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View Full Version : [REL] vs4 Air Base NAV's for your sub


leovampire
07-21-07, 05:46 PM
Okay what this does is gives you the exact locations of all
Airbases and shows you who controls them and when. As time
in the game passes you will see them change between British,
Green, American, Blue, and JAP, Red, control and there is
a Symbol of a Plane in the Corisponding color as you zoom in
so you can use your map tools to make a circle to show the
coverage area of each base to know when your in a safe zone
or not. You will see SAB for (Small Airbase's), NAB for
(Normal Airbase's) and LAB for ( Large Airbase's) on your
NAV Map's. And as you zoom in you will see the Symbol for
the exact location of that base. I also now have the Plane
symbol disapear as you zoom in and then it changes to an
actual Airbase 2D image with a coresponding flag for that
country.

This was a joint effert between Captain Cox and myself. I am
good at detail work but C.C. is the best when it comes to'
the DDS work for pictures. Thanks Captain Cox. And some new
work with a request from Redwine and Captain Cox and a few
others as well.

Originaly in the game set up no British airbases were used only
JAP and US so now there are a few Airbases for GB to go with the
Planes I converted from SHIII to this game. Second I changed all
the small Island Airbases to Small ones where as before they
were all Normal or Large Airbases for everyone.

Repairs: Time lines for Wake Island done to both JAP and US
Airbases. Now New Guinea is the start for the spread
out of the Airbases first Manokwari then Rabaul then
one by one in the Solomons to the Santa Cruz Islands.
And visa versa for our taking them back into control.
Repaired time line for Iwo-Jima as well!

NEW: You now get a radio report when the JAP's take an
airbase or should I say establish one. And new radio
reports when new Ports and Subtenders show up as well.

A port has been added to Truk Island both 2D and 3D
with ships in port and patrols.
Some Important chnges added to map like Iwo-Jima and
Guadaul Canal have been renamed to US Names we know.
And Surabaya now says JAVA.

You now get a radio message saying when to use Java
and when to use Fremantle.

2 New JAP Airbases established.
One in Hong Kong and one in the Yellow Sea above
Shanghai since I found out they had one in both
area's.

NOTE: This dosn't effect shiping layers of the game so
even though a US or British Airbase may show up it
dosn't mean that JAP Patrols and ships are not in
the Area like Guadual Canal and Rabaul. So you will
see our fly boys doing a lot of Shiping attacks at times.

This MOD is JSGME ready but you must be in port with the game
turned off to install it.

Enjoy guys and I hope this is usfull to who ever downloads it.

This can be incorporated with anyone elses super mod's
just give Captain Cox and myself credit also please.

Here is the download link for the bright vs of the nav map mod:

http://files.filefront.com/DRB+JAP+US+GB+Airbases+VS4rar/;8110917;;/fileinfo.html (http://files.filefront.com/DRB+JAP+US+GB+Airbases+VS4rar/;8110917;;/fileinfo.html)

http://static.filefront.com/images/personal/l/leovampire/93141/egbniregvh.thumb250.jpg (http://gallery.filefront.com/leovampire//641814/) normal nav map look:

And per request from redwine and C.C. desaturated VS where the red's blue and greens are not as devistatingly bright this is also used in Triger maru:

http://files.filefront.com/DRB+JAP+US+GB+Airbases+VSdrar/;8127176;;/fileinfo.html (http://files.filefront.com/DRB+JAP+US+GB+Airbases+VSdrar/;8127176;;/fileinfo.html)

http://static.filefront.com/images/personal/l/leovampire/93141/tgqsppbith.thumb250.jpg (http://gallery.filefront.com/leovampire//675121/) Desaturated nav map look:


Thanks again Captain Cox for the dds changes!!!!

ReallyDedPoet
07-21-07, 05:52 PM
Nice LV, like the radio report feature :up:


RDP

leovampire
07-21-07, 06:22 PM
I have a request for all you skinners out there!

I love using the Sargo class sub to start in the Asiatic Campaign and I would like to see a new Hi - Res skin in black done if possable! I always seem to get the Sea Dragon and I think that name is awsome for that area of playing so is it possable to get a sea dragon of some type on the side of the conning tower for just some slight contrast against the black hull?

Canonicus
07-21-07, 07:55 PM
leovampire....

Just a heads-up to let you know that there is a serious conflict with tater's Improved Campaign Layers version 0.71.
I had a CTD as the game was loading.

The problem may be in the Campaign files... not real sure, though.

When I un-installed you mod, and re-started... everything worked OK.

BTW...The version prior to this one, works just fine with taters mod.

ReallyDedPoet
07-21-07, 07:57 PM
I have a request for all you skinners out there!

I love using the Sargo class sub to start in the Asiatic Campaign and I would like to see a new Hi - Res skin in black done if possable! I always seem to get the Sea Dragon and I think that name is awsome for that area of playing so is it possable to get a sea dragon of some type on the side of the conning tower for just some slight contrast against the black hull?
LV, you should do a seperate thread for the request :yep: More folks will see it then.
Just a suggestion.


RDP

Lagger123987
07-21-07, 08:49 PM
I have a request for all you skinners out there!

I love using the Sargo class sub to start in the Asiatic Campaign and I would like to see a new Hi - Res skin in black done if possable! I always seem to get the Sea Dragon and I think that name is awsome for that area of playing so is it possable to get a sea dragon of some type on the side of the conning tower for just some slight contrast against the black hull?

Looks like a job for me:hmm:

leovampire
07-21-07, 09:51 PM
For looking into it I would even pay for this one!

And thanks for the advice reallydedpoet and heads up!

Canonicus
Tater has a tendicy to change intrance dates and exit dates for the ships in the game. Maybe the ships I used in the port for Truk island is the problem that is the only thing it could possably be! I sent him a private message to ask if he did those kinds of changes.

There is from 1941-12-07 to 1944-07-12

DD Minekaze
SC Subchaser
Large Old Split Merchant
Medium Old Composite Merchant
Old Medium Oiler
Large Modern Composite Merchant
Small Modern Composite Merchant
Small Old Merchant

That all show up from time to time at the port except the sub chaser and DD are a constant factor

tater
07-22-07, 01:11 PM
Sorry, I will have a look, busy weekend so far, no time. My campaign is obviously beta, I might have also just typoed something, lol.

ANY issues with it, please post. I'm not thin skinned, criticism is good, and bugs I make are easier to find with more eyeballs.

<S>

tater

tater
07-22-07, 01:52 PM
You have a subchaser in your campaign_LOC file.

My campaign changes subchasers and minesweepers to "corvettes" (Type=1) so any old "type=0" or type=5 units will CTD it every time.

BTW, the harbor at truk should go away. I put the smallest harbors possible in, and if I can ever mod them in 3d, I'd put little more than a few piers. Truk Lagoon was an anchorage not a port facility.

The huge, european looking ports are a pet peeve of mine in SH4, sorry :) So I have ships at anchor there out in the lagoon. I have pictures, no real port facilities at all, they would have moved stuff ashore with lighters, etc.

Anyone wishing to use my campaign with this mod should simply remove vs4's Campaign_LOC.mis file and let mine be there instead (trusty me, my Truk is well defended ;) --- I snuck in the other night to test, and even though I was silent running at 1 knot, I was harried by a subchaser and 2 minesweepers for 2 hours approaching the naval anchorage (the water just West of Moen) from the SW channel. They dropped dozens of DCs (none too close). Then they got near the anchored ships, and were blinking their semaphore lights. Which was apparently calling some DDs came to the party. I fired a long spead at the anchorage, damaging 2 cruisers and sinking a plane ferry, but was bottomed with a bad DCing for my trouble. I had just gotten repaired, and the dreaded "bottom damage" got me---I had tried to creep away earlier, and I had rung up 1 knot. When my prop shaft was fixed in TC, I started moving with the stern down from flooding, bounced a couple times and that was it.

CaptainCox
07-22-07, 01:52 PM
Been in and out of the forum today, and for some reason missed this :p
Great work as allways Leo! grabbing it now :up:

tater
07-22-07, 01:54 PM
PS--nice mod!

tater

Payoff
07-22-07, 03:08 PM
The new additions sound great. Thanks



P.S. Filefront is experiencing some sort of brain fart at the moment. Will try again later.

leovampire
07-22-07, 03:58 PM
I was trying to get rid of some old unwanted stuff and couldn't!

But Tater I added truck Island's name to the map and also changed the names to more familiar ones like for java and Iwo-Jima and Gaudal Canal and enhanced certain names so they show up at a higher zoom out. Plus my port possition matches the airbase and stuff so it is kind of a matched set. I guess I could just remove the subchaser if that is the problem.

Okay guys what would all of you like me to do with Truk Island?

FIREWALL
07-22-07, 04:18 PM
Sounds like a great mod but I keep getting download error.

Canonicus
07-22-07, 04:38 PM
You have a subchaser in your campaign_LOC file.

My campaign changes subchasers and minesweepers to "corvettes" (Type=1) so any old "type=0" or type=5 units will CTD it every time.

BTW, the harbor at truk should go away. I put the smallest harbors possible in, and if I can ever mod them in 3d, I'd put little more than a few piers. Truk Lagoon was an anchorage not a port facility.

The huge, european looking ports are a pet peeve of mine in SH4, sorry :) So I have ships at anchor there out in the lagoon. I have pictures, no real port facilities at all, they would have moved stuff ashore with lighters, etc.

Anyone wishing to use my campaign with this mod should simply remove vs4's Campaign_LOC.mis file and let mine be there instead (trusty me, my Truk is well defended ;) --- I snuck in the other night to test, and even though I was silent running at 1 knot, I was harried by a subchaser and 2 minesweepers for 2 hours approaching the naval anchorage (the water just West of Moen) from the SW channel. They dropped dozens of DCs (none too close). Then they got near the anchored ships, and were blinking their semaphore lights. Which was apparently calling some DDs came to the party. I fired a long spead at the anchorage, damaging 2 cruisers and sinking a plane ferry, but was bottomed with a bad DCing for my trouble. I had just gotten repaired, and the dreaded "bottom damage" got me---I had tried to creep away earlier, and I had rung up 1 knot. When my prop shaft was fixed in TC, I started moving with the stern down from flooding, bounced a couple times and that was it.

Just wanted to confirm that all is well after following the above instructions...no conflicts... and especially...no CTDs.
Thanks...from a completely satisfied customer! :up:

leovampire
07-22-07, 04:40 PM
FIREWALL and it worked fine using my link at the top

LOL Canonicus glad you like it!

sqk7744
07-22-07, 04:55 PM
BRAVO!!!!

:know:

Thank you

FIREWALL
07-22-07, 05:47 PM
Thx leovampire I got d\l to work.:up:

This was a gotta have mod.:D

tater
07-22-07, 05:55 PM
Leo, I changed those as well. No more honaria, renamed stuff. truk is very important in my campaign, so it's named, as are a bunch of islands in the Marshalls and Gilberts.

I'll double check your named areas vs mine and make sure I add any to mine that I misssed that you have in yours.

<S>

tater

leovampire
07-22-07, 08:08 PM
Is there anything you didn't change with your files LOL?

tater
07-22-07, 09:43 PM
Is there anything you didn't change with your files LOL?

Apparently Iwo Jima, LOL.

It's named right in the editor, but I forgot to change the game map version.

Will fix it in next release.

leovampire
07-23-07, 12:23 AM
VS of the mod where the bright plane colors are seriously reduced thanks to C.C. again!

Special request from Redwine

CaptainCox
07-23-07, 12:25 AM
@Leo, would it possible to tune the "text" color to suit? or is that "coded" color?

leovampire
07-23-07, 01:06 AM
For you C.C. and change the DLL as soon as it is done and PM you.

CaptainCox
07-23-07, 01:10 AM
Cheers man!:up:

Ducimus
07-23-07, 05:13 PM
I'll have to give this mod a look. Maybe it will help explain to folks why they just got swarmed by planes :88)

leovampire
07-23-07, 07:16 PM
I think the new desaturated one will probably be more liked because who in WWII
would use floresent colors on a NAV MAP right? LOL!!

But I made them both to try and give people a choice plus the few requests for it helped to motivate me as well.

leovampire
07-24-07, 08:51 PM
<bump>

tater
08-10-07, 02:13 PM
Leo,

I didn't notice this before because I wasn't testing up north in the Aleutians.

You have a jap airbase right next to Dutch Harbor. Their bases were FAR west of that, Attu and Kiska. Adak was occupied for 2.5 months (a hair east of Kiska), but I doubt they could have built an airbase in that short period, the had nothing close to Sea Bees on their side :)

Attu/Kiska are practically to the Kuriles.

http://history.sandiego.edu/GEN/WW2Pics6/aleutians01.jpg




tater

leovampire
08-10-07, 04:02 PM
were already set up in the game for the Aleutians and then looked at Midway's position for the attack on both from the Jap's. Because they never did set up the game originaly to ever show that the Jap's ever got a foot hold on the Aleutians at all no port's ships nothing let alone an airbase.

So I set up the JAP air base in a spot where the game also puts a U.S. airbase later on in the war to make it seem like when the Jap's surendered the Aleutians the U.S. just used the airbase that was already set up there.

I only have it there for a short time so I figured no one would care and it is a pain in the royal A** to make a SUB base or port appear and disapear and the reapear again when some of the mod's out there change every other part of the game's mission files.

I hope this explains why I did what I did Tater!

tater
08-10-07, 04:42 PM
Yeah, it would be better in the world before your mod though. In that case the player never knows where the base is, he just sees planes. In the case of your mod, they get labeled. As a result it's important that they are roughly in the right place, if that makes any sense. That or make the ones in for gameplay reasons invisible.

Honaria is another, the japs never had an airfield on guadalcanal---I know they had many others in the solomons, munda, buin, etc, but again, it's wierd to go to your own base (dutch harbor, or tulagi) and have an airbase within spitting distance. Suva is odd, the japs were never there.

Air bases don't have to have a port or anything, you can drop them anyplace on the map.

I love your mod, BTW, it's just that since it really make people pay attention to the bases, they need to be in more representative spots.

Anyway, it made me want to revisit my total IJAAF/IJNAF mod (internal) and perhaps somehow combine it with yours.

tater

leovampire
08-10-07, 04:53 PM
The airbases are in the exact same spot in the game where you see those symbol's for all the nations. And that one in the Alueutions dosn't last very long then the U.S. one comes into play and lator it is moved closer to Japan like how it originaly was set up in the game from the get go.

And what you are missing Tater is that most of the Airbases you see like in Guadal canal the game had an airbase there originaly no one ever knew it and now that you can see it you are paying attention to the fact it is there Tater.

At least now you can see the movment and take over of all the area's that Japan extended out to during the war and you can see how they are pushed back as the war goes on. Makes it a little harder to advoid what is actualy happening now where as before Okay the game says in my briefing that this part of the map is in JAP control fine. But when you are out on a Patrol you forget about it because the map dosn't change color to show this only in the briefing. But now everyone pay's attention when they are playing and show more respect for the JAP's spreding out on the map and stay a lot more alert when aproaching those area's.

tater
08-10-07, 05:29 PM
Yeah, I understand, that's why it pops out, since now you see it.

Since you see it now (unlike the invisible ones before) it sticks out when they are in places they never should be is all).

Your Aleutians base is there for exactly the right time period :up:, but it is 1800km east of where there was any jap airbase (Kiska). The japs never had an airbase on Guadalcanal, they had floatplanes at Tulagi across the channel. You have the US start having an airbase after the japs are gone from the island, but the US airbase was there while the jap troops were still there on Guadalcanal---that airbase is the very reason we managed to keep the island, the Tokyo Express had to dash in at night in DDs to avoid our planes. August 17th, Henderson Field ("honaria" after the war) was ready for US aircraft to operate.

I actually played (TM1.5) for the first time in a while (instead of endless testing) and that's when I really looked at your mod in game (I tend to test my camapign as vanilla as possible to avoid problems). I love the way the map changes, etc. It is just jarring now that I can see where they are when I know they are in the wrong places.

I'd be happy to move them around for you to look at if you like, you are busy with more important mods I know, and the campaign editor... I'm comfortable with that :D

Just trying to be helpful, not nit picky.

<S>

tater

PS--I suppose a new icon type that shows troop concentrations (land battles, basically) could be added. You have such an icon on Guadalcanal for the dates you have to show that on the map the way you did with airfield icons! Then the airfields (which will make planes and bomb the player) will be disconnected from the who owns what bits.

That would be really really cool, actually (for the reasons you mention).

leovampire
08-11-07, 02:28 AM
Airbase maps. #1 is the actual airbase which is always invisable. Then #2 the 2d image of the red, blue and green airplane image you can see when zoomed out on the map. Then #3 another 2d image of the actual airfield with the country's flag on it a you zoom further in on the airbase locations. But the airplane image actualy take up a huge area of the map in the editor for some reason or another but in game as you can see they look fine and the other airbase images could use a little tweeking size wise to try and even them out more but each location works differn't due to island or land mass size. The hard part was placing the actual invisable Airbase that launches the planes in a location where they don't have the planes crash leaving it or heading to it. You know dumm AI's!!! Because the editor dosn't tell you the land altitude in each location so a lot of placment was trial and error until I got it all right.

tater
08-11-07, 08:21 AM
Wow, I didn't know they'd crash!

I assumed they spawned into the air at high alt. I guess it randomizes the flying alt, huh? Then they fly along til they despawn. I will double check that I never sis anything dumb with my airbases! (I bet I did) (I'm SURE I did, lol).

tater

tater
08-11-07, 11:34 AM
I was off Cape Esperance earlier today and a plane flew by. Was the first time I saw it, but it crashed into the mountains on Guadalcanal, lol. I see what you mean about the airfields. If you put one on a coast with a mountain nearby and a plane spawns in, BOOM.

I wonder, you can set the alt, can you place the airfield in the air? That might solve the problem, set them all to 500m or something like that...

leovampire
08-11-07, 04:06 PM
The airbases seem to launch them at differn't altitudes according to the conditions of the fog. If there is light fog they run lower clear they run higher. But comming in they all run fairly high. They launch and come back directly over the airbase like the carriers do. And remember what ever you set the airbases at for crew rating is what the planes run at so for example if an airbase is elite so are the planes.

In my own game files I gave all airbases Radar and AI visual but the airbases are competant except for tokyo and the other 2 near it are vetran's like in my mod.

JoeCorrado
05-20-08, 10:34 AM
Just wondering and afraid the answer will be yes, but...

Will using this mod break my current install: TMO and RSRD for version 1.5?

Church SUBSIM
01-11-09, 03:25 PM
Wondering this too ... I loved this mod - I always draw out the ranges of AC on the map.

Currently using TMO 1.6.2+RSRD_TMO1.6.2_v372

BillBam
03-19-10, 09:47 AM
Is this mod still available? The two links in the OP are dead.

JoeCorrado
06-08-10, 05:58 AM
Bump:

Does anybody have a copy of the TMO version of this one available. I'd be interested in upgrading it to make it compatible with the current release.