View Full Version : [Rel] Iowa Battleship (beta)
peabody
07-23-08, 11:11 PM
I am releasing the Iowa Battleship for some testing. I still have some things I would like to change, but give it a try.
http://home.roadrunner.com/%7Epeabody/SH4/Iowa.jpg
Extract to your MODs folder and enable with JSGME. There are two single missions included:
Iowa test
Safety is That Way
I have noticed that the ships use a lot of ammo shooting at distances, so if your 5 inch run out of ammo, just turn the ship around and shoot from the other side. They apparently get the ammo from the gun files not from the ammo bunker like the playable guns. (One thing on the fix list.) Hope you enjoy it. Let me know what you think, I had to do some cheating to get it working. (Changing the AA Playable guns is on the list too)
Thanks to Horsa for starting the project and allowing me to pick it up when other things got in the way of completing it. Thanks to Mikhayl and Xantro for letting me peek at their files to see how they did things. Iowa is a combination of many ideas from different people. And a lot of "I wonder what would happen if I did this?"
Oh, don't tell Mikhayl or Xanto I peeked, I never really asked them.;)
And of course a special Thanks to Skwasjer for Silent 3ditor especially the new one with the 3D model, saved tons of time.
http://files.filefront.com/USA+Iowazip/;11193810;/fileinfo.html
Peabody
Task Force
07-24-08, 12:23 AM
Yay one of my favrout ships in the war. Thanks.:arrgh!:
keltos01
07-24-08, 03:58 AM
what a beaut !:up::up::up:
You know, i could put up a ammunition fix patch for this mod. Like 100x more ammo on 5"ers and maybe twice more on the main guns, should be more then enough. :p
Just ask me and it'll be done. But good job on the beauty.
*edit* took my liberty and did already a slight addition to the mod. added whole lotta more ammo to the 5"ers, AA guns and AI 16"ers. To be uploaded the patch.
*edit2* seems you lack my maximum range increase patches aswell, i'll add those aswell.
yamato1
07-24-08, 10:32 AM
I am releasing the Iowa Battleship for some testing. I still have some things I would like to change, but give it a try.
http://home.roadrunner.com/%7Epeabody/SH4/Iowa.jpg
Extract to your MODs folder and enable with JSGME. There are two single missions included:
Iowa test
Safety is That Way
I have noticed that the ships use a lot of ammo shooting at distances, so if your 5 inch run out of ammo, just turn the ship around and shoot from the other side. They apparently get the ammo from the gun files not from the ammo bunker like the playable guns. (One thing on the fix list.) Hope you enjoy it. Let me know what you think, I had to do some cheating to get it working. (Changing the AA Playable guns is on the list too)
Thanks to Horsa for starting the project and allowing me to pick it up when other things got in the way of completing it. Thanks to Mikhayl and Xantro for letting me peek at their files to see how they did things. Iowa is a combination of many ideas from different people. And a lot of "I wonder what would happen if I did this?"
Oh, don't tell Mikhayl or Xanto I peeked, I never really asked them.;)
And of course a special Thanks to Skwasjer for Silent 3ditor especially the new one with the 3D model, saved tons of time.
http://files.filefront.com/USA+Iowazip/;11193810;/fileinfo.html
Peabody
Can you help me?
My Bismarck is finished too, but not steer... Why???
Please help!
is she US Campaign ready?
peabody
07-24-08, 12:01 PM
You know, i could put up a ammunition fix patch for this mod. Like 100x more ammo on 5"ers and maybe twice more on the main guns, should be more then enough. :p
Just ask me and it'll be done. But good job on the beauty.
*edit* took my liberty and did already a slight addition to the mod. added whole lotta more ammo to the 5"ers, AA guns and AI 16"ers. To be uploaded the patch.
*edit2* seems you lack my maximum range increase patches aswell, i'll add those aswell.
@Task Force: Hope you like it.
@ Keltos, Thanks for the encouragement.
@ Walter: Thanks Walter (didn't type the numbers, you know how mixed up I get.:lol:) I pulled the 5 inch out and added ammo already. But not the AA. I didn't add the ammo to the gunsradar files so it won't conflict with other mods. I try to build the ships so they don't have to be taken out to use another one. Sometimes it works, sometimes not. :doh: but I guess an ammo increase isn't going to hurt anything.
Your range fix, I did do a increase on visual range so they fire sooner but don't know about firing range. On the Maya I was taking hits from a Merchant before mine would fire. I would be very interested in checking out your Patches for range. One thing I have noticed, they seem to be a bit more accurate if you set "aim for waterline" stops a lot of overshooting.
@Yamato, I don't know why your ship won't steer, did you put in rudders? Is there a download link, I have not seen it. I will help if I can but I do not have the ship to look at.
@Ivank What do you mean by "Campaign ready" ? It will work but you have to add it to flotillas at US bases and assign missions to it.
Peabody
You know, i could put up a ammunition fix patch for this mod. Like 100x more ammo on 5"ers and maybe twice more on the main guns, should be more then enough. :p
Just ask me and it'll be done. But good job on the beauty.
*edit* took my liberty and did already a slight addition to the mod. added whole lotta more ammo to the 5"ers, AA guns and AI 16"ers. To be uploaded the patch.
*edit2* seems you lack my maximum range increase patches aswell, i'll add those aswell.
@Task Force: Hope you like it.
@ Keltos, Thanks for the encouragement.
@ Walter: Thanks Walter (didn't type the numbers, you know how mixed up I get.:lol:) I pulled the 5 inch out and added ammo already. But not the AA. I didn't add the ammo to the gunsradar files so it won't conflict with other mods. I try to build the ships so they don't have to be taken out to use another one. Sometimes it works, sometimes not. :doh: but I guess an ammo increase isn't going to hurt anything.
Your range fix, I did do a increase on visual range so they fire sooner but don't know about firing range. On the Maya I was taking hits from a Merchant before mine would fire. I would be very interested in checking out your Patches for range. One thing I have noticed, they seem to be a bit more accurate if you set "aim for waterline" stops a lot of overshooting.
@Yamato, I don't know why your ship won't steer, did you put in rudders? Is there a download link, I have not seen it. I will help if I can but I do not have the ship to look at.
@Ivank What do you mean by "Campaign ready" ? It will work but you have to add it to flotillas at US bases and assign missions to it.
Peabody
I mean can i use it in the US campaign? how do i add it to flotillas and assign it missions
peabody
07-24-08, 12:58 PM
I mean can i use it in the US campaign? how do i add it to flotillas and assign it missions
http://www.subsim.com/radioroom/showthread.php?t=128825
Peabody
Peabody, i added my alterations to the mod. instead of putting it as a separate patch, i just included the fixes in the mod.
Here's the patched version with max firing range of 14km to main guns and AA guns range was bugged (selection range was 2000m, but now it is 8000m so they should autofire) but fixed that.
Here you go. http://www.megaupload.com/fi/?d=OG1KP229
Put that link to the main post, pea ^^
Claim: I ONLY ALTERED THE RANGES OF THIS MOD, EVERYTHING ELSE WAS DONE BY PEABODY
peabody
07-24-08, 10:01 PM
Peabody, i added my alterations to the mod. instead of putting it as a separate patch, i just included the fixes in the mod.
Here's the patched version with max firing range of 14km to main guns and AA guns range was bugged (selection range was 2000m, but now it is 8000m so they should autofire) but fixed that.
Here you go. http://www.megaupload.com/fi/?d=OG1KP229
Put that link to the main post, pea ^^
Claim: I ONLY ALTERED THE RANGES OF THIS MOD, EVERYTHING ELSE WAS DONE BY PEABODY
Thanks Walter. The changed files were they in the 'cfg' folder and the ammo in the 'gunsradar.sim' ? I have already made more changes and need to merge them together, so I need to know what files to include.
Peabody
Task Force
07-24-08, 10:23 PM
Tryed it out today. Veary nice ship. Everything is working.:up:
peabody
07-24-08, 10:36 PM
Tryed it out today. Veary nice ship. Everything is working.:up:
Thanks TF, I'm working on some stuff now. Added the flag, changing the AA guns to match the ones on the ship instead of 'generic 20mm', Walter increased some ranges on the guns. So there will be some updates.
Peabody
badaboom
07-24-08, 11:25 PM
:up: Very nice Peabody,Lov'in the new BB.I was on BB 63 last yr.and took this shot,
http://img.photobucket.com/albums/v27/badaboom/SH4Img2008-07-24_220746_947.jpg
http://img.photobucket.com/albums/v27/badaboom/Picture020.jpg
BB#63 Mighty MO,USS Missouri docked at Ford Island Pearl Harbour.
peabody
07-25-08, 12:48 AM
:up: Very nice Peabody,Lov'in the new BB.I was on BB 63 last yr.and took this shot,
http://img.photobucket.com/albums/v27/badaboom/SH4Img2008-07-24_220746_947.jpg
http://img.photobucket.com/albums/v27/badaboom/Picture020.jpg
BB#63 Mighty MO,USS Missouri docked at Ford Island Pearl Harbour.
The real guns look a lot bigger than the game ones. :lol::o
Peabody
Task Force
07-25-08, 12:54 AM
Trust me ive been on the Uss wisconsin at a museam and the whole thing is alot bigger than in the game. Those Guns are huge.:cool:
Alterations that i did were the: Guns_Radars.sim, CrewAI.cfg and Sim.cfg. Nothing else.
From guns_radars i altered the US guns 20mm, 40mm (all versions) and 5"ers to have more ammunition.
Well done and congrats, Peabody. :D
It was kind of you to mention me above, but I guess you started from scratch ?
Wise. :D
peabody
07-25-08, 11:16 AM
Alterations that i did were the: Guns_Radars.sim, CrewAI.cfg and Sim.cfg. Nothing else.
From guns_radars i altered the US guns 20mm, 40mm (all versions) and 5"ers to have more ammunition.
Thanks Walter, I just needed to know what I had to include, because I did some changes (not to those files) and I have to put the two versions together and I didn't want to undo the range fixes by putting in my version of anything that was changed. I thought they were the right ones, but wanted to make sure.
@ Horsa, Thanks, and you were right about it being frustrating sometimes.
Peabody
sqk7744
07-25-08, 12:39 PM
Nice work peabody (http://www.subsim.com/radioroom/member.php?u=238635) :up::up::up:
peabody
07-25-08, 01:00 PM
Nice work peabody (http://www.subsim.com/radioroom/member.php?u=238635) :up::up::up:
Thanks sqk. Be nicer when we can have some damage stuff, but then I would probably get sunk all the time anyway.:rotfl:
Noticed you location "fughetaboudit" you must be from NY
Peabody
UrPeaceKeeper
07-26-08, 10:32 PM
Hey, nice, the missions are intresting to play however I'm trying to get this into the campaign and I hit a road block. I've followed the guide posted earlier in this thread (thanks Mush!) but for some reason I Crash to Desktop whenever I try and start a patrol. I can select the USS Iowa as a playable ship and change all the bits and bobs on it but I cant actually sail out without crashing in Campaigns. The missions work fine. Any help would be direly appreciated!
I've edited the Roster file to include the US Iowa, the Flotilla file and the CareerStart file and made sure everything matches between the three. Did I miss a file (probably did, I'm a slight bit impatient :D)
Thanks in advance!
:arrgh!:
Bleh EDIT: Forgot to assign missions. Testing!
EDIT 2: Still not working... So I've added missions (same missions as for the subs...)
peabody
07-26-08, 10:41 PM
Hey, nice, the missions are intresting to play however I'm trying to get this into the campaign and I hit a road block. I've followed the guide posted earlier in this thread (thanks Mush!) but for some reason I Crash to Desktop whenever I try and start a patrol. I can select the USS Iowa as a playable ship and change all the bits and bobs on it but I cant actually sail out without crashing in Campaigns. The missions work fine. Any help would be direly appreciated!
I've edited the Roster file to include the US Iowa, the Flotilla file and the CareerStart file and made sure everything matches between the three. Did I miss a file (probably did, I'm a slight bit impatient :D)
Thanks in advance!
:arrgh!:
I'll be perfectly honest, I can't get it to work either.:rotfl:. I know you probably don't think that's funny. But I may have a naming conflict in there that doesn't show up in a Single Mission. I am working on it. A couple others asked for a Campaign too.
Just to let you know I have written a Campaign and I play it, so I have done something wrong somewhere. And I think it is probably a "name". They have Class name and unit name and displayable name and IDs and a couple others. I can't keep them straight.
If I get it straightened out I will make a flotilla out of Pearl and add the missions, then if anyone wants to go farther they can use that as a pattern to include other bases.
going to end here, lightning storm, I think one just hit my chair, lights flickering.
Peabody
Randall Flagg
08-09-08, 04:54 PM
Hey, nice, the missions are intresting to play however I'm trying to get this into the campaign and I hit a road block. I've followed the guide posted earlier in this thread (thanks Mush!) but for some reason I Crash to Desktop whenever I try and start a patrol. I can select the USS Iowa as a playable ship and change all the bits and bobs on it but I cant actually sail out without crashing in Campaigns. The missions work fine. Any help would be direly appreciated!
I've edited the Roster file to include the US Iowa, the Flotilla file and the CareerStart file and made sure everything matches between the three. Did I miss a file (probably did, I'm a slight bit impatient :D)
Thanks in advance!
:arrgh!:
I'll be perfectly honest, I can't get it to work either.:rotfl:. I know you probably don't think that's funny. But I may have a naming conflict in there that doesn't show up in a Single Mission. I am working on it. A couple others asked for a Campaign too.
Just to let you know I have written a Campaign and I play it, so I have done something wrong somewhere. And I think it is probably a "name". They have Class name and unit name and displayable name and IDs and a couple others. I can't keep them straight.
If I get it straightened out I will make a flotilla out of Pearl and add the missions, then if anyone wants to go farther they can use that as a pattern to include other bases.
going to end here, lightning storm, I think one just hit my chair, lights flickering.
Peabody
thanks for this amazing mod, are you still working on a career for the iowa?
peabody
08-09-08, 06:15 PM
Hey, nice, the missions are intresting to play however I'm trying to get this into the campaign and I hit a road block. I've followed the guide posted earlier in this thread (thanks Mush!) but for some reason I Crash to Desktop whenever I try and start a patrol. I can select the USS Iowa as a playable ship and change all the bits and bobs on it but I cant actually sail out without crashing in Campaigns. The missions work fine. Any help would be direly appreciated!
I've edited the Roster file to include the US Iowa, the Flotilla file and the CareerStart file and made sure everything matches between the three. Did I miss a file (probably did, I'm a slight bit impatient :D)
Thanks in advance!
:arrgh!:
I'll be perfectly honest, I can't get it to work either.:rotfl:. I know you probably don't think that's funny. But I may have a naming conflict in there that doesn't show up in a Single Mission. I am working on it. A couple others asked for a Campaign too.
Just to let you know I have written a Campaign and I play it, so I have done something wrong somewhere. And I think it is probably a "name". They have Class name and unit name and displayable name and IDs and a couple others. I can't keep them straight.
If I get it straightened out I will make a flotilla out of Pearl and add the missions, then if anyone wants to go farther they can use that as a pattern to include other bases.
going to end here, lightning storm, I think one just hit my chair, lights flickering.
Peabody
thanks for this amazing mod, are you still working on a career for the iowa?
I still haven't found the problem, may be in the naming, I'm not sure. It should go into the American Career with just adding to a flotilla, but it crashes. It goes all the way through assigning a mission, you can go to the weapon and crew screens, add crewmembers then when you click on the map and it asks if you want to start in port or out of port, clicking "Start" crashes.
I asked on here but didn't get any response. And I have been a little busy helping someone with a ship (Asking me for help, my ship doesn't work right.:rotfl:) and also working on the Japanese Campaign. If I find the problem I will post it for download with a flotilla MOD so everyone can use it in a Career. But, right now I honestly don't know what the problem is.
Peabody
Sledgehammer427
08-14-08, 10:15 PM
I'll see if i can do anything with it, i made the 688i and November Class Subs work as selectable in campaign, for work on the CW mod...
ill see what i can do tomorrow...need to work late tonight
peabody
08-15-08, 12:06 AM
I'll see if i can do anything with it, i made the 688i and November Class Subs work as selectable in campaign, for work on the CW mod...
ill see what i can do tomorrow...need to work late tonight
I made a sub playable from the Sen Toku and got it into a Japanese Campaign and I got Keltos ships in. So, I may have made a mistake in the Campaign or Flotilla but I think the problem is with the ship.
Thank you, I appreciate the help. I am probably looking right at the problem but I don't see it.
Peabody
UrPeaceKeeper
08-15-08, 10:25 AM
Take your time and check every single file (yeah it sucks I know) The good news is that I put it into the Battle of Midway so I've got two task forces that I can put under the sea while I wait :) God I love it when those 16 inchers finally hit home on some of these ships. It just turns them into a pile of nothingness. I also noted that you do take Hull damage from heavy guns of BB's (Which admitedly are more accurate than my own elite crew's are..............) but nothing inside breaks and she seems largely unsinkable. I took 34% hull damage and didnt even faulter in speed or sink down in the water even a little bit. Not complaining but it looks like a damage model is already on this thing, ish.
:arrgh!:
peabody
08-15-08, 01:09 PM
Take your time and check every single file (yeah it sucks I know) The good news is that I put it into the Battle of Midway so I've got two task forces that I can put under the sea while I wait :) God I love it when those 16 inchers finally hit home on some of these ships. It just turns them into a pile of nothingness. I also noted that you do take Hull damage from heavy guns of BB's (Which admitedly are more accurate than my own elite crew's are..............) but nothing inside breaks and she seems largely unsinkable. I took 34% hull damage and didnt even faulter in speed or sink down in the water even a little bit. Not complaining but it looks like a damage model is already on this thing, ish.
:arrgh!:
Ya, there are people working with damage modelling. I don't know anything about it at this point other than the basics of what it does. But to model it I think you need to find the coords of the zones and then set them to a certain type depending where it is and link to them. It is not the time, it is last of knowledge. And I think even with it semi working it doesn't show other than hull damage and no damage control. (in other words it won't get fixed, if an engine is damaged I don't think it will get fixed)
And for your comment about checking every file, been there, done that, I am not seeing the problem. Now that I have stepped away for a while, I am going to try again, to see if this time I will see it. And Sledgehammer427 offered to look at it too. I know it's probably a minor thing but I just can't find it. I offered to help someone one time and spent hours, saying "It should work????" It turned out to be a missing [ (bracket) in the .upc file and I didn't see it for a long time.
If you want to sink, download the Fuso or Kongo and do the Kongo off Samar mission. The planes will get you!!!:rotfl:. And I have no idea why that sinks and the Iowa doesn't. I also don't know why the AI ships are so accurate and the playable ones are so bad. As for stuff breaking inside, it does, it just won't show. I have come to a dead stop in the water, and according to the damage, I had none. But it must have taken out my engines because it wouldn't move. Another thing I noticed on the Japanese ships, haven't noticed it on Iowa, but if for example a plane drops a bomb and it hits the ship, any AA guns that take damage....dissapear. I noticed it first on my Sen Toku sub in a Japanese Campaign. I got DCed and was told "Flak Guns destroyed" and when I surfaced, they were gone.
I am learning more and more as I go, but for now I have a lot I just don't know. So the ships are playable but each one is a bit different in how it takes damage.
Peabody
Sledgehammer427
08-15-08, 02:33 PM
i was thinking...maybe it would be possible, for the controllable turrets, to control the entire forward battery? i think that would be cool, and have the viewpoint switch to the fire director atop the bridge?
is it even remotely possible to do this? or are we trapped using one turret?
EDIT: for your flak guns destroyed thing where they disappear, the crew proly got fed up with the shambled, pressed metal modern art masterpeices sitting atop the deck and cast them overboard
peabody
08-15-08, 02:48 PM
i was thinking...maybe it would be possible, for the controllable turrets, to control the entire forward battery? i think that would be cool, and have the viewpoint switch to the fire director atop the bridge?
is it even remotely possible to do this? or are we trapped using one turret?
EDIT: for your flak guns destroyed thing where they disappear, the crew proly got fed up with the shambled, pressed metal modern art masterpeices sitting atop the deck and cast them overboard
Like a sub, which this is once you make it, you can have two deck guns but you can only play one, so that is why there is only one "DeckGun". As for the view, I know you can move the view, in fact on one ship I was asked to move it a little higher. I imagine you could put it anywhere you want, never tried it.
As for the guns overboard, you are probably right.:rotfl:.
Peabody
the iowa is unsinkable because in the zon file, the iowa's armor is set at 96cm i reduce it at 60 cm and it looks better, you can be killed at medium distances
also, the turrets of the iowa can be destroyed if a bb hit them.
how can i insert an image?
Sledgehammer427
08-15-08, 03:06 PM
you need a photobucket or imageshack account. then use the direct link they give you and use
(image link)
to end it, and it should work
peabody
08-15-08, 03:48 PM
the iowa is unsinkable because in the zon file, the iowa's armor is set at 96cm i reduce it at 60 cm and it looks better, you can be killed at medium distances
also, the turrets of the iowa can be destroyed if a bb hit them.
how can i insert an image?
The zone files are exactly the way they were on the 'in game' Iowa which can be sunk,the problem is with the zone locations because it has been changed to a sub. I did not make any change to the thickness of the armor.
Peabody
Eagle1_Division
08-16-08, 05:51 PM
i was thinking...maybe it would be possible, for the controllable turrets, to control the entire forward battery? i think that would be cool, and have the viewpoint switch to the fire director atop the bridge?
is it even remotely possible to do this? or are we trapped using one turret?
EDIT: for your flak guns destroyed thing where they disappear, the crew proly got fed up with the shambled, pressed metal modern art masterpeices sitting atop the deck and cast them overboard
Like a sub, which this is once you make it, you can have two deck guns but you can only play one, so that is why there is only one "DeckGun". As for the view, I know you can move the view, in fact on one ship I was asked to move it a little higher. I imagine you could put it anywhere you want, never tried it.
As for the guns overboard, you are probably right.:rotfl:.
Peabody
Here's an Idea: the Iowa's guns are laid out like this(like your looking at it from the side): \back|(5x 2x5in)|Front|Very Front /
How about writing it so the Back and very front guns are deck guns, while the front and 5in guns are "Flak". there isn't a number limit on FlaK, is there?
Sledgehammer427
08-16-08, 07:17 PM
only two Flak guns are allowed at one time, methinks, but with 1.5 and ubm theres the three, so who knows?
to peabody. ive tried my hardest, and could not get the iowa to work as selectable on the campaign mode, i get it to be selected, i have flotillas laid out, and i have everything set, same thing i did with my November. i selected the BB...and hit Start Career...CTD :damn: how many times did i have to load my game before i gave up? i gave up counting after 12 i think....maybe we should talk to xantrokoles
(big nudge there Xantro) to see if he cant help us get it working. he got the graf spee/ Scheer BB to work, so theres gotta be something he can do
peabody
08-16-08, 07:36 PM
Here's an Idea: the Iowa's guns are laid out like this(like your looking at it from the side): \back|(5x 2x5in)|Front|Very Front /
How about writing it so the Back and very front guns are deck guns, while the front and 5in guns are "Flak". there isn't a number limit on FlaK, is there?
There is only a limit on 'playable' guns. You can have any number of guns. But in order to be user controlled, you have to trick the game into thinking it is a submarine Deck gun. And you can have two deck guns on a sub, but only one can be 'playable' With the flack I have seen three playable, I don't know if that is the limit or not. If I understand you right you want to turn some into flak guns so they can be playable? I suppose it might be possible, never tried it. I don't know what the specifications are to have it considered a 'flak gun'.
But for the part to make the front and back deck guns, there is no reason to do that. I didn't mean you can only play one at a time. You can only select one to be playable, you can't pick the one you want in the game, it has to be written that way. If there is a way to make both playable, I never heard about it.
Peabody
kondor999
09-26-08, 05:01 PM
Thanks so much for this. Even though I will always love the Yamato most (mainly for its almost alien and decidedly non-western "look"), even I have to admit that this is the greatest BB ever made in terms of pure fighting ability.
Totally OT here, but does it break anyone else's heart that the IJN just wasted the Yamato like that over Okinawa? I mean - the biggest BB of all time, gorgeous to look at and totally unlike anything before or since - and they just throw it away. What a magnificent war memorial it would have made.
Anyway, I'd have given anything to see it for real. Just once. :nope:
kwbgjh2
09-27-08, 01:12 AM
Thanks so much for this. Even though I will always love the Yamato most (mainly for its almost alien and decidedly non-western "look"), even I have to admit that this is the greatest BB ever made in terms of pure fighting ability.
Totally OT here, but does it break anyone else's heart that the IJN just wasted the Yamato like that over Okinawa? I mean - the biggest BB of all time, gorgeous to look at and totally unlike anything before or since - and they just throw it away. What a magnificent war memorial it would have made.
Anyway, I'd have given anything to see it for real. Just once. :nope:
:know:
First of all the Yamato was the ship of the Emperor. No member of the japanese admrality would have taken the responsibility for a possible sinking in the early war. Since 1943 the Yamato got more and more deployments. The "waste at Okinawa" was the result of the fate of Yamato's sistership Musashi.
Although the Musashi was in her last stage of extension a swimming AA platform it was sunk by airplanes.
:yep:
After 1942 BB's were just no longer state of the art. And the ironic part of history was that the Japanese themselves demonstrated this by sinking the HMS Prince of Wales and the HMS Repulse with just planes in Dec, 1941.
Btw: Even the Americans used the capital battleships after the huge carrier victory of Midway mostly just as swimming artillery to support landing operations.
MMFN Lindsay
12-04-08, 02:41 PM
So i went and dowloaded the file.. now what do i do? i know this probably seems like a dumb question.. but ive never dowloaded a patch like this
peabody
12-04-08, 03:19 PM
So i went and dowloaded the file.. now what do i do? i know this probably seems like a dumb question.. but ive never dowloaded a patch like this
Welcome, there are no dumb questions, unless you ask the same question 25 times then it becomes a dumb question.:lol:
First it was written with SH4 with the Uboat add on (version 1.5) so if you only have 1.4, it probably won't work.
If you don't have it, you will need Jonesoft Generic Mod Enabler. (JSGME for short) You can get it here:
http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)
Read the directions, it need to go in your SilentHunter folder. It creates a mod folder and make sure you make a snapshot of your files with it before you do any MODS.
Then extract the Iowa into the MODS folder that was created. When you run JSGME the Iowa will show on the left side, move it to the right side by selecting it and click the arrow. Start SH4 and choose one of the Single Mission (called Quick Missions in the game, but the folder they are in is SingleMissions, for some reason Ubi doesn't like to use the same name twice anywhere)
There are two quick missions included. Iowa test and Safety is that way. Select one, make sure the Iowa is selected in the list of available subs and start.
Peabody
Capt. Shark Bait
12-04-08, 03:49 PM
=peabodyFirst it was written with SH4 with the Uboat add on (version 1.5) so if you only have 1.4, it probably won't work.Peabody
actually, it works well with 1.4:ping: . be nice, tho, if there were some real missions for Iowa
peabody
12-04-08, 04:27 PM
=peabodyFirst it was written with SH4 with the Uboat add on (version 1.5) so if you only have 1.4, it probably won't work.Peabody
actually, it works well with 1.4:ping: . be nice, tho, if there were some real missions for Iowa
Thanks Capt. I didn't have 1.4 to test it on. I set the ships aside when I started work on the Japanese Campaign intending to get back to it later, but then when they started the Surface ship super MOD I figured it would be taken care of so I didn't do any more with it.
Peabody
The Iowa Class BB will be included in T.S.W.S.M. v2
For a full list of warships to be in versions 1-4 click here (http://www.subsim.com/radioroom/showthread.php?t=144946)
Can anyone please help me with how to add Iowa to US campaign please? I dont know the ID for the ship when i type into CareerStart.upc (in iowa mod folder) something like F1Iowa ... it just doesent work... crashes ingame when i click campaign.
Please help!
Thanks :D
peabody
01-09-09, 04:04 PM
Can anyone please help me with how to add Iowa to US campaign please? I dont know the ID for the ship when i type into CareerStart.upc (in iowa mod folder) something like F1Iowa ... it just doesent work... crashes ingame when i click campaign.
Please help!
Thanks :D
I built five ships intending for them to be used in the single mission not Campaign Mode. I did not realize it would become so popular and I am busy with the Japanese Campaign MOD and did not have time to go back and fix them.
Now the surface warfare mod team is going to make so many ships playable, I didn't bother to fix it.
Peabody
ohh... Btw is it hard to change the ship/sub spawn on the surface? Cuz there is alot of missions (even MP :P) where u start submerged. How to fix that then? (if u know)
Thanks anyway
Sledgehammer427
01-09-09, 06:44 PM
i would check in the Single Missions in the Data folder, start flicking through the files in there thru notepad, and see if you can find something like Startdepth in those lines of coding
peabody
01-09-09, 06:47 PM
ohh... Btw is it hard to change the ship/sub spawn on the surface? Cuz there is alot of missions (even MP :P) where u start submerged. How to fix that then? (if u know)
Thanks anyway
That is very simple.
I don't know if you have used the Mission Editor, you will find it in the main SH4 folder. Open it and go to the Single mission folder and open a mission. Then find the playable sub (it will be a circle, the other ships are squares)
On the toolbar click the hand to move around the map, you can zoom in/out with the mouse wheel. When you find the sub, click again on the hand so it is NOT selected and do a RIGHT mouse click on the sub and select Properties. A window will pop up and look for "Height (m) and a box beside it. If it is submerged it will have a minus sign and a depth, like -16. Just make it 0 and hit enter. Now save it and you will be on the surface.
While you are in there you may want to repostion the ship if you are too close to the enemy. Remember you were submerged, now you are on the surface being shot at, you may not want to be that close.
Make sure when you save the dropdown box has the right mission in it. It will be either .mis for US or .misge for Uboat. Make sure it is the same as the mission you loaded.
EDIT: One thing I forgot to mention, if you use any of the ships from my filefront files (link in signature below) they are built using US Fleet Boat and work in US/Japan missions as Japanese ships (.mis file). Most of the other Japanese ships you find will be built on German Uboats and will only work in Uboat missions (or .misge)
If you want to use Sledgehammers idea and use notepad, then go to the Single Mission folder, find the mission you want, open the folder, then using notepad open the .mis or .misge file. Go to Edit/Find. In the find box put "Type=200" without the quotes. That will find only submarines (the playable ships are submarines) That will be the playable unit UNLESS it is Multiplayer, then there will be more than one type 200 OR they have put some non-playable submarines in the mission, then it may not be the playable one. You will see something like this:
[Unit 3]
Name=USS S-42
Class=SSPorpoise
Type=200
Origin=American
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451115
GameExitTime=0
EvolveFromEntryDate=false
Long=18715396.000000
Lat=-1467340.000000
Height=-16.000000
Heading=29.797600
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
Now the type=200 means a submarine or a playable surface ship (which is made from a submarine)
I think Commander=1 means "human controlled" (I could be wrong on that one)
Now look for "Height=" and set it to 0.
Save and play.
Peabody
Thanks! It works :D Made some great missions for me and my friend to play via MP -BB vs BB
:hmmm:
Interesting nick-name ...
sergbuto
01-10-09, 10:25 AM
Indeed. Sometimes ppl are too hard on themselves. :D
Peabody!!!!!!!!! Hey bud just got my system running AGAIN!! and see this..I'm going to try and run it in my SH4 this week...:up:
Chinese U-47
01-25-09, 05:41 AM
My friend just asked me for a SH4 Iowa MOD,and I get it here.Thank you for your work:up:
Alex_SoboL
02-07-09, 05:19 AM
UZO in Iova don’t work (like in playable Yamato ship - same bag ). Please correct this bag. (I am sorry for my bad English)
peabody
02-07-09, 08:03 PM
UZO in Iova don’t work (like in playable Yamato ship - same bag ). Please correct this bag. (I am sorry for my bad English)
That is not a bug, I left it out on purpose. If you fire that torpedo while underway you will blow yourself up.
Peabody
Alex_SoboL
02-08-09, 01:06 AM
UZO in Iova don’t work (like in playable Yamato ship - same bag ). Please correct this bag. (I am sorry for my bad English)
That is not a bug, I left it out on purpose. If you fire that torpedo while underway you will blow yourself up.
Peabody
OK! So how I can quickly define distance to the target for manual gun firing without UZO and Periscope?
peabody
02-08-09, 05:01 AM
UZO in Iova don’t work (like in playable Yamato ship - same bag ). Please correct this bag. (I am sorry for my bad English)
That is not a bug, I left it out on purpose. If you fire that torpedo while underway you will blow yourself up.
Peabody
OK! So how I can quickly define distance to the target for manual gun firing without UZO and Periscope?
I didn't say you could, I just explained why there is no UZO.
Here is a link to the Iowa with the UZO.
http://files.filefront.com/USA+Iowa+Uzo7z/;13240313;/fileinfo.html
Peabody
Alex_SoboL
02-09-09, 11:08 AM
UZO in Iova don’t work (like in playable Yamato ship - same bag ). Please correct this bag. (I am sorry for my bad English)
That is not a bug, I left it out on purpose. If you fire that torpedo while underway you will blow yourself up.
Peabody
OK! So how I can quickly define distance to the target for manual gun firing without UZO and Periscope?
I didn't say you could, I just explained why there is no UZO.
Here is a link to the Iowa with the UZO.
http://files.filefront.com/USA+Iowa+Uzo7z/;13240313;/fileinfo.html
Peabody
OOO I LOVE YOU !!!
jmardlin
02-21-09, 07:10 PM
I have done an update of Peabody's Iowa beta(with his permission of course) it is now able to be used in career mode. Download it here.
is there any way to get it to work in multi? seems every multiplayer map starts the ships submerged and nothing you do will bring the Iowa up :)
tomhugill
03-09-09, 02:53 PM
Thats because by default the multiplayer maps probably have the sub submerged if u change them to surface then this should fix it
Alex_SoboL
03-26-09, 11:35 AM
I need a CrewMembers.upc file for Iowa. I have no crew in campaign.
jmardlin
03-26-09, 02:14 PM
This is likely because of the upc not being correct. If you have 1.4 or a mix of both peabody's original files and the edited ones may also cause this problem. I am not sure.
peabody
03-26-09, 03:22 PM
I need a CrewMembers.upc file for Iowa. I have no crew in campaign.
The crew is part of the ships.upc file. I have a crew on the original ship in Single mission, and Jmardlin has a crew (no damage crew though) in career when I tried it. (I dont' remember if I had a damage crew or not, it's been so long since I played it)
What version of SH4 are you playing? Do you have any MODS enabled? Try it is a single mission and see if you have a crew. Or try some of the other ships available, if you can find them with filefront going down and see if they work.
@Jmardlin: Your version of the Montana is posted isn't it? He could try that and see if he has a crew. Possibly another mistake in my UPC?
Peabody
jmardlin
03-26-09, 09:20 PM
Yes it does but it is set up the same way. No damage control crew.
Alex_SoboL
03-27-09, 02:26 AM
I change side of this ship to German. Maybe problem with crew in this? If yes, how I can fix it?
Alex_SoboL
03-27-09, 06:35 AM
I add crew on Iowa, but ship, all the same, doesn’t move. What I do wrong?
Sorry for the necro, but does anyone still have this file for download? All of the links in the thread gave me a 'file unavailable' error.
Thanks!
jmardlin
09-16-09, 07:24 PM
The career playable version is on my filefront page If Peabody says it is ok I will put the original in the downloads section here if it is not already there.
peabody
09-16-09, 07:45 PM
The career playable version is on my filefront page If Peabody says it is ok I will put the original in the downloads section here if it is not already there.
Certainly put your career playable version here for everyone.
Peabody
jmardlin
09-17-09, 10:23 PM
will do
keltos01
09-18-09, 12:46 AM
I might just try it , but how do you drive a boat that can't submerge ? ;)
I'm more of the shy underwater type !
keltos
Admiral Von Gerlach
09-20-09, 12:27 PM
so sorry the links do not work for either the original file or the patched on can someone do a new link? danke
Snow Leopard
04-16-10, 06:17 AM
Hallo,
1. In game, Iowa's secondary armament (5") can't fire to the aircraft - why???
2. Secondary battery ammo storage is far too small.
Real ammunition stowage per gun [for North Carolina (BB-55), South Dakota (BB-57) and Iowa (BB-61)]: 450 rounds (1000 rounds per single mounting).
http://www.navweaps.com/Weapons/WNUS_5-38_mk12.htm
3. Iowa's textures are (_i_)... :(
4. Main controling station screen should be on navigtion bridge level, not on the top of superstructure.
Regards,
SL
peabody
04-16-10, 03:18 PM
Hallo,
1. In game, Iowa's secondary armament (5") can't fire to the aircraft - why???
2. Secondary battery ammo storage is far too small.
Real ammunition stowage per gun [for North Carolina (BB-55), South Dakota (BB-57) and Iowa (BB-61)]: 450 rounds (1000 rounds per single mounting).
http://www.navweaps.com/Weapons/WNUS_5-38_mk12.htm
3. Iowa's textures are (_i_)... :(
4. Main controling station screen should be on navigtion bridge level, not on the top of superstructure.
Regards,
SL
I can't answer your questions because there are several versions of this ship available and I don't know which one you have. I don't have my version uploaded anywhere at this time.
I made a mistake in my UPC file and it would not work in Career Mode so jmardlin fixed it and released a version. I think he also added a new texture, or at least someone did. Then others also released versions of it. Since there were new versions available for download, I never fixed my version.
So unless someone uploaded my version somewhere it is not available anymore.
Peabody
Karle94
04-16-10, 04:28 PM
Hallo,
1. In game, Iowa's secondary armament (5") can't fire to the aircraft - why???
2. Secondary battery ammo storage is far too small.
Real ammunition stowage per gun [for North Carolina (BB-55), South Dakota (BB-57) and Iowa (BB-61)]: 450 rounds (1000 rounds per single mounting).
http://www.navweaps.com/Weapons/WNUS_5-38_mk12.htm
3. Iowa's textures are (_i_)... :(
4. Main controling station screen should be on navigtion bridge level, not on the top of superstructure.
Regards,
SL
The reason the 5 inch won`t fire at aircrafts is becouse in the game it`s not a aa gun. If you search through the files containing the 5"/38, you can change the ammo count. The main controlling station us put on top of the ship so you can have a good view. I hope this answers your questions.
Snow-Leopard
04-20-10, 08:46 AM
The reason the 5 inch won`t fire at aircrafts is becouse in the game it`s not a aa gun. If you search through the files containing the 5"/38, you can change the ammo count. The main controlling station us put on top of the ship so you can have a good view. I hope this answers your questions.
Yes, thank you.
Last question - what is a name of the file, that concerns about 5"/38 dual-purpose guns?
Karle94
04-20-10, 09:37 AM
Yes, thank you.
Last question - what is a name of the file, that concerns about 5"/38 dual-purpose guns?
It`s called guns_radars. Search in the Library/ShipParts.
Snow-Leopard
04-20-10, 12:36 PM
It`s called guns_radars. Search in the Library/ShipParts.
It is a DAT class file - how can I open and edit it?
Karle94
04-20-10, 01:01 PM
It is a DAT class file - how can I open and edit it?
You need to open the sim file with S3D. Then find the node 50 wich is a wpn_Cannon, then open it and open ammo_storage and then change the number of shells of a specific type.
Bloomstomb
04-26-10, 09:39 AM
Wait a second here. Your saying you can actually command yamato?
As in , captain of the yamato?
M.Robinson
06-06-10, 05:44 PM
http://www.youtube.com/watch?v=mTt6QrmJrNk
pwrlvlonme
07-13-10, 09:38 PM
OMG EPIC!!! nice job works perfectly i am unstopable!!!:haha:
Hi, I hope its notbad to post a reply in this old thread. But I have a question about modifying the USS Iowa. The ship worsk great, but when I am on a journey and attack enemys, all the weapons on the side shot. But after some time there stop the fire. I think the ammunation is empty. My question is, is it possible to max the ammunation of the smaller side guns or is this an other problem? thx for any answers PS: I hope my english is not to bad.
Marka Ragnos
07-30-11, 10:45 AM
Hi, I hope its notbad to post a reply in this old thread. But I have a question about modifying the USS Iowa. The ship worsk great, but when I am on a journey and attack enemys, all the weapons on the side shot. But after some time there stop the fire. I think the ammunation is empty. My question is, is it possible to max the ammunation of the smaller side guns or is this an other problem? thx for any answers PS: I hope my english is not to bad.
very possible :)
First you need to download S3D silent 3ditor (http://www.subsim.com/radioroom/showthread.php?t=119571) and open the sim files located in the USSubParts folder.
There you will can edit the various guns and cannons.
Hope this helps
Oh and if you succeed de-activate and reactivate the mod in order to make it works
Thanks that helped me. I have changed the ammu amount of the Deck_Gun_16Inch.sim in the mod folders, that worked in the game, but only for the big Gun which I can controll. But I cant find the file for the smaller guns on the side of the Iowa which I cant controll myself. In which sim file I can found this? greetings, Strece
peabody
07-30-11, 02:26 PM
Thanks that helped me. I have changed the ammu amount of the Deck_Gun_16Inch.sim in the mod folders, that worked in the game, but only for the big Gun which I can controll. But I cant find the file for the smaller guns on the side of the Iowa which I cant controll myself. In which sim file I can found this? greetings, Strece
As stated earlier it depends which version you have. If they are not in the Library folder, then they will be listed in the submarine folder "USA_Iowa.eqp". Then go to the library and find the ShipParts and gunsradars.dat. (and .sim) for the gun that is used. There are three files guns_radars, guns_radars_02, and guns_radars_03, it will be in one of those. You may have to add the file you want to the mod by creating a "ShipParts" folders to the library and the file you want.
Peabody
Thank you, this was exactly what I wanted to know.
In the eqp file I found the turrets and change the ammu storage in the specific guns_radars sim files.
Foxhound
01-10-12, 11:11 AM
i was using S3D to manipulate some of the gun parameters for USS Montana and i noticed something strange. first of all i didn't know any such thing as S3D existed up untill 5 minutes ago when i downloaded it. whoever has made it has done one hell of job:rock:. secondly i opened a gunname.sim file (for the 16incn main armament) with S3D and i changed reload time from 10 sec to 1 sec. i also manipulated a "guns_radars_10.sim" in the Data\Library\ShipParts directory accordingly .then i played the game with the mod enabled and i noticed something strange. the reload time hadn't changed for the gun when i was firing the turret manually (you know pressing F6, aiming and hitting the space bar i had to wait 10 sec to relaod). but when i set a nearby vessel (poor vessel) on the binocular as the deg gun target, those monster turrets turned toward the poor vessel and stated pounding with big shells in 1 sec intervals. now what's the problem? how could i finally change reload_time for the main gun in the manual mode? should i be modifying any other files? or any other parts of the already mentioned files? i am stuck with SH4 V1.0.0.0 but this great USS Montana works just fine for me. thanks anybody for any answer.
Foxhound
01-10-12, 12:06 PM
i have a problem with sustained firing. i am sailing on a parallel course with a convoy, say some 2500 to 3000 m away. it is night, the weather is clear and the see is calm, a large merchant is silhouetted against the moonlight. now i want to shoot it. my problem is that i go to the binocular and assign the merchant as the deck gun target. the secondary battery fires a partial salvo and then stops shooting. the lazy big turrets just start to turn to port toward the merchant but when just 30 degs into the turning, they kind of change their mind and return to center line position and remain there:damn:. and there is nothing. i then have to repeat the process, to go to the binocular and set the merchant as the deck gun target and this thing starts with no good result. i noticed when the range to the target is smaller the situation is partially better. what's wrong? why can't a legendary battleship shoot a merchant from 3000 m? is it about the sensor file? gun_radar.sim? what file then? how could i fix this?:o
Foxhound
01-10-12, 12:54 PM
originally posted by Kondor999:
Thanks so much for this. Even though I will always love the Yamato most (mainly for its almost alien and decidedly non-western "look"), even I have to admit that this is the greatest BB ever made in terms of pure fighting ability.
Totally OT here, but does it break anyone else's heart that the IJN just wasted the Yamato like that over Okinawa? I mean - the biggest BB of all time, gorgeous to look at and totally unlike anything before or since - and they just throw it away. What a magnificent war memorial it would have made.
Anyway, I'd have given anything to see it for real. Just once. :nope:
==========================
you know, this wasn't just about IJN Yamato. the entire IJN was wasted. when you look at the history of naval battles in WWII south pacific, apart from the attack on pearl (which was unfair game and they caught the US off guard ) the entire Japanese navy was on a crazy suicide mission against the US navy. take the battle of midway for example. the IJN was
happily sailing with its entire carrier force without proper recon. US navy defense was no match in terms of numbers against the Japanese fleet and yet they (I guess it was Nimitz, correct me) were so efficient and the IJN was so dull the US aircrafts SANK 5 of their carriers. Richard Overy in "Why the Allies Won (1995)" has correctly said that this engagement changed the whole scenario in the pacific. had the Japanese taken the Midway their next step would have been to land on the US soil (questionably). fortunately they screwed it. take the case of that great man, admiral Yamamato. the japanese were so happy minding their own business the US (under FRD) planned and successfully executed a plan(Operation Vengeance (http://en.wikipedia.org/wiki/Operation_Vengeance)) sending P38s on a very long range mission to shoot his aircraft down. he was simply assassinated. you know there are just too many other similar cases. some of them are laughable. numerous IJN battleships were sunk and the japanese didn't know what had hit them. in one particular case a US navy battleship (Washington) slipped through darkness into firing range (5000m) on a japanese harbor and shelled Japanese battleship Kirishima to the bottom. you know because it was dark they didn't see the Washington. recent record shows the ship was not scuttled even, it was really SUNK in that gun battle. either they were very dull or the US was very clever. the whole japanese navy was destroyed with no or very little against the US navy.
USS Drum
01-10-12, 10:23 PM
You know you can put all of those into one posts, right?
Foxhound
01-11-12, 12:17 AM
you mean this was an answer to all of them in one post?:woot:
Foxhound
01-15-12, 11:34 AM
i am so sorry, i guess my post was sort of lost in history, anybody has any answer to " manipulating gun parameters"? i would be happy. i didn't want to torpedo this thread, anyways. thanks anybody
DaDeathProject
04-18-12, 07:03 PM
Bump. Links not working for me :p
peabody
06-01-12, 10:40 AM
wtf? The link didn't work! Can anyone upload again?
Welcome to SubSim, good way to start your first post...wtf? Did you happen to notice the date on the first post, it was 4 years ago. That ship does not exist anymore. Other people have an Iowa BB that they may upload for you.
Peabody
Karle94
06-01-12, 11:01 AM
I made a mod based on this one. Did some polishing on the 3D model, and corrected a few things that Ubisoft Romania got a little wrong. Oh and I would like to thank Peabody for letting me use his mod. Here is the link if anyone is interested: http://www.gamefront.com/files/21146853/USA_Iowa_V1_0_rar
widowmaker7
07-26-12, 10:22 AM
Karle94, Is there any way I can add a flag to your Iowa mod?
Thanks
oliverman2255
08-27-12, 10:54 PM
hi im oliverman2255 i have always loved the uss iowa it was one of the greatest ships ever built. i was extremly glade to here that it got saved from the scrapers tourch
:salute:
BluePhoenixV
12-24-14, 04:01 PM
A while ago (probably in august) i had this mod installed and it worked fine, but now when i install it, i go in any of the missions and it floats underwater just below the surface, then the whole ship sinks underwater about 10 feet more and my game crashes. this is with any version of the Iowa and im getting very annoyed about this :/\\!!
http://gyazo.com/524827776856a3f7bd04848c5c9a3ea8
bloddyboy123
12-27-15, 12:29 AM
Anyone got the links to this? does it work in 1.5?
Aktungbby
12-27-15, 12:41 AM
hi im oliverman2255 i have always loved the uss iowa it was one of the greatest ships ever built. i was extremly glade to here that it got saved from the scrapers tourch
:salute::yeah:http://histbase.com/USS_Iowa/Images/USS_Iowa_Golden_Gate.jpg
Fearless
11-18-18, 04:24 AM
Hi, I hope its notbad to post a reply in this old thread. But I have a question about modifying the USS Iowa. The ship worsk great, but when I am on a journey and attack enemys, all the weapons on the side shot. But after some time there stop the fire. I think the ammunation is empty. My question is, is it possible to max the ammunation of the smaller side guns or is this an other problem? thx for any answers PS: I hope my english is not to bad.
very possible :)
First you need to download S3D silent 3ditor (http://www.subsim.com/radioroom/showthread.php?t=119571) and open the sim files located in the USSubParts folder.
There you will can edit the various guns and cannons.
Hope this helps
Oh and if you succeed de-activate and reactivate the mod in order to make it works
Just to open an old thread, None of the twin 5” cannons work after a while. Not only that, eventually the 16” (except the human controlled one) stop working as well. I’ve Peabody/jmardlin model. No ShipParts folder is included in the Library folder.
Tried increasing the Ammo but no joy.
ETR3(SS)
11-20-18, 02:15 PM
Just to open an old thread, None of the twin 5” cannons work after a while. Not only that, eventually the 16” (except the human controlled one) stop working as well. I’ve Peabody/jmardlin model. No ShipParts folder is included in the Library folder.
Tried increasing the Ammo but no joy.The player controlled mount has 1000 AP shells compared to the 300 for the AI controlled mounts.
Fearless
11-20-18, 04:19 PM
The player controlled mount has 1000 AP shells compared to the 300 for the AI controlled mounts.
Thanks for that ETR3(SS). Where are the AI controlled units located as I cannot find them myself?
ETR3(SS)
11-20-18, 08:21 PM
guns_radars_03 has the 16" Iowa turrets.
Fearless
11-21-18, 02:34 AM
guns_radars_03 has the 16" Iowa turrets.
Thanks again ETR3(SS) but I’m at a loss. It looks like you have downloaded a different USA Iowa because the one I have does not have guns_radars.
Is it possible to get the Iowa that you have or advise where I can download it?
Much appreciated. :Kaleun_Salute:
ETR3(SS)
11-21-18, 10:26 AM
I'm using the same version as you, I swear. You'll have to use the stock files and copy them over to the mod folder. Data\Library\ShipParts has the files you need.
Fearless
11-21-18, 04:36 PM
I'm using the same version as you, I swear. You'll have to use the stock files and copy them over to the mod folder. Data\Library\ShipParts has the files you need.
Ah! I used guns_radars files from another modded ship.
Will give that a bash. Thanks for your patience. At 63 years of age as of Monday coming, it takes a while to sort it out :Kaleun_Cheers:
This is my modded Iowa Battleship. Now just to work out how to add a flag.
https://thumb.ibb.co/cM4w2A/SH4-Img-2018-11-22-12-59-05-898.png (https://ibb.co/cM4w2A)
Fearless
11-22-18, 01:19 AM
Well, I gave every cannon in guns_radars.sim 1000000 rounds and still the twin mounts stop working after a short while. Same story with the BB Missouri :hmmm: No idea now.
ETR3(SS)
11-22-18, 10:54 AM
Disable all your mods except for the Iowa and run the game. See if it works then, if it does enable one mod at a time and run the game again each time.
I also want to try to replicate your setup as well, where did you get the mods that you are running?
Fearless
11-22-18, 05:15 PM
Disable all your mods except for the Iowa and run the game. See if it works then, if it does enable one mod at a time and run the game again each time.
I also want to try to replicate your setup as well, where did you get the mods that you are running?
My setup is in order below and comes from Ralles RealModPack V1.2full
1.0 TMO_RSRDC_OTC
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_US Radar from Start for RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.2 RMP V1.3 Bubblehead`s Ship Compilation
Captain Midnights CBS NEWS Sound Mod
CSL Custom Map Colors
All my playable surface ships include the campaign files from RSRD
TheGreatElector
11-22-18, 07:09 PM
My playable iowa still in the work in progress.
I have to fix some more of the texturing.
Thinking of making it playable for most mega mods like FOTRS, TMO, and OM.
https://ibb.co/fZHT0V
https://ibb.co/eABAEq
https://ibb.co/h9eVEq
https://ibb.co/mCs6nA
https://ibb.co/giAsSA
https://ibb.co/fsKxuq
Same thing for my battleship missouri mod with the blue hull, this one is a older model i worked on almost 2 years ago.
https://ibb.co/bCOFEq
https://ibb.co/nbrffV
https://ibb.co/m0VHSA
https://ibb.co/bGinSA
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