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View Full Version : [REL] Playable Northampton Heavy Cruiser


wevbarker2011
10-31-11, 07:12 PM
Hi all, this is V0.1. She is career playable. Please tell me what you think:

http://www.gamefront.com/files/user/wevbarker2011 (http://www.gamefront.com/files/user/wevbarker2011)

Enjoy!

Will

chrysanthos
11-01-11, 07:55 AM
you are unstoppable:D but i like you...by the way where you are going to make that readme i told you about....i want to make ships like you:/

chrysanthos
11-01-11, 08:11 AM
as your official ship tester i give you my report sir! the ship is great only the guns bug from victory cargo she has...over and out;)

Boos
11-01-11, 08:35 AM
It perfoms bad in close distances (my first career battle was in a heavy fog) due to the minimum angle and the limited number of weapons, other than that it's a nice ship.

By the way, I'd love to see a playable Takao.

wevbarker2011
11-01-11, 10:22 AM
Obviously I could easily edit that but the ship would no longer be canon :/ If you want to fiddle with minimum turret angle get s3d and have a poke around in the .sim file? The 'Parent ID' of the turret chunks there should match the 'ID' of the 'cfg#M01, M02 A01, 2, 3' etc nodes in the .Dat files, so when you know which turret a controler is controling you can crack it open and change things like max elevation and speed of yawing etc to your heart's content :yeah:

You say 'unstoppable'; my plan is to make every stock ship playable and release them one by one... Unless you know where to copy and paste you won't be able to install two ships at a time and have working weapons though, so every now and again I'll write a cumulative mod with all the playable ships in it which can be played at once. If any nice soul would care to explain .Zon manipulation to me I'd be grateful btw, because at the moment my ships are sinkable but as a unit they are indestructable :damn:

wevbarker2011
11-01-11, 10:26 AM
Basically Crysanthos import the ship nodes into a working submarine, delete some stuff, make the weapons playable (most tedious part) and then wire up the ID's. Try experimenting till I create a readme if there isn't one out there.

Boos
11-01-11, 10:53 AM
Thanks a lot for the info, if you're going to make all the ships playable first of all good luck and thanks, and if you accept requests, besides the Takao I have one in mind that I've been wishing to be career playable: the Fuso. There's one out there but is not career playable.

kiwi_2005
11-01-11, 11:00 PM
Thanks for the carrier in your download page. :yeah:

baronfrost
11-02-11, 11:42 AM
Is there a way to have other ships escort you when you leave port, like AI controlled destroyers. Because I don't think some of these ship would go out on their own cruising around without a screen. :06:

wevbarker2011
11-02-11, 01:18 PM
hmm I'm not a coder and that kind of thing is far beyond me! Your right though, in a way using the beautiful BBs in a sub career is totally unrealistic. I plan to create a Battleships Career Mod whereby in career mode all the US battleships are playable and the missions reflect that; it should be simple in that the missions are re-written including a large US task force that leaves immediately from your home port to where the map zone etc. is, and you simply keep up with them and keep formation. I cant make them follow you as an AI escort though :/

chrysanthos
11-06-11, 04:56 AM
long time no see...i have lost you:) anyway i cant make any playble yet,,,i need your help step by step

wevbarker2011
11-06-11, 05:05 AM
Try the battleships campaign taster ;)

chrysanthos
11-06-11, 02:45 PM
well the most frustrating thing is that when you command to fire in a target and the guns return to their original stations...just stand there:/

chrysanthos
11-11-11, 06:07 PM
that new mexico ship is i think mad at me:/ no matter what i do the gunners wont fire...i give the order from the binocular view they fire and the turrets return to they positions....damn....sometimes the king george does it too....

chrysanthos
11-12-11, 12:22 PM
hi tom:) how are you? any new ship? i was waiting for some heavy cruiser like mogami or takao

xXDeathRangerXx
11-17-12, 07:35 PM
I was attacking a harbor with a bunch of merchants and a gun boat, the gunboat got a hit on me and I started listing pretty bad to port, and so I could not fire very well to the starboard, and could not turn very well, either. and then in another attack the same thing happened, but this time my propellers would not turn, so I could not move! I was hoping you could fix that, and maybe make it so the damage control teams can repair the hull so that you dont list anymore once its fixed. I really like using the ship, when I leave harbor it always responds quick and easily to my commands. also, are the torpedoes intentional?:hmmm:

USS Dallas
11-23-12, 06:12 PM
Hey first thank you for this great mods but can you please make a DDG from the Charles F Adams class :salute:

Fearless
11-24-12, 09:21 AM
How can I make the King George V career playable without having to use the Battleships Campaign Taster? ALso the lookouts' ship sighting is way too short. Can that be fixed?

Thank you in advance.

Fearless
11-24-12, 08:11 PM
Hey wevbarker2011,

Can you advise how I can get the SJ Radar to work on the King George V. I've managed to make it available from 1941 but it doesn't matter which year I sellect, the radar is inactive even when it is installed.

Thanks in advance.

XfoXshoX
12-29-12, 10:17 PM
I would like to help you in your quest to make every stock ship playable I can help test them

blockhead48
01-10-13, 07:45 PM
I have played with three of these ships, putting the King George, New Mexico, Victory in as the single ship files with JSGME, and its very nice to be able to control them, and I'm glad someone has decided to finally have a bash at making the stock ships playable in SH4......but there is a problem.
These ships won't defend themselves!
With other playable ships from other modders, the ships will only start defending themselves when someone on watch says "ship spotted", and then the choice box comes up asking if you want to continue with the current orders, or do you want to engage the enemy ship, (merchant or IGN navy combatant) or enemy aircaft, but this doesn't seem to be happening with these ships.....they just keep saying "we are under attack sir".
They aren't spotting the enemy, so the allied ship can defend itself.
Must be a problem with the watch crew or something maybe?
This needs correcting, or these ships are just gonna get a pounding and visit Davy Jones locker.
The UZO isn't working either.....you can't access it.....I usually use the UZO if I'm firing manually at other ships, so their distance can be locked, and shown, and then you can use that distance info - and transfer it to the main battery.:arrgh!:
Anyway, hope you can sort this out, KGV looks pretty neat. (I'm a Brit):know:

chrysanthos
10-31-14, 01:52 PM
wevbarker you just erase all versions of the battleship test on gamefront????? at least you could post them on mediafire........arrgh from my nerves i think i gonna sink my head on the toilet!!!!!!