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View Full Version : [TEC] Question: would anyone be interested in a couple "fixed" ships?


tater
08-21-07, 04:57 PM
The Akizuki in game has a quad torpedo mount (just 4 TTs), but it should have a quad torpedo "turret" as the game calls them (4 TTs in a "camelback" looking housing).

Another ship, the large minelayer, has no guns. Based on what pics I could find, it looked like a brit double mount was what they needed (4.7" double T) and I've added those.

Obviously mostly eye candy, but easy enough to make a mod of if anyone is interested. Other folks might have ides for simple eqp file fixes to extant ships that could be added.

tater

Hawk_345
08-21-07, 05:48 PM
i would be interested,anything thats historical i like to get, there are probably other "fixes" people would like to have.

As for me, im not that good of a skiper yet, i hardly see a ship, but when i do i want it to look good, that is befor it disapears benethe the waves:D

clayp
08-21-07, 06:18 PM
I also would be interested...:D

chopped50ford
08-21-07, 06:34 PM
i would be interested,anything thats historical i like to get, there are probably other "fixes" people would like to have.

As for me, im not that good of a skiper yet, i hardly see a ship, but when i do i want it to look good, that is befor it disapears benethe the waves:D

same here, I would use it. Historical is always the best.

wovik
08-22-07, 01:40 AM
I noticed the New Mexico class BB is not rendered as it was in WW II. It still has the casemate guns. They were removed and plated over long before WWII.

tater
08-22-07, 08:12 AM
That's beyond simple eqp file changes I think. If they are there, I bet I could NULL them, but there would be holes.

Any other ships with missing guns, or wrong guns?

tater

Hawk_345
08-22-07, 08:26 AM
ok i dont really know what im talking about here, but if i remember corectly, a while back befor 1.3 was realeased ships did not engage other ships fully, only 1 turet or something used to fire, and the battleships did not fire at all at subs or something is this fixed in 1.3, if not could you posibly fix it, or is it already fixed by someone else, or is unfixable?

tater
08-22-07, 08:44 AM
BBs fire at me.

I remember some of those posts though. Like DDs only shooting 1 gun.

That's outside the eqp files. If someone figures it out, other stuff could be added, this was just a really clean fix to a couple ships that I have already done for my campaign, and I figured they might be globally interesting to folks.

Hawk_345
08-22-07, 10:14 AM
I did basically know that it would be more than a quick little fix, but i figured i would post anyway.

I have not really looked on the ships closely enough but do they have anchers?(spelling probably wrong) if not maybe you could add that in.

nematode
08-23-07, 03:54 AM
Would I be interested in a Tater eqp ship fix pack? Definitely!

Some more ideas, can't help it, I am an idea guy. These are based on stock game 1.3 patch, which I run. Forgive me if any of these ideas end up making you waste your time trying to get something to work that won't.

Auxiliary subchaser: Did you get a cloned trawler to work? If so, that would be a great addition to a ship pack.

Ditto on the German AMC, did you get its flag fixed? As either an IJN AMC or with guns removed as a "Large Modern Split" Maru, it too would be a nice addition.

Minesweeper: would like the 4.7" single turrets back. One of the patches got rid of them for the same kind of unshielded gun on the subchaser. Wierd, the turrets show up in the museum, but not for me in game.

Medium European Composite Freighter: this Maru comes with 5.5" gun turret, that's light cruiser armament. Given that this is a model of a then-50 year old merchant ship, that gun is way too much. Medium European Composite deserves to be very indifferently armed, like maybe a 3" popgun aft.

Neutral nation sampan/junks: representing local traffic in China/SE Asia waters operated by locals, who had no desire to alert the IJN if they saw a sub, assuming they had a radio, which they probably didn't. I don't believe that the sampan/junk models have a flag? Maybe they could be Russian to act as generic neutral vessels. Or, here's thinking out of the box for ya, maybe nationality="Environmental", but gawd only knows what that would mess up.

tater
08-23-07, 08:26 AM
Would I be interested in a Tater eqp ship fix pack? Definitely!

Some more ideas, can't help it, I am an idea guy. These are based on stock game 1.3 patch, which I run. Forgive me if any of these ideas end up making you waste your time trying to get something to work that won't.

Auxiliary subchaser: Did you get a cloned trawler to work? If so, that would be a great addition to a ship pack.

There are two in my campaign already :)

The primary problem with adding these to this "fix" mod would be that they are not stock ships. Course adding a couple type=0 ships doesn't hurt the stock game any, they are not any slower so it won't foul up random groups of patrol craft. The goal would be to make this a change that only changes ONE file type for people, the ship eqp files. Adding new ships means roster changes, which can start to interact with other mods.

Ditto on the German AMC, did you get its flag fixed? As either an IJN AMC or with guns removed as a "Large Modern Split" Maru, it too would be a nice addition.

Sergbuto has fixed this!

Minesweeper: would like the 4.7" single turrets back. One of the patches got rid of them for the same kind of unshielded gun on the subchaser. Wierd, the turrets show up in the museum, but not for me in game.

I'll check that!

Medium European Composite Freighter: this Maru comes with 5.5" gun turret, that's light cruiser armament. Given that this is a model of a then-50 year old merchant ship, that gun is way too much. Medium European Composite deserves to be very indifferently armed, like maybe a 3" popgun aft.

True, always thought it was odd.

Neutral nation sampan/junks: representing local traffic in China/SE Asia waters operated by locals, who had no desire to alert the IJN if they saw a sub, assuming they had a radio, which they probably didn't. I don't believe that the sampan/junk models have a flag? Maybe they could be Russian to act as generic neutral vessels. Or, here's thinking out of the box for ya, maybe nationality="Environmental", but gawd only knows what that would mess up.

That's really a traffic issue for my (or anyone's) campaign. I actually have some russian ships in already (be careful what you sink up north ;) ).

tater

tater
08-23-07, 09:34 AM
BTW, nematode, I can make a quick "Bungo Pete clone" of Akizuki, and set her to be a Light Cruiser. Mess with the EQP and delete the DCs, instant Yubari :)

tater
08-23-07, 09:48 AM
REgarding sergbuto's NAMC flag fix, that changes the dat, but I think changing the type would result in problems due to the way it deals with the AMCs.

His DLs can be found here:

http://hem.bredband.net/serbut1/

tater

Wulfmann
08-23-07, 10:20 AM
The Okinoshima had 4 5.5" guns 2X2 and while all over the place in SH4 she was sunk by a sub on Mat 11 1942.
I have added the Tsugaru also sunk by a sub on June 29, 44 to the Okinoshima class so there will be two although this one had 4 5inch guns DP and was slightly smaller
I would add any improvenemnts that increased historical accuracy.
Wulfmann

tater
08-23-07, 10:46 AM
Yeah, I tried the jap double 5, but it didn't fit well. I picked the guns by what seemed to fit the spot on the ship without clipping anything, not by perfect accuracy of type. As long as they look OK, and shoot a shell that hurts a sub they are fine. Certainly better than stock with no guns at all, lol. Better 3d modders can do a definitive fix.

Roster changes to reflect sinkings are certainly possible. My goal with this quick mod will be to ONLY touch the eqp files in the name of modularity. At some point an overarching ship mod would be useful though, no question!

OTOH, since the 2 bigger minelayers were sunk by subs, perhaps having them in game to be sunk by a PLAYER sub isn't so bad even if past their historical lives ;)

I probably need to double check how many I have in my campaign as I check the contents of groups. I tend to add it to many groups, but with a VERY low chance of occuring (under 5%, frequently 1%). Still, there are likely too many.

tater

GerritJ9
08-23-07, 11:09 AM
Jentschura's "Warships of the Imperial Japanese Navy 1869-1945" has several photos of the W13 minesweeper class, they clearly show shielded single 4.7-inch guns so they are definitely correct. This publication is a must for modders, it has LOTS of photos and line drawings- not only of the major ship types and classes but also of the more humble ships such as minesweepers and other auxiliaries. My copy is dated 1977, though, so it may not be available any longer. However, I'll be happy to scan stuff provided you ask very nicely:D

tater
08-23-07, 12:03 PM
Wow $90 for a copy. I think I need to own it :D

tater

tater
08-23-07, 12:18 PM
So far I have the guns added to the minelayer (already in my campaign), I dumped the 5 inch on the Zimbu for a 3in, and I have Akizuki with the proper TT setup.

tater

GerritJ9
08-23-07, 01:53 PM
It's worth the money if you can still get it, even though it does have some incorrect info occasionally, particularly where minor ship's fates are concerned. I suspect that Jentschura used the results of US early post-war research into Japanese losses- sometimes, the Japanese themselves did not know what the cause of a particular loss was. The "Shinonome" is such a case. She was escorting the invasion convoy to Miri, but was sunk with all hands and as her sinking was not witnessed from other Japanese ships, it was assumed she hit a mine. Much later post-war research showed she had been actually sunk by Dutch aircraft. Initially ML-KNIL Glenn Martin bombers were credited with the kill, but further research showed she had actually been sunk by an MLD Do-24. Because of the conditions (cloudy) the Japanese had not observed any enemy air activity, hence they did not even consider the possibility of "Shinonome"'s loss being caused by aircraft. The ML Glenn Martins are now credited with sinking a subchaser; the confusion as to whether the Dornier or the Glenn Martins sank the "Shinonome"was caused by the remarkably similar way in which both ships sank- both received one or more direct hits, and both rapidly capsized before going to the bottom with all hands.
If you use it with caution as to such info for minor vessels, it is definitely an asset, especially the pics and drawings.

tater
08-23-07, 05:59 PM
Cool, think I will buy it. I'm a bookaholic :D

It'll force me to remodel the den sooner, I need more bookshelves.

tater
08-26-07, 09:49 AM
I found a new ship to have an altered eqp file.

Asashio. Asashio, and the very closely related Kagero Class (Asashio is our stand-in for the visually identical Kagero) both had similar late war modifications, so I can make them change a little in 1944. They lose the X turret and have it replaced by AAA (in reality a 2 mount balcony, but that is beyond the scope of the eqp file). They also received 4 DC throwers.

That'll add some historical realism to them, and will also make them rather more nasty as ASW platforms. The DC throwers might be tough, but I can add a few I'm sure.

tater

tater
08-26-07, 12:15 PM
IJN Corrected eqp files, version 1.0

http://mpgtext.net/subshare/408Corrected%20Ship%20EQP%201.0.rar

This is a simple mod to improve the accuracy of a few ships by modding their eqp files alone (in the name of modularity). A more definitive improvement could obviously be made with DAT work, rosters, sns files, etc, but I will leave that for a later definitive mod.

This mod alters the eqps of:

DD Akizuki: replaces quad TT mount with quad TT "turret"

DD Asashio: replaces X turret with triple 25mm mount in 1944. Replaces 2 single 25mm mounts with K guns (in RL it got 4 DC launchers, but that'll need dat work).

MS No13: changed the guns back to the shielded 4 inch versions.

NML_Okinoshima: added turrets.

KMCS_Zinbu: dumped the CL guns in favor of 3 inchers.


tater