View Full Version : [REL] Wamphyri's Plane Attack Mod
wamphyri
03-11-10, 05:39 PM
Wamphyri's Plane Attack Mod v1.01
(1.01 has just some minor changes/fixes .. not worth documenting)
This mod changes how many of the planes behave. Includes fixes to things present in the stock game.
Done So Far :
- All planes either from an air base of any nation or a carrier may or may not attack. Based on their main use during the war.
- Damage of all plane cannons have been adjusted
- fixed a small stock input error that prevented depth charges dropped by planes from doing any damage.
- AI should be able to hit with all AA guns (except maybe verling.. haven't looked at it yet)
- carriers should be harder to get to if any of their planes have spotted you as they can send out attack planes.
- Removed 20mm ammo bar that was blocking sights.
- Adjusted ROF of all AA guns to more accurate values. *see below*
- Reduced the chance of a plane at night.
What I'm working on or hope to get to :
This and That
Download link - current version 1.01
LINK (http://www.filefront.com/16265759/Wamphyri%27s%20Plane%20Mod-%201.01.zip)
Readme in zip explains how to install .. shouldn't be too difficult. JSGME compatible
Thanks to AOTD MadMax for the use of his bombdummy file. \o/
Thanks to Therion Prime for helping me get AA guns figured out.
*****
In doing an extreme amount of testing with the AA guns I found a coding bug. The AI will very often not update the position of the plane and the AA gun fire properly until it reloads the gun. So with using historical figures often the first shot will hit the plane with the others way off the mark .. or with the last hitting the plane and the shots before it missing the mark easily. I've adjusted all AA guns to have no reload so that the AI updates properly, and with historic firerates it's still much slower than it was before. They still won't hit 100% of the time and that depends on the angle, I could go into detail but I think the crew missing at times yet able to hit at times would be ideal. (the 37mm still seems to have laser accuracy but it's rof is way down). I got all my rof figures from uboat.net
wamphyri
03-11-10, 05:43 PM
If having problems with the link just try it a second or third time. If all else fails copy and paste the link. Filefront sometimes gives a URL not found error.
robbythesub
03-11-10, 05:51 PM
Thanks for your efforts- I thought I was going mad as I was overflown by 2 Spitfires in broad daylight, and they ignored me several times!
I cant believe that this game was released without aircraft attacking you, this means it is completely unfinished surely?
I will keep an eye on your mod, so keep up the good work! :up:
kapitan_zur_see
03-11-10, 06:18 PM
Thanks for your efforts- I thought I was going mad as I was overflown by 2 Spitfires in broad daylight, and they ignored me several times!
I cant believe that this game was released without aircraft attacking you, this means it is completely unfinished surely?
I will keep an eye on your mod, so keep up the good work! :up:
The game is indeed extremely unfinished (I never saw such an unfinished state in my years of gaming experience that spans from amstrad CPC6128 and PC1512 onward), with lots of critical things left behind or simply forgotten ( could only be that given the fact some things can often be restored within 30 minutes of your modding time only!!).
Also, the game features quite a bunch of animations made for the crew you will never see ingame because they didn't took the time to fiddle the scripts (no crew repearing animations, always looking as cool as a cat be it under the most dangerous of situation, or during safe travel and countless of things like that, really countless).
I suspect the devs only years of devlopment wasn't even entirely span making SH5, but rather part-time in between another project (too few additions, lots of things left behind whilst retaining though 70% of SH3-SH4 and etc.
wamphyri
03-11-10, 06:40 PM
Well planes attacking is in the stock sh5 .. barely. Out of the 30ish planes in stock sh3 only 5 would attack a player. Plus you would only meet these much later in the war as some wouldn't spawn from an airbase until mid '41 and some not until '42.
AOTD_MadMax
03-11-10, 06:45 PM
Hey, you can use Bombdummy´s from RDA-Mod, no Problem !
http://www.aotd-flottille.de/Maddy/RDA/AOTD_RDA_Beta_V1.02.rar
Regards
Maddy
wamphyri
03-12-10, 01:28 AM
Thx madmax. I'll look into using it for the next release. Btw everyone .. new release. All the planes spawned from a british airbase want you dead.
Thanks for your efforts- I thought I was going mad as I was overflown by 2 Spitfires in broad daylight, and they ignored me several times!
I cant believe that this game was released without aircraft attacking you, this means it is completely unfinished surely?
I will keep an eye on your mod, so keep up the good work! :up:
Planes weren't equipped to attack subs until later in the war !
In the early years, they only reported your position.
Church SUBSIM
03-12-10, 03:27 AM
Can confirm this def works ... one thing though ... when I am surfaced they only use guns, when diving they came around and I heard a bomb explosion (I play without external views)
Great fix! Look forward to further revisions!
The General
03-12-10, 04:17 AM
Thank you for this MOD. Aircraft have never been a realistic part of this franchise. Hopefully with your help they will be soon :up:
I am finding that I have a record number of Mods to get SH5 closer to what it should've been upon release :shifty:. Having said that, I think the Devs deserve credit for creating something special in the time they had. SH5 certainly has the potential to be incredible and we have Dan & Co to thank for it.
The next couple of Patches are crucial. ;)
See here:
http://img52.imageshack.us/img52/3122/desktopyf.th.jpg (http://img52.imageshack.us/i/desktopyf.jpg/)
Someone stated something people do not seem to get.
Planes were not used to attack until later. Hurris, spits, and so on WERE NOT EQUIPPED to attack U boats!!..They radioed your position to surface units, which in turn b-lined their way to the reported position. Or Merchants would get re-routed.
It was not until late 42, and early 43, that planes became a real threat, namely that monster the Sunderland.
Try this when you spot a British plane call all stop, and then go to high TC. I will bet, you will get pounced on by a destroyer or other warship.
Another thing. Spotting subs in a fighter was not easy. They are small, and do not leave that much of a trail at low speed. Some mods of SH3 made the attack frequency from fighters so unrealistic it made the game unreal. Just because a fighter was in the area did not mean the pilot sees your boat.
Donitz's book states that most of the early losses were due to surface action, including ramming. Planes were not a real threat until the time frame I have stated.
On that note, if a boat got spotted by an avenger, or Swordfish....they were pretty screwed, Swordfish = torpedo, Avenger = DEPTH CHARGES, large ones, and a torpedo. Catalina, and Sunderland = death in shallow waters, and a pounding in deep waters.
Please modders keep this in mind when dealing with air threats.
Cthulhus
03-12-10, 01:28 PM
Thanks !
urfisch
03-12-10, 02:13 PM
great stuff...
is the intensitiy of the attacks and the pilots experience levelled? e.g. in 1939 there are more "rookies" than in 1943?
wamphyri
03-12-10, 03:08 PM
Someone stated something people do not seem to get.
Planes were not used to attack until later. Hurris, spits, and so on WERE NOT EQUIPPED to attack U boats!!..They radioed your position to surface units, which in turn b-lined their way to the reported position. Or Merchants would get re-routed.
It was not until late 42, and early 43, that planes became a real threat, namely that monster the Sunderland.
Try this when you spot a British plane call all stop, and then go to high TC. I will bet, you will get pounced on by a destroyer or other warship.
Another thing. Spotting subs in a fighter was not easy. They are small, and do not leave that much of a trail at low speed. Some mods of SH3 made the attack frequency from fighters so unrealistic it made the game unreal. Just because a fighter was in the area did not mean the pilot sees your boat.
Donitz's book states that most of the early losses were due to surface action, including ramming. Planes were not a real threat until the time frame I have stated.
On that note, if a boat got spotted by an avenger, or Swordfish....they were pretty screwed, Swordfish = torpedo, Avenger = DEPTH CHARGES, large ones, and a torpedo. Catalina, and Sunderland = death in shallow waters, and a pounding in deep waters.
Please modders keep this in mind when dealing with air threats.
This is in the stock game. The only planes that will attack appear around mid '42 and I believe they are all based on the sunderland model (many planes use the same models .. just different names).
I also have reason to believe that planes from an airbase only report the contact to their airbase, and in the campaigns most of the airbases only spawn hurricanes. That's why when you get a plane flying over you'll soon see many more flying over roughly the same patch of sea as the airbase sends out more planes to where a contact was sighted. With the medium and large airbases this would be big trouble as they can send out the sunderlands and other baddies, but you have to get spoted by a plane from that airbase.
But at the moment all of this is moot really. There are so many glaring bugs with the game that even tho I'm going to keep working on this I don't really recommend anyone use it yet. I'm hoping for another patch or 2 so they cah fix many of the things wrong with the planes and the Flak gunner.
Well regarding the Aircraft not being a threat for sub until the 43 is not true.
Aircraft posed a threat to the U-Boats from the begining of the war.
This boats were lost due aircraft operations of different sort.
U-55 Sunk on January 1940
U-64 Sunk April 1940
U-26 Sunk June 1940
In 1941 a total of 5 U-Boat were lost related to aircraft attack one sort or another.
While there was no specialized ASW weapons on most aircraft on the early days it is more than clear that if a sub was spotted, it was attacked.
There are records of countless crash dives due the presence and attack from aircrafts even on the early days.
Depth charges (Mk VII) were tested and installed on the Coastal Command Sunderlands by spring 1940.
While it is unlikely that Spitfires would have detected a sub due they usually were flying high, a number of other planes types were a real threat for the U-boats.
Well, the source of info I am going by is Donitz's own book, which I am slowly reading, and he has made little mention on the effectiveness of airborne units.
wamphyri
03-12-10, 04:37 PM
Can confirm this def works ... one thing though ... when I am surfaced they only use guns, when diving they came around and I heard a bomb explosion (I play without external views)
Great fix! Look forward to further revisions!
This seems to be part of the AI's coding and I'm not sure there's much I can do about it. Soon I'll release a version that removes the bombs from the fighters in the early war so all they will do is strafe but I've noticed that what's happening with the ships happens with the planes.
Once they spot you they might stick around forever just doing circles, sometimes strafing where you'd last been spotted by them. I've been going over what parts of the AI code they put in sh5 that we can change(this is new.. didn't get to play with this so easily in sh3/4) and the only thing I can figure out that's going wrong is that their never losing contact. It may be that there's a default wait time between when they last had contact with you and decide they have no contact now, but there is a setting for that in sim.cfg but didn't seem to make a difference.
I know many want realism and in the long run that's what i'm working towards but for now I'm trying to figure out why the AI does what it does and correct things as best I can.
If anyone uses the mod can you plz give me a brief report about the damage the guns do. Many of the stock settings were setup for these planes never attacking so I may have some plane tweaks to do.
wamphyri
03-13-10, 12:07 PM
MAJOR UPDATE :)
All planes are done. I used info from the internet to determine if they were a fighter only or had bombs also. Made a few personal choices knowing that the way the code works if your spotted by a plane they will send more to your location.
Given the discussion in the thread I decided that since most of the airbases in Britain only sent out hurricanes that one type would attack and the other type wouldn't . I thought this would be a decent compromise because your never going to know which is which.
Stay on guard :)
Sgtmonkeynads
03-13-10, 12:09 PM
Good to hear your cleared for take off !:D
oh, I was going to add in that it can depend which way they are coming from if they would attack also.
Fighters flying escort latter on would save ammo on the way out, then use it , and if anything was left on the way back they would and did attack targets of opportunity.
Same with Bombers, if for some reason they had left over ordnance they would take pop shots at anything German.
wamphyri
03-13-10, 12:30 PM
Unfortunately there's no way to model that with sh5. Once the plane takes off it's either going to attack or it's not :nope:
Safe-Keeper
03-13-10, 12:56 PM
As others have said, this basically fixes a bug that's not a bug.
There's nothing wrong with the planes in SH5 -- when they're told to attack you, they're more than happy to do so. Load up the Pedestal historical mission, and try to make it to the enemy convoy on the surface. Even if you stick close to the Italian task force and its two battleships, you're bound to take a pounding from their bombs and strafing.
I appreciate the effort, and I was annoyed by the planes at first, too, but after realizing they're meant to be that way, I'm sticking with things as they are.
wamphyri
03-13-10, 01:51 PM
Historical missions are different. They can be set so the planes attack. No need for my mod for that.
When planes are from an airbase they will only use the default and in stock that means only a select few will attack. That's where my mod comes in.
Georg_Unterberg
03-13-10, 04:28 PM
Hi wamphyri,
my damage report about cannons:
Just started 1939 campaign and I was strafed 2x by a fighter (Hurricane?) at british east coast: Hull down to 48% - minor damage to periscopes.
I think cannon fire is *very* effective - maybe too effective. Hull damage by MG fire should be decreased if possible. 2WO was injured during the attack, that was realistic.
I'm very afraid of planes now!
Safe-Keeper
03-13-10, 05:44 PM
So you're saying that all planes behave this way, even later on? So that if I'm spotted by planes carrying rockets or bombs in '43, chances are they'll just drift by? I certainly see the need for a mod if that's the case.
wamphyri
03-13-10, 06:40 PM
So you're saying that all planes behave this way, even later on? So that if I'm spotted by planes carrying rockets or bombs in '43, chances are they'll just drift by? I certainly see the need for a mod if that's the case.
If a plane has bombs even in '39 it'll attack. But only 5 planes have bombs and it'd be rare for you to encounter them. This holds true for the entire war, only a few airbases spawn planes that will attack. The rest of the planes will just fly by, reporting your position for more planes to come and just fly by.
wamphyri
03-13-10, 06:43 PM
Hi wamphyri,
my damage report about cannons:
Just started 1939 campaign and I was strafed 2x by a fighter (Hurricane?) at british east coast: Hull down to 48% - minor damage to periscopes.
I think cannon fire is *very* effective - maybe too effective. Hull damage by MG fire should be decreased if possible. 2WO was injured during the attack, that was realistic.
I'm very afraid of planes now!
Thx georg. I have a hunch that since only some planes in the stock game were meant to attack that they didn't care what damage they did. Working on the damage is my next major project
piri_reis
03-13-10, 07:28 PM
Thx georg. I have a hunch that since only some planes in the stock game were meant to attack that they didn't care what damage they did. Working on the damage is my next major project
Since you've been testing these a lot, have you managed them to do torpedo attacks? I've been loading them with torpedoes but all they come up ingame is with bombs.
wamphyri
03-13-10, 07:43 PM
No torpedoes yet I'm afraid. They are in the game files, and have been since sh3. I'm guessing the devs couldn't get they to work properly even after all this time. I suspect that with the way the code works they'd just be dropped in the ocean and that was it. No drop then they'd run to target. I plan on playing with this one also but since it was part of the last 2 games I won't hold my breath.
piri_reis
03-13-10, 07:52 PM
Well the AI script contains TorpedoAttacks, so there is hope :DL
But they don't even load up with torpedoes in game right? Only bomb models show instead of the torpedoes..
wamphyri
03-13-10, 11:39 PM
Well the AI script contains TorpedoAttacks, so there is hope :DL
But they don't even load up with torpedoes in game right? Only bomb models show instead of the torpedoes..
An interesting question that I wasn't sure on. So I tested it. I put torpedoes on planes and the planes show up with torpedoes attached but they don't attack at all. I thought they should at least strafe me but they didn't do anything with torpedoes attached to them. I removed the torpedoes and put bombs and they would attack again like normal (well I used bombdummy but if you don't know what that means then assume I put bombs).
As you said the AI script has torpedo attack stuff in it but I assume something wasn't working right so the dev's shelved it. I'll keep looking into it but i'm not sure if there's anything I can do to fix it. My best guess is that the planes would drop the torpedo like a bomb and the torpedo acted like one.. ie it'd explode when it hit the water or would just sit there and not run straight like it should have.
thruster
03-14-10, 12:18 AM
i'd be thinkin that dropping shallow fused depth charges would be more effective and historically accurate an anti-submarine weapon than a torpedo, considering the horrendous effects of explosions under a near surfaced hull versus attempting to align a torpedo run on a rapidly diving sub.
to simulate DCs, how about re-jigging bombs to detonate at a certain depth?
Safe-Keeper
03-14-10, 12:24 AM
If a plane has bombs even in '39 it'll attack. But only 5 planes have bombs and it'd be rare for you to encounter them. This holds true for the entire war, only a few airbases spawn planes that will attack. The rest of the planes will just fly by, reporting your position for more planes to come and just fly by. Would it be possible to clone the airbase(s) so that at a certain time during the war, the early-war airbase vanishes and is replaced by a late-war counterpart with more aggressive planes?
wamphyri
03-14-10, 01:27 AM
Thruster : depth charges are in the game. they have the same model as bombs and the same damage as the 500kg bombs. But they detonate at the surface from my testing. I'll look at this also in the days ahead.
SAFE : sorta .. this would be a huge undertaking and don't even have a save in the latewar so I can't reliably test if it's working. I'd have to change all the campaign files so that at a certain point a different airbase spawned. A very big thing to do.
As it stand I'm happier with how it is. you may get attacked by a plane in the early war .. and you may not.
thruster
03-14-10, 01:41 AM
thank you wamphyri
if i had the skills to do it myself i certainly would. im grateful those like you contribute to this.
cheers.
ShadowWolf Kell
03-14-10, 03:46 AM
Hi wamphyri,
my damage report about cannons:
Just started 1939 campaign and I was strafed 2x by a fighter (Hurricane?) at british east coast: Hull down to 48% - minor damage to periscopes.
I think cannon fire is *very* effective - maybe too effective. Hull damage by MG fire should be decreased if possible. 2WO was injured during the attack, that was realistic.
I'm very afraid of planes now!
That's unfortunate considering the Brownings were notorious for being insufficient against other aircraft, let alone submarines.
Hurricanes were armed with 8 .30 Browning MGs, and really didn't carry enough ammunition to do more than cause minor damage to a sub without the use of bombs or rockets. Another consideration was their fixed convergence, which mitigated damage even more by spreading it around.
They could cause havok on easily damaged external system though, like the periscopes, radar, topside crew etc. Not sure about more than that. They had a hard enough time shooting down Bf-110s or bigger without burning through all their ammo. Big difference between aluminum and steel.
wamphyri
03-14-10, 05:12 PM
I'll be working on the damage they do next. Won't be hard but I just need to find the time to do it.
Hello,
just for info.
all fighters with guns up to 20mm should do absolutely ZERO damage to the sub hull.
the cal.303 of planes like the hurrican should only be able to hurt/kill the crew, and damage the UZO or the scope with a lucky shot.
the cal.05 of planes like the mustang/p47 (most us stuff) could do the same and maybe damage the guns a bit. but again..NO damage to the subs hull.
20mm..even AP amunition the same..with higher chance to destroy the gun or AA gun of the boat...but the internal hull..never.
thsi must and should be adressed..right now hurricans with their beanshooters can rapidly destroy an subs hull.
greetings
wastel
wamphyri
03-16-10, 12:38 AM
New Release.. \o/
wamphyri
03-16-10, 12:44 AM
Hello,
just for info.
all fighters with guns up to 20mm should do absolutely ZERO damage to the sub hull.
the cal.303 of planes like the hurrican should only be able to hurt/kill the crew, and damage the UZO or the scope with a lucky shot.
the cal.05 of planes like the mustang/p47 (most us stuff) could do the same and maybe damage the guns a bit. but again..NO damage to the subs hull.
20mm..even AP amunition the same..with higher chance to destroy the gun or AA gun of the boat...but the internal hull..never.
thsi must and should be adressed..right now hurricans with their beanshooters can rapidly destroy an subs hull.
greetings
wastel
The issue I found out about is I'm not sure crew damage/death is in sh5 like it was in the others. Plus, damage to the equipment can only happen when a shot gets through the armor, which causes hull damage also. I could adjust it so the damage is virtually nothing but it gets through so there's a chance of stuff breaking. Wouldn't be difficult at all.. stuff like that takes more of my time with testing cause I like to make sure stuff is working like I want it to.
wamphyri
03-16-10, 12:54 AM
i'd be thinkin that dropping shallow fused depth charges would be more effective and historically accurate an anti-submarine weapon than a torpedo, considering the horrendous effects of explosions under a near surfaced hull versus attempting to align a torpedo run on a rapidly diving sub.
to simulate DCs, how about re-jigging bombs to detonate at a certain depth?
More than do-able. But what depth should I set them at? they detonate at 10m atm. What I change the data to effects all DC's so it's all or nothing. Given some time I could make new DC's.. say one with a 20m fuse.. one with a 40 .. etc. Then add one of each to some planes and you'd never know what he was dropping. Not a bad idea I think.. my next thing after cannon damage.
Therion_Prime
03-16-10, 03:37 AM
Hello,
just for info.
all fighters with guns up to 20mm should do absolutely ZERO damage to the sub hull.
the cal.303 of planes like the hurrican should only be able to hurt/kill the crew, and damage the UZO or the scope with a lucky shot.
the cal.05 of planes like the mustang/p47 (most us stuff) could do the same and maybe damage the guns a bit. but again..NO damage to the subs hull.
20mm..even AP amunition the same..with higher chance to destroy the gun or AA gun of the boat...but the internal hull..never.
thsi must and should be adressed..right now hurricans with their beanshooters can rapidly destroy an subs hull.
greetings
wastel
Sorry, but cal. 50 rounds should rip through a sub like a hot knife through butter.
For example look at the bottom of this site: http://www.inetres.com/gp/military/infantry/mg/50_ammo.html
As you can see, a cal. 50 round can penetrate a ~25mm thick armor plate. Hell, it could penetrate the top of most german WW2 tanks.
Why do you think it should not make a scratch into a sub?
thruster
03-16-10, 05:14 AM
Therion_Prime wrote: Sorry, but cal. 50 rounds should rip through a sub like a hot knife through butter.
For example look at the bottom of this site: http://www.inetres.com/gp/military/i...g/50_ammo.html (http://www.inetres.com/gp/military/infantry/mg/50_ammo.html)
As you can see, a cal. 50 round can penetrate a ~25mm thick armor plate. Hell, it could penetrate the top of most german WW2 tanks.
i agree, tho i wouldnt be too concerned about the hull casing. i should try and research metal thickness of the conning tower panels and saddle tanks...
thruster
03-16-10, 05:28 AM
wamphyri Quote:
Originally Posted by thruster http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1314237#post1314237)
i'd be thinkin that dropping shallow fused depth charges would be more effective and historically accurate an anti-submarine weapon than a torpedo, considering the horrendous effects of explosions under a near surfaced hull versus attempting to align a torpedo run on a rapidly diving sub.
to simulate DCs, how about re-jigging bombs to detonate at a certain depth?
More than do-able. But what depth should I set them at? they detonate at 10m atm. What I change the data to effects all DC's so it's all or nothing. Given some time I could make new DC's.. say one with a 20m fuse.. one with a 40 .. etc. Then add one of each to some planes and you'd never know what he was dropping. Not a bad idea I think.. my next thing after cannon damage.
thanks wamphyri
i found this and i'll try to quote it. i found it at http://people.brunel.ac.uk/~mastjjb/jeb/or/intro.html
it says
"The main weapon of attack against a surfaced (when spotted) U-boat was depth charges dropped in a stick (typically six 250lb (110kg) depth charges) in a more or less straight line along the direction of flight of the attacking aircraft. After hitting the water a depth charge sinks whilst at the same time being carried forward by its own momentum. After a pre-set time delay, or upon reaching a certain depth, it explodes and any U-boat within a certain distance (the lethal radius) is fatally damaged. Six variables were considered as influencing the kill probability:
depth (time) setting for depth charge explosion
lethal radius
aiming errors in dropping the stick
orientation of the stick with respect to the U-boat
spacing between successive depth charges in the stick
low level bombsights.
We consider each in turn.
depth (time) setting for depth charge explosion
In the first two years of the war depth charges were mainly set for explosion at a depth of 30/45 metres [this figure having being set years ago and never altered since]. Analysis of pilot reports by ORS showed that in 40% of attacks the U-boat was either still visible or had been submerged less than 15 seconds (these are the U-boats that we would expect to have most chance of killing as we have a good idea of their position). Since the lethal radius of a depth charge was around 5-6 metres it was clear that a shallower setting was necessary. Explosion at a depth of 15 metres was initiated and as new fuses became available at 10 metres and then 8 metres.
Here we have the issue of historical inertia in decision making - in the dim and distant past someone decided that the standard depth setting should be 30/45 metres and this historical decision has been carried forward - never being questioned/re-examined until ORS came on the scene.
lethal radius
As mentioned above the standard 250lb depth charge was believed to have a lethal radius of only 5-6 metres. Plainly to increase this radius (within the 250lb limit) the chemical explosive inside the depth charge should be more powerful (e.g. increasing the lethal radius by just 20% increases the lethal volume (sphere) around the depth charge by 72.8%). The best chemical explosive currently available was therefore introduced.
Note here that it could be argued (and was) that since a 250lb depth charge had too small a lethal radius a bigger charge (600lb (270kg) was prescribed by the Air Staff) was needed. ORS suggested 100lb (45kg) on the basis that it would be more effective to have many small explosions rather than one large explosion. (As an analogy would you prefer to throw many small balls at a small target or one large ball?). In fact neither alternative ever really preceded past the trial stage due to increasing success with the 250lb depth charge."
i hope this is helpful? i may have another link of interst, i'll post that if its good. cheers.
Therion_Prime
03-16-10, 05:36 AM
i agree, tho i wouldnt be too concerned about the hull casing.....
Well, I would be concerned. I'm talking about the penetration of 25mm ARMOR PLATE (RDA) and not just regular steel plating.
As I already said above, in therory cal. 50 rounds could easily penetrate the top armor of german tanks up to the Panzer 4. It would require a very steep strafing run, but it would be possible.
Will this work with the new planes in http://www.subsim.com/radioroom/showthread.php?t=164210 ??
Eventually? :) Ill be eagerly awaiting it!
the cal.50 can go through the outer hull thats right, but not through the internal preasure hull. And thats what currently damaged in the sim even by the cal.303 peashooters.
greetings
wastel
wamphyri
03-16-10, 01:41 PM
the cal.50 can go through the outer hull thats right, but not through the internal preasure hull. And thats what currently damaged in the sim even by the cal.303 peashooters.
greetings
wastel
There's no distinction between the different hulls in the game. A sub/ship/plane has an armor rating and a set amount of hitpoints . Each weapon has a rating of what armor it's effective to and what damage it does. So when you shoot at something or get hit by something the ArmorEffective of the weapon is compared to the ArmorRating of the armor. I believe that if hit, damage will always occur, but because of the ArmorRating/ArmorEffective difference the damage might be a fraction of what it was supposed to be.. or might be more than that. Then on top of that whenever you take hull damage there's a chance of a piece of equipment being damaged.
In my latest version as I said, the hurricanes have been changed. As I have it now you might lose 1% hull from a strafe by 2 hurricanes. Might even take 2 runs for that to happen.
No matter how realistic we'd like it to be I have to work with what the game gives me and make compromises.
wamphyri
03-16-10, 01:46 PM
Will this work with the new planes in http://www.subsim.com/radioroom/showthread.php?t=164210 ??
Eventually? :) Ill be eagerly awaiting it!
Actually this will go along really well with the planes he adds. The ones he adds in he's already made them so they will attack, and the files he has with his mod work with mine towards the same end.
Install my mod first, then install his (assuming your using JGSME) and let it overwrite whatever files there's a conflict with.
wamphyri
03-17-10, 10:01 AM
New Update. Includes single barrel 20mm that the AI can hit stuff with. It's not perfect but should be much better than it was. The double barrel 20mm is not cooperating and will be in the next release.
xxx4Dxxx
03-17-10, 09:21 PM
I was wondering maybe you can answer my question. in the games 3d engine the sun through clouds make beams of light or shafts of light. so do the clouds effect the planes line of sight and if so how well can they seethrough a cloud or if they can?
Therion_Prime
03-18-10, 02:49 AM
New Update. Includes single barrel 20mm that the AI can hit stuff with. It's not perfect but should be much better than it was. The double barrel 20mm is not cooperating and will be in the next release.
Did you too alter the animations start_index and end_index?
Clacker
03-18-10, 04:09 AM
the cal.50 can go through the outer hull thats right, but not through the internal preasure hull. And thats what currently damaged in the sim even by the cal.303 peashooters.
greetings
wastel
According to the details from "Das Boot", the pressure hull was 1inch thick steel on the type VIIC which according to Therion's link, is what the 50 could go through.
Therion_Prime
03-18-10, 04:59 AM
According to the details from "Das Boot", the pressure hull was 1inch thick steel on the type VIIC which according to Therion's link, is what the 50 could go through.
And - and that's equally important than the thickness - the pressure hull is not a hardened armor plate.
silversurfer
03-18-10, 10:48 AM
Cool Mod..I was actually strafed by two hurricanes when I surfaced Nr to Scotland. Made a change rather than the planes fly over me ans totally ignoring me...Cheers
wamphyri
03-18-10, 01:49 PM
Did you too alter the animations start_index and end_index?
Aye, that's exactly what I did. Are you too having problems with the dual barrel 20mm like i'm having? I can't seem to find the sweet spot for it.
hello,
i have a copy here that gives following values for amour penetration:
all at 0°angle and 200m distance
20mm hispanno (e.g mossie and hurri IIc):
APII ammo 27mm
API ammo 20mm
0.5inch Browning (p51...)
AP ammo 20mm
0.303inch (hurri MK I)
AP ammo 9mm
the data is from allied side, date 1942
can send the sheet, just PM me.
wastel
Therion_Prime
03-18-10, 03:07 PM
hello,
i have a copy here that gives following values for amour penetration:
all at 0°angle and 200m distance
20mm hispanno (e.g mossie and hurri IIc):
APII ammo 27mm
API ammo 20mm
0.5inch Browning (p51...)
AP ammo 20mm
0.303inch (hurri MK I)
AP ammo 9mm
the data is from allied side, date 1942
can send the sheet, just PM me.
wastel
Armor penetration. And not steel penetration.
There is a huge difference, you know.
Therion_Prime
03-18-10, 03:14 PM
Aye, that's exactly what I did. Are you too having problems with the dual barrel 20mm like i'm having? I can't seem to find the sweet spot for it.
Yes. I achieved "best" results with these settings:
Elevation
start: 0.8
end: 6
But on many angles it still misses a lot. :hmmm:
For the single barrel I use
Traverse end: 4.799
Elevation end: 6.751
Works quite good.
MattDizzle
03-18-10, 03:27 PM
Im having total WWII:Online flashbacks with the whole "50 cal penitrating tanks" discussion. Anyone else?
wamphyri
03-18-10, 03:27 PM
hello,
i have a copy here that gives following values for amour penetration:
all at 0°angle and 200m distance
20mm hispanno (e.g mossie and hurri IIc):
APII ammo 27mm
API ammo 20mm
0.5inch Browning (p51...)
AP ammo 20mm
0.303inch (hurri MK I)
AP ammo 9mm
the data is from allied side, date 1942
can send the sheet, just PM me.
wastel
Hmm good info and gives me a small conundrum. As I have it currently the hurricane MKII will not attack, to simulate patrols. The hurricane MKIIc will attack but simulates having the .303's and is around from the beginning of the war, both not accurate.
Here's what I plan on doing. Change the MKII to attack, with it's pea shooters. Change the MKIIc to appear when historically accurate and with the proper weapons. Then to have a plane that will patrol only and not attack, I think I'll use the avro anson. It was mainly used for maritime patrols, and was available at the beginning of the war.
This will still give players a chance of being attacked as well as a chance of it just being a patrol that will report your position.
Hmm .. there seems to be some bug that prevents the anson from being used in a single player mission. I'll test this more and if needed use a different plane for this purpose.
wamphyri
03-18-10, 03:59 PM
Yes. I achieved "best" results with these settings:
Elevation
start: 0.8
end: 6
But on many angles it still misses a lot. :hmmm:
For the single barrel I use
Traverse end: 4.799
Elevation end: 6.751
Works quite good.
Interesting. I have 4.8 (same as yours basically) .. but elevation I have 5.8. I tried your settings and I was shooting way over the top of the plane. But with either setting I notice they'll sometimes keep firing in one spot instead of tracking the plane .. or they'll track the plane improperly firing at the wrong angle, it's almost like the AI gets stuck then it'll get unstuck and start to track properly. I see this more with the double barrel 20mm's.
oscar19681
03-19-10, 08:49 AM
I correcly installed your mod. But the aircraft still remain reluctant to attack me most of the time.
Therion_Prime
03-19-10, 09:11 AM
Interesting. I have 4.8 (same as yours basically) .. but elevation I have 5.8. I tried your settings and I was shooting way over the top of the plane. But with either setting I notice they'll sometimes keep firing in one spot instead of tracking the plane .. or they'll track the plane improperly firing at the wrong angle, it's almost like the AI gets stuck then it'll get unstuck and start to track properly. I see this more with the double barrel 20mm's.
More likely it is 5.751 and I misread my ugly handwriting.
wamphyri
03-19-10, 09:43 AM
I correcly installed your mod. But the aircraft still remain reluctant to attack me most of the time.
Right now the small airbases around britain (the most common type around britain) send out 2 different hurricanes. One will attack you the other will not. They will both report your position so if you get a fly over expect more planes to show up.
Was just transiting the Shetland Orkney gap.
Aircraft spotted, crash dive.
Came slowly up to periscope depth.
Aircraft still there (he must have seen me before I got under), I thought I'd stick around and see what happened, and kept observing him through the scope.
Guess what - he made several strafing runs at my periscope!
Then for the rest of the day loads of his mates kept showing up.
Excellent work Wamphyri :up:
Much better than stock.
wamphyri
03-19-10, 10:49 AM
Was just transiting the Shetland Orkney gap.
Aircraft spotted, crash dive.
Came slowly up to periscope depth.
Aircraft still there (he must have seen me before I got under), I thought I'd stick around and see what happened, and kept observing him through the scope.
Guess what - he made several strafing runs at my periscope!
Then for the rest of the day loads of his mates kept showing up.
Excellent work Wamphyri :up:
Much better than stock.
thanks. Tho i'm not happy with the plane's AI atm. If you get detected and don't submerge and get away they will stay until they run out of fuel and fall into the ocean. Maybe that's why only the level bombers were set to attack in stock. I wouldn't put it past ubisoft to just work around a bug they didn't feel like fixing.
oscar19681
03-19-10, 12:47 PM
Right now the small airbases around britain (the most common type around britain) send out 2 different hurricanes. One will attack you the other will not. They will both report your position so if you get a fly over expect more planes to show up.
Yes indeed more aircraft come and take a peek. But they are not bothered to attack me anyway. But hey there collegues from the royal navy dont do a much better job anyway.
wamphyri
03-19-10, 07:54 PM
Yes indeed more aircraft come and take a peek. But they are not bothered to attack me anyway. But hey there collegues from the royal navy dont do a much better job anyway.
I get the same thing. Sometimes you can go days in game without being attacked.. then sometimes you can go days with only being attacked :nope:
I haven't found anything that determines what the AI decides to send up, it just seems random.
TheBlobThing
03-28-10, 06:14 PM
Well, problems aside, at least I was attacked by aircraft for the first time today! Was quite a shock. I was so used to ignoring the planes that I just ran to the bridge to see what he was going to do with your mod. Suddenly these awful sounds of bullets hitting metal were all around me! It was near the straits of Dover too, so no crash diving. It actually took me several seconds to decide a depth and order it because I was stunned.
wamphyri
03-28-10, 06:25 PM
Well, problems aside, at least I was attacked by aircraft for the first time today! Was quite a shock. I was so used to ignoring the planes that I just ran to the bridge to see what he was going to do with your mod. Suddenly these awful sounds of bullets hitting metal were all around me! It was near the straits of Dover too, so no crash diving. It actually took me several seconds to decide a depth and order it because I was stunned.
:DL Glad you enjoyed it
There's going to be a new version very soon with my latest changes. There's not a lot of changes coming up but some of them take forever to test properly but some of them will come as a bit of a shock to ppl :D
TheBlobThing
03-28-10, 06:37 PM
:DL Glad you enjoyed it
There's going to be a new version very soon with my latest changes. There's not a lot of changes coming up but some of them take forever to test properly but some of them will come as a bit of a shock to ppl :D
Awesome! Can't wait. :yeah:
7thSeal
03-28-10, 08:11 PM
but some of them will come as a bit of a shock to ppl :D
Don't tell me you got 'em dropping torpedoes.... :hmmm:
lumat83
03-29-10, 02:16 AM
During my last missions around the GB coasts, I had some the aircrafts who attacked me many times during the night.
Is it realistic ? I don't think, but I would like to have your opinion.
Maybe something to do for correct this problem (if there is a problem, of course)
Luc
wamphyri
03-29-10, 05:03 AM
During my last missions around the GB coasts, I had some the aircrafts who attacked me many times during the night.
Is it realistic ? I don't think, but I would like to have your opinion.
Maybe something to do for correct this problem (if there is a problem, of course)
Luc
From what I hear it's not realistic and that's one thing that will be in the next version. I'm not going to turn night flight off completely but a plane now has a chance of flying at night is 50% .. i'm going to change it to 10% or maybe even 5%.
@7thseal - I wish .. I so very wish. I spent 2 days solid trying to get it to work. The AI does not like torpedoes at all and each plane that had one equipped would fly off far away then circle the same area and gradually plunge into the sea.
lumat83
03-29-10, 05:42 AM
Yes, I think 5-10% will be better, more realistic :DL
thruster
03-29-10, 07:21 AM
Don't tell me you got 'em dropping torpedoes.... :hmmm:
i just cant see the urgency for torpedoes. sure if we were in a surface ship, ok. but shallow fused depth charges are THE dropped ordinance of choice for the ASW aircraft. i think they should be the priority fix.
oscar19681
03-29-10, 07:38 AM
Right now the small airbases around britain (the most common type around britain) send out 2 different hurricanes. One will attack you the other will not. They will both report your position so if you get a fly over expect more planes to show up.
Still the aircraft do not attack me. I,m in the med now but they didnt attack me near england either.
wamphyri
03-29-10, 08:27 AM
Still the aircraft do not attack me. I,m in the med now but they didnt attack me near england either.
In my testing I've noticed that if installed during an ongoing patrol then it doesn't always act as expected. Or you got lucky and didn't have any that attacked. Next version will make the distinction very easy to know. The one thing I'm worried about is that for the planes to act properly may need a new campaign .. I'm testing for that and hope its not true.
Tomies very often spoting me at English Channel (La Manche) from their airplanes. Sometimes they are sending some near destroyers to welcome me.
So its works for me! :rock:
Sometimes fighters attacks my boat, sometimes they just observ and probaby send my position and course, never bomb or DC attack so far.
But Im early with my campain - will test some more.
Good work! :up:
PS. I have enabed this mod in campaign and in misson, not in port. Seems work without any problems.
TheBlobThing
03-29-10, 06:54 PM
Just had about 10 overflights in my current patrol. Not a single attack. No DD interception either.
Coldcall
03-29-10, 07:04 PM
well i just got attacked big time between Iceland and UK. 2 fighters which were strafing me for 20 minutes. They kept coming back for more. I wasted all my ammo could not hit the buggers. They scored a few bullets on the hull but no serious damage.
That was fun!
wamphyri
04-02-10, 03:43 AM
New version. May be my last.
7thSeal
04-02-10, 08:16 AM
New version. May be my last.
Still showing version 1.0 in the dl link. :hmmm:
Still showing version 1.0 in the dl link. :hmmm:
I was thinking the same thing, but I checked his previous version which was 0.5.
@wamphyri Thanks for the great work!
7thSeal
04-02-10, 08:38 AM
My bad, just use to 1.0 always being the first version of mods. :DL
DLed now and will certainly be trying it out. :up:
wamphyri
04-26-10, 01:11 AM
Latest pre 1.2 version (mod versions is 1.01)
Link (http://www.filefront.com/16265759/Wamphyri%27s%20Plane%20Mod-%201.01.zip)
It won't let me edit the first post so here's the link to the latest. There's nothing new but with 1.0 the planes weren't attacking properly in campaigns. Fixed that.
Adel2009
04-26-10, 01:32 AM
Greetings I new here as you establish German Flags in SH5 on U-VIIC ?
Adel2009
04-26-10, 01:34 AM
Make, please fashions for a flag on U-VIIC!
Adel2009
04-26-10, 01:35 AM
Make, please mod for a flag on U-VIIC!
wamphyri
04-26-10, 02:19 AM
This is the wrong way to ask for a mod to be made.
Adel2009
04-26-10, 03:50 AM
And what way correct?
U-Bones
04-26-10, 07:49 AM
Greetings I new here as you establish German Flags in SH5 on U-VIIC ?
Flag Mod.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1714
Latest pre 1.2 version (mod versions is 1.01)
Link (http://www.filefront.com/16259253/Wamphyri%27s%20Plane%20Mod-%201.01.zip)
It won't let me edit the first post so here's the link to the latest. There's nothing new but with 1.0 the planes weren't attacking properly in campaigns. Fixed that.
First of all, thank you for your work, your mod is a must have...:rock:
Now, my first question:
- there is an incompatibility with your Page 20mm gun.ini and the one of the NewUIs with TDC for SH5 by TheDarkWraith. What can I do? I'm asking you because I don't understand anything about these things...:doh:
My second question:
- can I apply your mod during a campaign or have I to begin another in order to have AC attacking properly ?:hmmm:
Thank in advance for your time
Take care
TheDarkWraith
04-26-10, 11:59 AM
First of all, thank you for your work, your mod is a must have...:rock:
Now, my first question:
- there is an incompatibility with your Page 20mm gun.ini and the one of the NewUIs with TDC for SH5 by TheDarkWraith. What can I do? I'm asking you because I don't understand anything about these things...:doh:
My second question:
- can I apply your mod during a campaign or have I to begin another in order to have AC attacking properly ?:hmmm:
Thank in advance for your time
Take care
enable his mod first then mine. We both change the location of the loading bar graph that's all.
wamphyri
04-26-10, 12:01 PM
oops .. updated the download on page 6 with a small change. I forgot to change one of the equipment files back to normal from when I was testing with torps. If you downloaded it earlier you'll have some hurricanes with torps attached who don't attack because I didn't include the ai script that's needed to make it work. Grab the download again and everything will be working properly again.
enable his mod first then mine. We both change the location of the loading bar graph that's all.
Thank you!
doomlordis
04-29-10, 12:53 PM
Hi, i have been testing this mod and still am not being attacked, i have had hurricanes , beauforts etc and they can fly straight over me and dont attack, they DO attack if you shoot at them. I think they are not detecting the sub properly.
I am testing at Gibraltar , northern approaches campaign.
Hi, i have been testing this mod and still am not being attacked, i have had hurricanes , beauforts etc and they can fly straight over me and dont attack, they DO attack if you shoot at them. I think they are not detecting the sub properly.
I am testing at Gibraltar , northern approaches campaign.
The same here! And I even have seen an Hurricane with two torpedoes under his wings :o!!!
Aircraft attack in stock. They just don't seem to attack in the stock campaign. All a/c are set to competent if you change them to elite you may get better responses in the campaign.
I have them attacking in single and multiplayer missions, dropping bombs, strafing, doing crazy dives etc...
Hi.
Are you using the latest version (1.01)?
Link (http://www.filefront.com/16259253/Wamphyri%27s%20Plane%20Mod-%201.01.zip) (for some reason the author can edit the first post)
This mod is a must. Of course it works in campaign. Now i hate those damn planes...If you see one you better crash dive:ahoy:...because its friends are on the way and you will shortly run out of ammo.
Really funny. Thanks wamphyri.
doomlordis
04-29-10, 06:15 PM
using 1.01 , i noticed one attacked unprovoked in the med campaign but that is it, otherwise just passing by.
7thSeal
04-29-10, 09:03 PM
Have you downloaded it again since the note he made in post #95 (dated 4/26)?
I don't understand how there can be such a big difference between those of us using the latest version while playing campaign. I get attacked quite often, seems like on every patrol. What gets me worried is when a group of two make their dive and aren't strafing... get ready for a bomb or two to explode! :)
I'm going through each plane in stock and will have a report about how they all react.
So far after loading up all the British A/C only 6 or so attack and some just crash in the ocean, some drop bombs, strafe and fly away.
Being how the campaign is dynamic I guess everyone runs across different aircraft.
The General
05-01-10, 06:02 AM
I think if you adjust the Air.cfg file, changes don't take affect unless you restart the Campaign? :hmmm:
Once a plane appears and spots you, I think the AI then gets stuck in some sort of loop. The planes keep coming every 5 secs (on 512 TC) day and night! This has been problem since SH3, can anybody fix this?! :damn:
Please, could you reactivate the link for your latest version?
I believe I'm using v.1.0.1 but I still have hurricanes with torpedoes.
Many thanks.
wamphyri
05-01-10, 11:50 AM
Please, could you reactivate the link for your latest version?
I believe I'm using v.1.0.1 but I still have hurricanes with torpedoes.
Many thanks.
just try downloading from the link on page 6. If it says file not found just keep trying, sometimes filefront is weird.
just try downloading from the link on page 6. If it says file not found just keep trying, sometimes filefront is weird.
Thank you. Downloaded.
doomlordis
05-04-10, 05:52 AM
got attacked by twin engine super fast small bomber, cool, except that he nearly sunk me!
wamphyri
05-04-10, 06:14 AM
got attacked by twin engine super fast small bomber, cool, except that he nearly sunk me!
mwahahahah
Your mod sunk me:wah:
...
You're the Devil
...
:up:
TheBeast
05-06-10, 07:49 PM
Sorry, but cal. 50 rounds should rip through a sub like a hot knife through butter.
For example look at the bottom of this site: http://www.inetres.com/gp/military/infantry/mg/50_ammo.html
As you can see, a cal. 50 round can penetrate a ~25mm thick armor plate. Hell, it could penetrate the top of most german WW2 tanks.
Why do you think it should not make a scratch into a sub?
Didn't see any response to this...
A .50 Cal would definately damage everything except the pressure hull.
Ballast Tanks, Fuel Cells, Deck Gun, Flak Guns, Periscopes. UZO, Personel and Torpedo Outter Doors could definately be chewed up by a .50
A .50 would need Armor Piercing ammo to damage the Preasure Hull and they did not use that type ammo until very late in the war.
Also, you can not compare current date .50 ballistics with the .50 ballistics from WWII. There has been many (to many to list) .50 ballistic advancements since WWII.
McHub532
05-09-10, 06:32 PM
Perfect! I've been just watching planes fly right over and lost complete respect (or fear) of them. This mod I hope will put me back on the Crash Dive button like I should be. :)
wamphyri
05-10-10, 01:16 AM
Updated the first post with the 1.01 download .. now ppl won't have to hunt for it on page 6.
kylania
05-16-10, 01:26 AM
Anyone else having problems with this mod and patch 1.2?
I'm consistently getting planes "stuck" to my u-boat, circling at 5500m or so, just like the destroyers sometimes do. The problem is when they do this if I save that save game becomes corrupted! It won't load, just crashes to desktop.
I really love the extra danger from planes, but not too happy about losing saves and campaign progress. Any word on 1.2 compatibility?
Captain Joe
05-26-10, 11:05 AM
This is a great mod thanks a lot, At least now if I am told there is a plane sighted there is something to worry about. Works perfect with 1.2.
kylania
05-26-10, 01:58 PM
This is a great mod thanks a lot, At least now if I am told there is a plane sighted there is something to worry about. Works perfect with 1.2.
I was getting constant "circling" bugs and save game CTDs with this mod and 1.2...
Do you notice planes flying past then taking station 5-6km away from you, circling and following your course? Have you tried saving with planes in the area around you, either after visual contact or right before/after?
wamphyri
05-27-10, 12:19 AM
I had reformatted my HD right before the patch came out and I'm just now getting around to putting it back on. I'll try and see if I can reproduce that bug kylania.
Planes weren't equipped to attack subs until later in the war !
In the early years, they only reported your position.
not quite true. they would still attack, the problem was the crews were not properly trained.
The aircraft at the time were poorly equipped and had a very limited range.
Plus it would have been hard to locate a Uboat without radar.
I doubt an RAF fighter would attack though, they had what? about 8 seconds of firing time on their 8 machine guns?
surely they would want to save this for German bombers & escorts.
Here are the aircraft that were used to hunt U-boats though out the war
http://www.uboat.net/allies/aircraft/types.htm
Of the 18 types listed only 4 are in SHV (beacuse most of them are U.S built and Ubi has licensing problems)
I aim to correct this, i have new models for most of the missing planes which I will import them as soon as its possible.
Really need the SHV campaign to run up to 1945 to appreciate the real threat posed by aircraft.
Nisgeis
05-27-10, 05:04 AM
I was getting constant "circling" bugs and save game CTDs with this mod and 1.2...
Do you notice planes flying past then taking station 5-6km away from you, circling and following your course? Have you tried saving with planes in the area around you, either after visual contact or right before/after?
That's a stock bug with torpedo planes with some problem with their approach command. It can be fixed with a script change, but the torpedoes just sink when they are dropped, so they are only really dangerous if they have guns.
That's a stock bug with torpedo planes with some problem with their approach command. It can be fixed with a script change, but the torpedoes just sink when they are dropped, so they are only really dangerous if they have guns.
Yet torpedo planes worked in SH4, does anything work in this game?
oscar19681
06-01-10, 04:22 PM
Aircraft still ignore me with this mod. Even when starting a new patrol
Captain Joe
06-02-10, 02:23 AM
I was getting constant "circling" bugs and save game CTDs with this mod and 1.2...
Do you notice planes flying past then taking station 5-6km away from you, circling and following your course? Have you tried saving with planes in the area around you, either after visual contact or right before/after?
Not Getting any problems like that (so far), Before patch 1.2 got that kind of problem with ships doing same thin and it included my own ships following me. Maybe you have a mod conflict or something.
Salvadoreno
06-02-10, 03:10 AM
Okay i asked this before... But i wanna ask again since im back in port. Uboat Historical Specs and Dark Wraiths NEW UIs has conflicts with your plane attack mod.. Now.. I reallly REALLY dislike that airplanes dont attack and im dying to install your mod to try it out. But do u kno if it might ruin the other mods and conflict to the point that the other overlapping mods dont work?
kylania
06-02-10, 08:19 AM
The only conflict those other mods have with this mod is that they move the "reloading" icon. You can safely install Wamphyri's Plane Attack Mod, then the others over it and you won't change how any of it works.
holymans
07-22-10, 05:38 AM
Anyone having trouble downloading this file from filefront? I seem to get 'file not found' error. Wamphyri, could you please post it on mediafire, rapidshare, megaupload?
Fercyful
07-23-10, 11:26 AM
Anyone having trouble downloading this file from filefront? I seem to get 'file not found' error. Wamphyri, could you please post it on mediafire, rapidshare, megaupload?
you are right! problems here too :-? BUT I have the file in a DVD with many mods so... I upload it for you/others to mediafire...
LINK (http://www.mediafire.com/file/8uiaxfglyhn2q27/Wamphyri%27s%20Plane%20Mod-%201.01.zip)
:shucks: :salute:
OldFrenchy
07-23-10, 11:48 AM
The download file seems empty. Is it just me?
Fercyful
07-23-10, 12:23 PM
The download file seems empty. Is it just me?
just check my mediafire upload and is working fine...
285 KB (292.242 bytes)
zzkillzz2000
01-08-12, 10:41 AM
Can anyone here kindly tell me how to step by step edit the AA sim files to remove the ammo bar and make it non-reloading. Cuz i'm not really happy with what Wamphyri did to the RPM of the AA guns.
Pls help!
jrescalante
01-08-12, 04:26 PM
Just wondering......., is this MOD still viable or is it OBE due to other MODs? (i.e. IRAI_0_0_30_ByTheDarkWraith) I don't see it listed very often in the load out thread.
IrishUboot
01-13-12, 05:14 PM
Just wondering......., is this MOD still viable or is it OBE due to other MODs? (i.e. IRAI_0_0_30_ByTheDarkWraith) I don't see it listed very often in the load out thread.
Wondering the same thing. Anyone know?
Thanks for the re-up on this. :salute:
saintpietro
02-16-12, 11:13 PM
Couldn't download the file.
PS: How to remove ammo bar?
Regards
pedrobas
02-16-12, 11:29 PM
IRAI manage the planes now, and really.... you must be careful with them :yeah:
SH5 Fan
02-18-12, 09:33 AM
But Wamphyri fixed the AA gun precision and Irai not
pedrobas
02-18-12, 09:49 AM
But Wamphyri fixed the AA gun precision and Irai not
Really don´t know this, i have my doubts :06:
SH5 Fan
02-18-12, 10:23 AM
I tested this plane mod many month ago und it works :)
I miss that in the IRAI Mod
pedrobas
02-18-12, 10:59 AM
I tested this plane mod many month ago und it works :)
I miss that in the IRAI Mod
I really don´t get you, planes are lethal with IRAI :hmmm:
pedrobas
02-18-12, 10:03 PM
Here you have it:
you are right! problems here too :-? BUT I have the file in a DVD with many mods so... I upload it for you/others to mediafire...
LINK (http://www.mediafire.com/file/8uiaxfglyhn2q27/Wamphyri%27s%20Plane%20Mod-%201.01.zip)
:shucks: :salute:
SH5 Fan
02-19-12, 08:56 AM
No its the ability that the crew AI shoot with the flak correctly, because in stock sh5 and with irai, the u-boat crew just shoot of the mark :DL
read info of wamphyri, he fixed it :up:
I miss that in IRAI
The link in the first page is down. I reuploaded the mod for making it available again for the community.
Here is the new link:
http://www.mediafire.com/?htq424ftbtg1dv7
I hope Wamphyri is okay with my initiative. If not, I invite him to get in touch with me, and I will remove the new link as soon as possible. :)
NOTICE TO USERS: this is an old mod and it might conflict with IRAI, OHII and some other common mods. Use it at your own risk.
This Mod is very well done, but it is still too nice for sub: normally an airplane scrap should kill everything that moves on the deck ...
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