View Full Version : [REL] AA fix for Yamato
miner1436
04-24-08, 04:59 PM
This mod fixes the type and number of AA guns on Yamato to make it historically accurate.
http://img47.imageshack.us/img47/8210/sh4img20080424180109308xw0.jpg (http://www.subsim.com/radioroom/)
Installation: use with JSGME.
Link:http://files.filefront.com/Yamato+AA+Fixrar/;10081477;/fileinfo.html
Enjoy:Miner
JetSnake
04-24-08, 05:12 PM
Does this mean there are more guns or less?
miner1436
04-24-08, 05:30 PM
More guns and updated old ones.
Shoot, i want to see a ytube or DLable vid with those in action. Unless im able to catch her up before her sinking in Battle of Sibuyan Sea.. Or then the Musashi
Raptor1
04-25-08, 09:42 AM
That was Musashi that sunk in the Sibuyan Sea...
Hylander_1314
04-26-08, 07:16 PM
That's gonna make the Yamato class BBs look real cool when they get attacked by U.S.Navy planes.
modisch
04-26-08, 08:20 PM
Jumping jesus on a pogo stick... that's a lot of guns.
-m
andycaccia
04-27-08, 04:11 PM
Only a quick question: the screenshot you've posted shows a different skin for the yamato. Could you tell me which mod contains that skin??
Thanks man, and good job...realism adjustments are always welcome!!
miner1436
04-27-08, 04:17 PM
Only a quick question: the screenshot you've posted shows a different skin for the yamato. Could you tell me which mod contains that skin??
Thanks man, and good job...realism adjustments are always welcome!!
That skin is Krillers, but I updated it to make historically accurate decks, without huge metal bars in it.
I did this also with Kongo, both Ise BB's, Maya & Takao and Mogami.
andycaccia
04-27-08, 04:25 PM
Thanks for the info, I ahd noticed something "new" in your work. Where can I find it?
miner1436
04-27-08, 04:52 PM
Kriller's skins are included in PE2.
The next thing needed with Yamato's AA gun is to fix hight of 127-mm guns on decks.
cardiff
05-15-08, 03:32 PM
Thanks for this, but how did you do it? I' d like to do the same for HMS king george the V by adding the boffors guns to the empty emplacements (plus other chips as well).
now if you could make the Yammy playable... then i would call you a god and never, ever stop playing this game. Hell if they made a playable iowa i would probably never put it down. Having a crew that grows in ability with some of the heaviest hitting BBs under your command makes a long forgotten tingle run up my spine. something that i only felt from that game navy ops.
miner1436
05-16-08, 09:41 PM
I am close to finishing my playable Ises.
I fixed the AA problem by editing the eqp.
cardiff
05-17-08, 05:06 PM
How did you know which nodes to attach the ordanance to?
miner1436
05-17-08, 06:32 PM
How did you know which nodes to attach the ordanance to?
You can see that the AA guns are grouped togeather in the .eqp, where there is a NULL, something the SH devs put in to cancel an object out I add the link name of the node above it and delete the NULL.
i can go to the filefront ,but there is not available server.
Am i going to be able to get it?
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