD's and SC's as escorts. DD's are fine for Task Forces and the odd convoy, but we need more variety.
No worries, done it.. was easier than I thought.. anyone interested PM me..
FAdmiral
05-05-07, 03:50 PM
I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....
JIM
jmjohnson36
05-06-07, 11:16 AM
checked the ships i had yet?
I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....
JIM
well, here is a download, sorry it is a bit big, I was working on a new skin for it, but I have included the default skins for now
http://www.speedyshare.com/421792851.html
FAdmiral
05-06-07, 03:38 PM
checked the ships i had yet?
I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....
JIM
I remember you had some merchants I DLed but don't remember anything about
escorts. Could you enlighten me....
JIM
FAdmiral
05-06-07, 03:39 PM
well, here is a download, sorry it is a bit big, I was working on a new skin for it, but I have included the default skins for now
http://www.speedyshare.com/421792851.html
Have DLed the file and will check them out, Thanks
JIM
I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.
I have also noted that the camoschemes can be added to lightmaps as the devs have done with the Minekaze class. This should allow skinning of cloned ships.
My attempts to add more K-Guns to Fubuki DD's didnt work however. They have them in the manual, but the dat file lacks the nodes. This is true for a couple of other escorts.
akdavis
05-07-07, 09:19 PM
I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.
I have also noted that the camoschemes can be added to lightmaps as the devs have done with the Minekaze class. This should allow skinning of cloned ships.
My attempts to add more K-Guns to Fubuki DD's didnt work however. They have them in the manual, but the dat file lacks the nodes. This is true for a couple of other escorts.
Might want to report that one as a bug.
I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.
Good work! Can you check the same for the Akizuki's A and D turrets? The ones not on raised platforms. I've never seen those fire, halving the ships firepower.
Ok, I had a quick look before work, I think they are set at 7 degrees but it is difficult to tell which is the A and D turrets in the sim file. I will mod and test later..
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