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View Full Version : [REL] Career Playable Cleveland CL


Von M
03-27-09, 04:32 PM
Career playable with some extra bases thrown in for fun. It is not damage modeled yet as I am waiting for Skwas to release his next version (and I totally suck at using 3D modeling programs).

I took a few liberties with some of the 3D stuff (see above comment) as you will see from the model, if you dont like the way it looks feel free to change it.

The bases are not dead on to the pacific war time frame, mostly they are meant for a little variety and to cut down on steaming time.


A big thanks to Peabody, Jmardlin, and all the guys who figured all this out in the first place.



EDIT: New version (v13) posted that has damage modeling and fixed commando/supply drop crash.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1454


EDIT: New Version (v14)

-Changed some ship handling characteristics including fixing the "bow heavy" problem

-Added ammo to all player and AI weapons; they are nowhere near realistic combat loads but then again it takes the AI gunners a lot of rounds to hit anything at range
-Added new AI AA guns that are time-frame dependent i.e. as time goes on you will see newer and heavier AA guns in different laocations on the weather deck

-Changed the optics on the binos and periscope to reflect the fact that they are your main battery directors and rangefinders in essence

-Got rid of the alarm that everyone thought was annoying (hehe)


I also want to say thanks for the nice reviews on this mod, it seems you guys have enjoyed playing it as much as I've enjoyed making it. :-) Hope you enjoy v14.



EDIT new Version v15


- improved the Cleveland's sea-keeping again
- improved the accuracy of the AI main battery and secondary weapons (while testing the accuracy improvements I sank a Takao Heavy cruiser at 17000 yards with a Baltimore CA only letting the AI fire my weapons)
- implemented a system where your main and secondary batteries will get more accurate at the beginning of each year. This is to simulate US forces getting increasingly knowledgeable and comfortable using radar (Thanks Ching!! ;-) )
- took a few liberties on the stats of main and secondary batteries for all surface ships...this is to allow for better surface battles since in real life CO's would do certain things the AI simply will not...such as train their batteries in the direction of expected surface action.
- depending on the environmental conditions the enemy AI ships will engage at 14000+ yards...it isnt perfect because I don't know how to change the AI behavior rules but I have had some pretty decent OTH gun duels on a clear day


http://www.subsim.com/radioroom/downloads.php?do=file&id=3395




thanks,

VM

hellfish6
10-31-09, 12:02 AM
I love this. I want more of it. I've been away from the SH3/4 games for years and when I saw this, I went out and bought both games. I just played my first campaign mission with the Cleveland and it gave me butterflies. Of course, I got a troop insertion mission so it crashed but I still love it. Great work!!

VonHesse
11-04-09, 03:54 PM
With a ship that can do 33 knots, you can keep up with the game-generated American Task Forces, and fight along side them. Last night, I "joined" a TF out of Pearl. Positioned myself near the two carriers, and was able to fight off several large Japanese air strikes (10+ planes at a time) that occured as we neared Midway.

TBear
11-07-09, 07:13 AM
Sailing this one strictly since i found on the DL page 2 weeks ago.....:salute:

Only bug is the alarm, but its only neverending after a plane attack with small guns....

Its pretty fast, ok armed and just look awsome.

Light cruisers rox....

After roaming marshall islands i had to take a afk brake and whent to midway. Im only a ww2 fighter, uboot and tank sub, with main interest euro theater.

I parked my self NW of midway and whent shopping. When i came home my ship was fighting in the batle of midway lol....yes igot sunk, had a Jap carrier fleet werry werry close, but wowser....now i know

battle of midway 2nd june to 7th june 1942 NW of midway lmao.....

awsom ship...range for roaming, abilityforlong range fights, decet AA awsome....:woot:

Someone plase work ou the last bugs....please please please......:sunny:

Fubuki, awsome, but with purple bug :wah:
Fletcher just awsome:yeah:
Brooklyn, a few bugs,but can awsome....:salute:
Cleveland,only alarm bug......aaaawsome...:yeah:
Hope maya <-- japanese one will be completet....:DL

Cleveland rox.....:yeah:

Admiral Von Gerlach
11-07-09, 11:29 PM
I love Light Cruisers, the greyhounds of the sea, so i took the Cleveland out on a cruise...or started to... unfortunately my ship handling skills have gotten rusty from too much shore leave....

we started out fine, dockside, everyone waving and the band playin nice tunes, the gulls flying around, and all of us in a great mood...

http://img689.imageshack.us/img689/980/departingfrompearl.jpg

Yours truely began to feel smug barking out orders to the helm, and watching the ship swing obediently into the appropriate maneuvers to do a high speed reverse turn S run about.... but......


http://img509.imageshack.us/img509/5723/leavngpearl2.jpg

I forgot to check the charts of the channel and it has been a LONG time since i had to con a ship out of or into Pearl...so sadly the cruise was over before it started....


http://img253.imageshack.us/img253/3786/sunkinchannel.jpg

but fortunately there were no casualties, and it was a short swim ashore for all hands. :) it is a lovely prospect tho to have this beautiful ship to do a campaign with, looking forward to it...if BuShips lets me have some new construction :)

Von M
12-03-09, 10:51 PM
See original post.

Pacific_Ace
12-06-09, 10:59 PM
Enjoying the heck out of this little gem of a ship. It exhibits some curious behaviors. Sometimes only the very forward 6" turret will fire, even when all have line of sight. Sometimes the forward 6" and some of the 5" fire...and sometimes a rear 6 will join the fun. Does anyone know what is the deal and how it might be fixed?

VonHesse
12-07-09, 12:09 PM
Don't know if this is the cause of your problem, but I noticed that the side and rear guns have less ammo than the front turret. After a long engagement, of towards the end of a patrol, all but the front turret will be out of ammo and not fire. Or sometimes you'll have a few rounds left on one side and they'll only fire when targeting from that side. Most times, I head home with all rounds fired except from the main front turret... Just a thought.

atraangelis
12-07-09, 12:18 PM
IS it compatible with other mods, RSRD TMO...ect..

Can you manually control guns?

Are there crew stations you can man? sonar, radar?...

I'm goin' down
12-07-09, 01:01 PM
I am new to playable ships. Do I download and activate via JSGME? Then play the game as the captain of the cruiser? How do I get involved with other task force ships? Do I have to find an American Task Force? Then look for the Japanese?

VonHesse
12-07-09, 05:23 PM
@ I'm goin' down: yep, install with JSGME. As I recall, you get the cleveland out of Pearl, and it should be the only ship available there. As far as American Task Forces, I've only ran into them by accident, and then stayed with them. I hear there's a way to look in the game files and find out when and where they will be, but I'm a bit of a noob, so I've never actually looked, I just follow them. Pretty boring till they get where they're going, but it works. Maybe someone who knows more can tell you how to find the info in the game files so you can meet them rather than just find and follow them.

As far as mod compatibility, All I've ever tried it with is stock. I assume there would be problems with most of the mega-mods, but again, I'm a bit of a noob so I don't know for sure.

I'm goin' down
12-07-09, 09:09 PM
doesn't work with TMO 1.9

cdp44
12-08-09, 03:10 AM
It works with RSRD, but you have to manualy edit campaign files. I´m currently playing with it and this ship is awesome.:yeah:

Herz
12-08-09, 04:07 AM
I messed around with it myself earlier today and I'm impressed! Good work on it honestly, I'm impressed. :)

Not sure if I'll mess with it on RSRD though... I'm not that technical with the game files yet.

Von M
12-13-09, 12:29 AM
See OP

jokerl90
01-04-10, 11:23 AM
I'm loving this ship! Started a career out of Manila. I have sh4 1.5 with TMO and RSRD, seems to all work together more or less ok. If I could get that klaxon horn to turn off it would be perfect! Well done! Anyone know how I can add this ship (and other playable ships) to the mission editor?

ETR3(SS)
01-04-10, 12:21 PM
Activate the mod then open the Mission Editor. It should be under the Subs tab on the right.

jokerl90
01-04-10, 12:43 PM
Ahh no wonder, I was looking under ships. Playable ships are made from sub's. Thanks!

jokerl90
01-04-10, 02:34 PM
Ahh no wonder, I was looking under ships. Playable ships are made from sub's. Thanks!

edit; Got rid of the annoying klaxon alarm. Went into the sound files and cut and pasted file Ship_Alarm_EXT to a backup file (so if I needed it again). Now is nice and quiet!

jun330
03-04-10, 11:07 PM
cant download this mod, any help? or this mod has been removed?

ETR3(SS)
03-05-10, 12:31 AM
Downloaded just fine for me just now.

jun330
03-05-10, 12:42 AM
the download brokes, i only got 28kb, why is this? is there some mirror other than the one available here?

ETR3(SS)
03-05-10, 01:16 AM
Sorry I can't help you more. I'm not aware of any mirror sites either.

Turbotann23
03-06-10, 07:05 AM
How i can enable mods?
Can someone derict me, guide?
Please...:wah:

ichso
03-09-10, 03:33 AM
I could never image what fun it could be to use one of the large & fast surface vessels for a change. Now I know - its really fun ;)
Its not really suited for campaign mode (scenario wise) but something quite different and interesting, thanks.

A question though: When some of the turrets just stop working (they don't look like they're hit), is it because of ammunition or damage ? Ammo count seemed o.k. on the one gun that I could man myself.

EDIT: One little annoyance also is that the engine sound, while great overall, is too loud in the interior of the ship. Hm, or too weak when on the bridge. Because the gun fire sounds are very loud as well. If I tune down my stereo, then maybe gunfire and interior sounds would be o.k. but the exterior engine sound and the voice bits would be too low.

ichso
03-09-10, 12:27 PM
I just love parking ships at the end of a patrol :D
http://img689.imageshack.us/img689/7568/parki.png

Penpen_
03-10-10, 11:49 AM
Definitely love the Cleveland.

Only problems I could complain about is that the AA guns have a very limited supply, and to a lesser extent the other large guns.

And the fact that the ship seems front heavy, the stern is almost in the air with properrels sometimes peeking out of the water.

In gameplay that doesnt seem to affect the speed normally, but I noticed when you're turning the speed drops sharply, to about 13 knots, might be related to the stern being so high?

ichso
03-10-10, 04:52 PM
The turning rate seems fine - quite low, but fine. It is still a capital warship after all.
But now that the Manila base got abandoned I have to travel really far. And the Cleveland seems to have the range of an S-boat if you don't want to go ~10 knots :cry:

jokerl90
03-15-10, 04:57 PM
Looking in the sim file using S3D editor the Cleveland has a range of 10,000 miles at 14 knots. Seems to be correct in the game.

ichso
03-16-10, 03:38 AM
Hm, seems alright then.
What was the average cruising speed of ships like this ?

jokerl90
03-16-10, 09:12 AM
Hm, seems alright then.
What was the average cruising speed of ships like this ?
Don't know, guess it would depend on the type of group it was attached to. A carrier TF would probably be quite a bit faster than 14 knots. In real life they would have had refueling ships available also.
There is a mod available to add historical bases to the game, like Darwin. I wonder if using the mission editor and editing the navybase.mis file, someone could add a base at some convenient spot to simulate meeting a replenishment ship. Just a thought.

rein1705
05-23-10, 03:19 PM
How do we fix the front heavy issue?

kiwi_2005
05-24-10, 06:18 PM
EDIT: New version (v13) posted that has damage modeling and fixed commando/supply drop crash.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1454



thanks,

VM

:rock::rock: Thanks!

rein1705
05-27-10, 11:18 PM
She.s still Crazy front heavy.:-?

comotoasty
09-13-11, 08:02 PM
Thank you for this mod.

I'm glad I found this diamond in the rough. So far this is the most challenging surface ship I've played.

I've created a small patch that allows for her to make her historical range of 14,500 nms @ 15kts and gives her 15000(not historical) rounds of AA ammo.


:rock:

Von M
09-21-11, 12:40 AM
See OP

comotoasty
09-21-11, 07:28 AM
Thank you for the update Von M. You are a genious. This is the best ship I've played. I will test the new version after work.

Btw....I can't manage to rescue downed pilots. Is it not possible on this boat? In addition, I tried over and over to increase the AI ammo for deck guns and AA ammo with not success. How ere your able to increase the ammo?
:salute:

comotoasty
10-01-11, 11:13 AM
I finally got to the supply drop mission, but the game crashed when I launched the boat. :damn:

I thought this had been fixed with version 1.4. Any ideas?

Von M
10-04-11, 11:14 PM
See OP


@Comotoasty, IDK whats up with the supply drop mission...it works fine for me.

Let me know if you continue to have problems with it...also I'm looking into the rescue survivors thing.

ARC0001Orar
03-02-12, 04:58 PM
I love Light Cruisers, the greyhounds of the sea, so i took the Cleveland out on a cruise...or started to... unfortunately my ship handling skills have gotten rusty from too much shore leave....

we started out fine, dockside, everyone waving and the band playin nice tunes, the gulls flying around, and all of us in a great mood...

http://img689.imageshack.us/img689/980/departingfrompearl.jpg

Yours truely began to feel smug barking out orders to the helm, and watching the ship swing obediently into the appropriate maneuvers to do a high speed reverse turn S run about.... but......


http://img509.imageshack.us/img509/5723/leavngpearl2.jpg

I forgot to check the charts of the channel and it has been a LONG time since i had to con a ship out of or into Pearl...so sadly the cruise was over before it started....


http://img253.imageshack.us/img253/3786/sunkinchannel.jpg

but fortunately there were no casualties, and it was a short swim ashore for all hands. :) it is a lovely prospect tho to have this beautiful ship to do a campaign with, looking forward to it...if BuShips lets me have some new construction :)


Ooopps, lol, thats ok I've done the same thing:rock:

TBear
03-03-12, 03:01 AM
(while testing the accuracy improvements I sank a Takao Heavy cruiser at 17000 yards with a Baltimore CA only letting the AI fire my weapons)

This will be revenged...... :arrgh!:

Using this ship as template for my own small project....it is proberbly the best one out there (surface).....:salute:

TBear

TBear
03-03-12, 05:33 PM
TAKAO VS BALTIMORE

85%

Only thing off is auto targeting

Rough movie, no fancy stuf.....

LINK TO MOVIE (http://youtu.be/gQvIUbBvAzE)

Tbear

evildeathmonkey
09-04-12, 07:04 AM
Love this mod, I don't understand why this option wasn't in the game to begin with.. It's so much fun. I just have one issue, when the cannons fire they produce yellow and purple lazor beams for some reason.. I remember playing this mod before and having the same issue. I remember there was an easy fix for it. I just can't find it anymore. Does anyone know?

W4lt3r
09-09-12, 06:05 AM
Not sure is it just me,but if you use free cam and follow the shells, the game seems to crash.

Ironbostik84
01-24-14, 01:55 AM
Hi guys,

Compliments for the mod, really enjoying it, but please, anybody can tell me how to move the Bridge Camera point of view some meters down, let's say on the observers platform?

JHB42
07-21-14, 07:08 PM
What the heck is black80.tga and why does the game display an error message that it can't find it and crash with the v1.5 Cleveland mod installed?