View Full Version : [Rel] IJN Furutaka for Sea Trials
peabody
02-06-12, 03:49 PM
By Request: IJN Furutaka for German Camapign or single missions.
http://img534.imageshack.us/img534/203/ijnfurutaka.jpg
Works in Single missions and the Uboat Add on. Has two torpedo tubes, placed at the bow of the ship since they fire straight forward. So be careful when travelling at flank speed and firing a torpedo.
Changed the ordersbar.cfg some. Removed the periscope tabs. First tab with Captain's hat is the bridge.
http://img267.imageshack.us/img267/8424/takaoordersbar.jpg
1. Bridge view
2. Uzo
3. Stop watch
4. Battle Stations
5. Deckgun (main turret)
6. Flak guns
7. Damage control
8 Recognition manual
9. Select as target
10. Pick up survivors
I also added an Uzo button on the Deckgun group so you can get range to target.
removed Silent running button. :hmmm:
Equipment is still using German names, Medals are German except for the small version on the side of the screen.
Background music is Japanese.
Link is now working, apparently Filefront/homefront is having a problem with some uploads so I used Mediafire
http://www.mediafire.com/?pu28qoikds4a398
Filefront/gamefront is working again:
http://www.gamefront.com/files/21312800/IJNFurutaka.7z
Peabody
chrysanthos
02-06-12, 05:30 PM
hey nice one:D i promise to you no more nagging:D ok? are you happy?
chrysanthos
02-06-12, 05:34 PM
oh and one more thing...i am experimenting with maya and i saw that the port side dual guns are firing on air and surface ships....wich the takao guns are not....only in air mode,,,can i change that ? and if yes you allow me?;D
peabody
02-06-12, 05:55 PM
oh and one more thing...i am experimenting with maya and i saw that the port side dual guns are firing on air and surface ships....wich the takao guns are not....only in air mode,,,can i change that ? and if yes you allow me?;D
The Maya and Takao use different guns.
chrysanthos
02-06-12, 06:07 PM
oh...ok furutaka is complete with damage my friend?
peabody
02-06-12, 06:59 PM
oh...ok furutaka is complete with damage my friend?
It nees some tweaking, it is basically the same as the Takao, but I have to decide how to do it. I really should create custom zones. I don't want it to take zero damage but I don't want it to get destroyed every time you use it.
But it works and does take damage.
but for some reason that link still does not work. I do not know why, it shows in my files at filefront/gamefront but it says it is not available yet.
EDIT: Changed the d/l to mediafire, apparently some uploads are not linking properly at filefront.
Peabody
Furutaka 1935
http://upload.wikimedia.org/wikipedia/en/6/65/HIJMS_Furutaka-1935.jpg
im speechless.....
Ship is on the way to sea trials. You are amazing! :salute:
I make a bug and trial report here :)
aaawsooome!!!
:rock:
http://i106.photobucket.com/albums/m256/Space_Vikings/peabodyroxsmall.gif
Sea trials of following
http://upload.wikimedia.org/wikipedia/en/1/11/Japanese_cruiser_Furutaka.jpg
Ship Class: Furutaka class heavy cruiser
Builder: Mitsubishi Shipyard, Nagasaki
Laid Down: 5 Dec 1922
Launched: 25 Feb 1925
Commissioned: 31 Mar 1926
Displacement: 9150 tons standard; 10507 tons
Full Length: 595 feet
Beam: 51 feet
Draft: 18 feet
Machinery: 4-shaft Parsons geared turbines, 12 Kampon boilers
Power Output: 102000 SHP
Speed: 34 knots
Range: 7,000nm at 14 knots
Crew: 625
Armor: 76mm belt, 36mm deck
Aircraft: 1 floatplane
Catapult: 1
----------------------------------------
Being a Takao class fanatic, what a jump. Visual the first impression is pretty good. It deffently have some apeal. Walking up the deck looking at guns and the upperdeck structure gives you a feeling that this ship can do some damedge, but also let you know that this is not a "i win" Hull for big engagements.
On the bridge she deffently dont seem as "mighty" as the Takao, but looking down the forward deck give you an impression that she is fast and manouverble. She doent look as "fat" as the takao.
She willingly responce to speed changes, and she deffently feels more manouverble than Takao, this might be a visual thing since the bridge are somewhat lower than the bridge on the Takao.
After the initial speed, turn and burn tests i set out to target area. In distance a cargo ship apeared and after sounding general qourters i told the gunners to open fire. With a broadside she feels simulare to the Takao and she sank 4 merchants between 12km to 3000m with no problem. Next in line was 2 destroyers. They steamed ahead charging like they use to, but both where sunk around 5000m out with only minor hits on us.
Damedge test. Well midway here we come. Laid course to cirkle midway speed normal and then just let her hammer out the shells. Against bigger ships she deffently lack some of the power of the Takao, she takes about the same damedge, but do feel abit weaker. If you want to live to tell storys, stay well away from anything bigger than heavy cruisers.
Status
All stations worked. AA guns worked, main gun worked, damedge worked and realy didnt have any isues. She is deffently a ship suitet for raiding and taskforce escort, and she is deffently suiteble for a campaign.(just remember no go to suply or drop missions)
What i would like.
Well kinda the same as on the Takao lol, but looking into that my self :)
Looked around into Keltos1`s Japanese sub folders and files (That mod bring some game changes that would be cool for these ships)
Japanese captain office. Japanese torpedoes and upgrades.
Pictures and a small movie about this great ship you have made will come soon :)
Tx for bringing her to us :)
:salute:
peabody
02-07-12, 02:11 PM
Status
All stations worked. AA guns worked, main gun worked, damedge worked and realy didnt have any isues. She is deffently a ship suitet for raiding and taskforce escort, and she is deffently suiteble for a campaign.(just remember no go to suply or drop missions)
What i would like.
Well kinda the same as on the Takao lol, but looking into that my self :)
Looked around into Keltos1`s Japanese sub folders and files (That mod bring some game changes that would be cool for these ships)
Japanese captain office. Japanese torpedoes and upgrades.
Pictures and a small movie about this great ship you have made will come soon :)
Tx for bringing her to us :)
:salute:
Yes, I think I forgot to mention on this one not to do supply drops and insertions. You ask some of the "real" shipbuilders if they have a solution but I have not found one, and I do not know why. To make a ship 'playable' you basically have to make it a sub. So I don't know why the supply drop CTDs.
As for the Captains' Office I made that as part of the IJN Campaign. Unfortunately I have not finished the Campaign parially because I had to learn how to MOD (First time at this) and then ran right into a brick wall with real life.
If you look at the first post in the IJN Campaign thread you will see the office.
http://www.subsim.com/radioroom/showthread.php?t=141869&highlight=ijn+campaign
Changed the map, flags, Submarine Aces board (As you see I put Capt Takao who made the names and ranks, and Keltos who made the subs. I then changed all German symbols on paperwork, medals box,etc to IJN. Did some research and found it was under "Imperial General Headquarters" and "Chief of the Navy".
The writing on the logbook is "Imperial Japanese Navy" per Wiki.
The medals were done by Capt Scurvy. If you look on the ship crewmanagement screen you will see the small version of the medals that will be issued to the crew when earned. He also used a combination of pics I found on the net and pics he found on the the net and made full size medals and a background award certificate.
A TON of research was given to me by Admiral Von Gerlach. He found all kinds of helpful info.
Keltos had someone that actually spoke Japanese that way going to do speech for us, but that didn't happen.
Both Keltos and I tried to get a IJN Sub on the Captain's desk, but it did a CTD. Later I tried again and got the Sen Toku on the desk (since it was one piece-tower was not separate and it worked until you returned from a mission and then it CTDed when entering port. I am thinking possible too many verticies? But just a guess. More likely I did something wrong, but it did work the first time starting the game.
As for you comment on torpedo upgrades, I deliberately took them out. The only torpedo was the Type 93 Long Lance used by ships. (Which by the way will cause problems with using surface ships and subs in the same campaign.)
Which brings me to one point, I left out a lot of stuff for IJN that is already done to keep the ships as compatible as possible. We changed a LOT of files for the Campaign so it will definitely cause problems with other MODS.
I know you asked for more compartments but it takes a while to renumber everything, and usually introduces mistakes. But it can be done. But by using the files from the Takao, I could put this out very quickly and at least have another IJN ship to work with. I know the damage model is not the best. I did not want to spend time on it until we tested and see what needs to be changed.
Anyway enjoy it.
:)
About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk ;)
When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.
What could be cool is
You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.
It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN :)
Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.
That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.
I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol ;) lmao
Sir, you are the reson i keep firering up the good old SH 4 :)
with respect
TBear
PS.
I have for a long time trying to get AI AAA gunners to MG other ships, just like a enemy surface ship do on you. So far i have failed, but have an idea its about playable guns. Have you at one time stumbled across a solution to that? having player surface ship MG enemy surface ships?
There must be some code line somewhere that could be changed.
My last attempt will be removing the playability of AA guns and simply have AI control all AA weapons and then se what the game does lol....
peabody
02-07-12, 05:08 PM
:)
About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk ;)
When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.
What could be cool is
You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.
It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN :)
Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.
That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.
I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol ;) lmao
Sir, you are the reson i keep firering up the good old SH 4 :)
with respect
TBear
In the Campaign that I was writing, I put in a lot of Task Forces. The Japanese felt that the way to win the war was to destroy our Waships and eliminate our ability to wage war against them. It never worked out for them.
They did not fight the war the way we did, we attacked their supply ships to prevent them from getting the raw materials they need.
With surface ships you would definately have your hands full.
I did the Furutaka instead of the Mogami because the Mogami has the same problem as the Kongo, it need some 3D work to create a bridge. The bridge on the Mogami is enclosed and even if you remove the windows, there is no floor or walls on the inside.
Karle94
02-07-12, 05:48 PM
:)
About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk ;)
When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.
What could be cool is
You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.
It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN :)
Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.
That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.
I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol ;) lmao
Sir, you are the reson i keep firering up the good old SH 4 :)
with respect
TBear
PS.
I have for a long time trying to get AI AAA gunners to MG other ships, just like a enemy surface ship do on you. So far i have failed, but have an idea its about playable guns. Have you at one time stumbled across a solution to that? having player surface ship MG enemy surface ships?
There must be some code line somewhere that could be changed.
My last attempt will be removing the playability of AA guns and simply have AI control all AA weapons and then se what the game does lol....
If you eleminate the playable AA guns the AI AA guns wonīt shoot at anything. The playable AA guns are the ones that actually does the targeting.
actualy just came out of the museum, not 3 secs ago looking exactly on that. Also the problem with the Kongo, But heck if you take sucjestions...lol...
ISE early war ;) that have 3d bridge and all
Much respect
TBear :)
If you eleminate the playable AA guns the AI AA guns wonīt shoot at anything. The playable AA guns are the ones that actually does the targeting.
yes just found out. Well it is just one of those things :)
Karle you know what is them problem with Takao and Furutaka with suply drops? I know i ask alot, but can you se where the bug is, i know peabody would apriciate it alot :)
tx in advance :)
TBear:salute:
Karle94
02-07-12, 06:02 PM
yes just found out. Well it is just one of those things :)
Karle you know what is them problem with Takao and Furutaka with suply drops? I know i ask alot, but can you se where the bug is, i know peabody would apriciate it alot :)
tx in advance :)
TBear:salute:
I am as much in the dark as the rest of the community. How would you feel about playable American heavy cruisers? Pensacola, Portland and New Orleans. You know the old, beautiful ones that took one hell of a pounding from Japanese torps.
peabody
02-07-12, 06:46 PM
actualy just came out of the museum, not 3 secs ago looking exactly on that. Also the problem with the Kongo, But heck if you take sucjestions...lol...
ISE early war ;) that have 3d bridge and all
I bet you will not expect this answer:
Actually the Ise and the Fuso are already playable,:O: have been for a while, just like everything else I do they are not finished. No damage model, men standing in the wall and so on.
Won't take long to finish, but as I stated I have trouble finding time to do anything.
I will see if I can get them finished, at least better than they are now. Even the ones I posted I don't consider finished, I do not like releasing something that is not finished properly.
But I do not have a choice sometimes, having a ship to use is better than Nothing. So I have been releasing unfinished work, but as long as you know that and accept that if I had more time, I would definately not release them like I did.
In fact I have to leave right now to take care of my mother, then watch my grandchildren, so I will see what I can do tomorrow. (or maybe later tonight)
ReallyDedPoet
02-07-12, 06:48 PM
Nice work with this :up:
peabody
02-07-12, 07:15 PM
Nice work with this :up:
Thanks to all for the kind words.
Peabody
chrysanthos
02-07-12, 11:09 PM
hehe tbear you have lots of imagination:D just reading your text below i imagine something similar to a girl;)
I bet you will not expect this answer:
Actually the Ise and the Fuso are already playable,:O: have been for a while, just like everything else I do they are not finished. No damage model, men standing in the wall and so on.
Won't take long to finish, but as I stated I have trouble finding time to do anything.
I will see if I can get them finished, at least better than they are now. Even the ones I posted I don't consider finished, I do not like releasing something that is not finished properly.
But I do not have a choice sometimes, having a ship to use is better than Nothing. So I have been releasing unfinished work, but as long as you know that and accept that if I had more time, I would definately not release them like I did.
In fact I have to leave right now to take care of my mother, then watch my grandchildren, so I will see what I can do tomorrow. (or maybe later tonight)
No need to hurry. Real life have always come first. Im just having fun with your hard work, you are the one doing it. Main problem is that werrry few create mods for the Japanese, and when one comes around the rest of us IJN captains jump all over him/them :(
Personaly i can say after many many hours trying to work on ships that it is time consuming and not that easy. I have stepped down from the "real mod" thinking and are now just tweaking.
There are things i like, and things i dont like. That is where i use my limitet skills. Everybit you have postet over the years are something to respect and aplaus
TBear
chrysanthos
02-08-12, 07:35 AM
for you my friend:D
http://www.youtube.com/watch?v=taOOpWW-3j8
for you my friend:D
http://www.youtube.com/watch?v=taOOpWW-3j8
There is just something about Japanese ships :) awsome vidio there...
yasu
TBear
Peabody.
With your permission i would like to use Furutaka it as test bed for some "Japanese" changes.
Im asking Keltos1 to use a few things from hes Japanese submarine mod and will try to implement them
Hes japanese guages (speed dial compas etc)
Then i ask Karle to help me rework the crew manegement page(more in the line how to do it)
My goal is simple. Create a foundation that is more IJN like that can be used in future releases of any japanese surface ship.
There are so much usefull pieces out there, and i would love to try to create one final ship using it. About damedge. I actualy have found my rewoked zones i made for the Maya before putting it on hold. Since Takao and Maya are the same hull it might just fit perfectly on Takao :)
I hope others will help me with this "small" project, my intention is strictly to Honnour peabody and let him know that we are apriciating all the work he have done for so many years for us IJN`ers.
I do know that Keltos1 also have played a huge part of alot of things, and there are more people to. But instead of forgetting them i want to honnour them and there dedication. SH 4 is not dead, and it is people as above that have kept it running. And as an IJN Buff i would love to create something final using there hard work to show what they all have acomplished over the years :)
:salute:
peabody
02-08-12, 12:42 PM
for you my friend:D
http://www.youtube.com/watch?v=taOOpWW-3j8
Very nice video chrysanthos.
Peabody
chrysanthos
02-08-12, 01:24 PM
hehe thank you:D
peabody
02-08-12, 01:35 PM
Peabody.
With your permission i would like to use Furutaka it as test bed for some "Japanese" changes.
Im asking Keltos1 to use a few things from hes Japanese submarine mod and will try to implement them
Hes japanese guages (speed dial compas etc)
Then i ask Karle to help me rework the crew manegement page(more in the line how to do it)
My goal is simple. Create a foundation that is more IJN like that can be used in future releases of any japanese surface ship.
On the crew management screen I assume you mean more compartments and more men like you were talking before?
Easy to do, but time consuming because you need to renumber all compartments, crew and equipment that comes after the one you are adding.
I don't know if you noticed but the crew management has all Japanese faces and the medals that are given (if you played in career mode and earned any) are all legitimate IJN medals and the small medals will show on the screen.
We also have the big medals awards at the end of a mission, and a Japanese award screen for them, but they are not in this ship mod.
Thanks to Capt Scurvy for this!!!! The only thing I did was get them so they would go into the box on the desk using Blender. He did the rest.
You can see them here if you haven't seen them before:
http://www.subsim.com/radioroom/showthread.php?t=141869&page=5
Yes if you have reworked Maya zones they should work. It is the guns that are the main difference on those two ships.
Also all the "paperwork" I think is done, unless I missed something.
http://img354.imageshack.us/img354/534/tabsandpaperwx1.jpg
The signature has been changed since this one, if I remember right. As you can see the ranks are all change. Chu-i is Capatin I believe.
So there is a lot all done, maybe I can find a little time to do some more.
One thing I do know is I made the ordersbar for a Surface ship, so it will not work for a sub. So if you are doing a surface ship career it will be ok. I actually prefer the layout of the elements, but you may not. It takes getting used to some of the positions being changed, but I think it works well, with Bridge being the first tab since it is a surface ship. And the "Captains" command being in that one location. The Captain being the one that would order battle stations and when to start firing on the enemy.
I also noticed in one 'video' the Takao still has the messed up textures on it, they have been replaced with the original textures. It was before Keltos learned how to get 3Dmax and SH4 to show the same thing. I didn't notice before the release. That is why I said it wasn't done.
I don't remember if I answered this before, but you commented on Torpedo choices. I removed that ability since there was NO choice, they used the Type 93 Long Lance. That is another reason the ships and subs can't play together. There may be a workaround but I have not spent the time looking for it, although I do have some ideas.
:)
I try to explain things by subject
Torpedo. I would like to have the long lance availiable. For me its no problem it causes conflict with subs, since what im working at are strictly for surface mod.
Order bar. Its perfect. Since again its for surface, it is one of the things that "transform" the game from submarine to surface. That small detail is awsome.
Crew manegement. Yes the everlasting subject. Looking at it my self, seems pretty easy but as you said time comesuming (well it will be worth it, so im doing it lol)
Medals, awards. Yes have noticed that. But stil have German names. In keltos sub mod there is a file with japanese names. If you explain to me the procedure to change them it would be awsome.
Right now the thing i work on is the dials. Somewhere im doing something wrong. There must be a line somewhere i need to tie them to, but are stuck, but hey if it was easy everyone would do it :)
Right now im working strictly on the ship it self. That is number one. Dials, crew relatet subjects, damedge, and equiptment.
After that i begin to look at the "paperwork"
After the paperwork i work on some small changes to the campaign. Loading screens, player start base etc (only minor changes nothing big)
so work plan is
Ship
"Paperwork"
Campaign
And no ETA on anything. My job is dependant on the weather etc, so realy have no idea how much time i have, so i just go day by day.
TBear
peabody
02-08-12, 04:17 PM
:)
I try to explain things by subject
Torpedo. I would like to have the long lance availiable. For me its no problem it causes conflict with subs, since what im working at are strictly for surface mod.
Order bar. Its perfect. Since again its for surface, it is one of the things that "transform" the game from submarine to surface. That small detail is awsome.
Crew manegement. Yes the everlasting subject. Looking at it my self, seems pretty easy but as you said time comesuming (well it will be worth it, so im doing it lol)
Medals, awards. Yes have noticed that. But stil have German names. In keltos sub mod there is a file with japanese names. If you explain to me the procedure to change them it would be awsome.
Right now the thing i work on is the dials. Somewhere im doing something wrong. There must be a line somewhere i need to tie them to, but are stuck, but hey if it was easy everyone would do it :)
Right now im working strictly on the ship it self. That is number one. Dials, crew relatet subjects, damedge, and equiptment.
After that i begin to look at the "paperwork"
After the paperwork i work on some small changes to the campaign. Loading screens, player start base etc (only minor changes nothing big)
so work plan is
Ship
"Paperwork"
Campaign
And no ETA on anything. My job is dependant on the weather etc, so realy have no idea how much time i have, so i just go day by day.
TBear
Ok, the paperwork, I did it and I have it so no problem.
The medals and Awards were done by Capt. Scurvy and I think the right thing to do is ask him if it is OK to use. No German name etc, you just don't have all the files.
The names and ranks for the crewmembers were done by Takao, I don't know if he is still around, but we can check on that.
The loading screen in the IJN sub mod are actual artwork Keltos found on the internet and contacted the artist for permission to use, so if you want to use them you should ask permission. But you may choose to use something else, that is up to you.
The dials were done by Keltos (from your post I assume you are talking wiht him?), he only changed a .dds file I think. They are in his sub mod:
Menu/Skins/German/GuI/Layout/Dials_us_imperial.dds and Dials_us_metric.dds
I also made a comment that there was an UZO button on the Deckgun tab (ordersbar) to get range to target. It is there now, I don't know if it was in the original upload.
Peabody
peabody
02-08-12, 04:45 PM
TBear,
We have a supply drop mission in case you want them, I cheated but it works, not tested in Career mode yet. You don't get the Launch Boat screen but you do get messages.
Map screen:
http://img825.imageshack.us/img825/8546/supplydrop.jpg
Getting close, standby. Just a quick message, can be changed.
http://img401.imageshack.us/img401/7258/supplydrop2.jpg
Sampan standing by to recieve supplies.
http://img195.imageshack.us/img195/1549/supplydrop3.jpg
Supplies have been transfered
http://img716.imageshack.us/img716/2953/supplydrop1.jpg
Supply mission icon is grey and mission is complete.
http://img210.imageshack.us/img210/6663/supplydrop4.jpg
Clipboard, supply mission is complete with no CTD.
http://img811.imageshack.us/img811/4944/supplydrop5.jpg
Peabody
holy coffe and cake....was on my way to bed...and now i se this :)
Ok, the paperwork, I did it and I have it so no problem.
------------------------------
The medals and Awards were done by Capt. Scurvy and I think the right thing to do is ask him if it is OK to use. No German name etc, you just don't have all the files.
The names and ranks for the crewmembers were done by Takao, I don't know if he is still around, but we can check on that.
deffently :)
---------------------------------------------------
The loading screen in the IJN sub mod are actual artwork Keltos found on the internet and contacted the artist for permission to use, so if you want to use them you should ask permission. But you may choose to use something else, that is up to you.
Plan was to use ingame screenshots, photoshop them abit and use them. That way the small mod it self shows the ship that have been released, that one is easy, just abit copy paste convert and tweak photoshop i can use lol
This is made by me (small fun thing. Check name on that picture) :)
http://i106.photobucket.com/albums/m256/Space_Vikings/peabodyroxsmall.gif
-----------------------------------------------------------
The dials were done by Keltos (from your post I assume you are talking wiht him?), he only changed a .dds file I think. They are in his sub mod:
Menu/Skins/German/GuI/Layout/Dials_us_imperial.dds and Dials_us_metric.dds
Been trying to. But i have had a few hickups on subsim lately but im in progress contacting him for the 4th time lol. Right now all of this is just a test bed. As long as i dont publish anything yet i should be fine.
-----------------------------
I also made a comment that there was an UZO button on the Deckgun tab (ordersbar) to get range to target. It is there now, I don't know if it was in the original upload.
Might have to re check mod, kinda got lost in all this "brainstorming"
---------------------------------
Actualy the mission you have made are more down my way than the rubber boat. iiinteresting :) I realy apriciate your help and interest for this, much apriciatet
with respect
TBear
PS.
Just noticed Karle made a new post about the new orleans in there is hes crew manegement, that is what im working on :) and realy would love to have. A few changes (mostly compartment names) but atleast you visualy can se what i have been babling about :) lmao
http://i777.photobucket.com/albums/yy51/Karle94/sh42012-02-0820-05-47-03.jpg
peabody
02-08-12, 06:23 PM
If you check the Furutaka it has Forecastle and Bridge. I did change that, and I did add some men, but I did not put the extra compartment in. Like I stated that was a lot of numbering and I thought you might need a ship to work with to do other things. So I just did it quickly so you could use it.
I noticed one thing on Karle's post. It looks like he has a widescreen monitor if that is not a cropped image. I do not, so if I had too many men or compartments they do not fit and the compartments start to overlap and look terrible. That may be why it looks 'empty' to you if you have a widescreen. Possible ???
On the image what does the Japanese say?
Peabody
Karle94
02-08-12, 07:11 PM
If you check the Furutaka it has Forecastle and Bridge. I did change that, and I did add some men, but I did not put the extra compartment in. Like I stated that was a lot of numbering and I thought you might need a ship to work with to do other things. So I just did it quickly so you could use it.
I noticed one thing on Karle's post. It looks like he has a widescreen monitor if that is not a cropped image. I do not, so if I had too many men or compartments they do not fit and the compartments start to overlap and look terrible. That may be why it looks 'empty' to you if you have a widescreen. Possible ???
On the image what does the Japanese say?
Peabody
You are correct. I do have widescreen. 16:9 to be exact.
peabody
02-08-12, 07:36 PM
You are correct. I do have widescreen. 16:9 to be exact.
Thanks, I thought it looked like you did. I was going to get one, but I wanted to look at it before I bought it, and there is no store close that carries any that are any good.
I don't mind mailordering some stuff but a monitor is a gamble.
Peabody
Karle94
02-09-12, 03:55 AM
Thanks, I thought it looked like you did. I was going to get one, but I wanted to look at it before I bought it, and there is no store close that carries any that are any good.
I don't mind mailordering some stuff but a monitor is a gamble.
Peabody
How big are you going for? I have a 24" BenQ G2450.
Abit of topic, but the ship are in :)
(trying to get my external harddrive to work with me to get the screenshots, but i just have to tell the story)
Because of the tweaks im working on im running a test mission that is based on my campaign. My beta tester have been grantet to add some bits n pieces so the map or ships are realy never the same.
Today i fired up the Furusaka, testing some damegde zones and the dials. I sail to the normal test area and shoot abit on the static ships there.
Doing this i get attacked by carrier bourne planes, i set heading towards the course they came from and i get radar contact. After some nervous scouting i find it to be a friendly taskforce consisting of Fuso and Kongo and some escorts. Our of boredum i simply set heading and speed to mach theres and follow them. They do get engaged by allied planes, but its not monster attacks, and even the Furusaka claims a few airkills.
Night comes, around 0113 i get more blips from radar the taskforce starboard screen begins to zig zag, but no realy visible enemy.
General quorters, to the UZO scout the horizon. Nothing. Now the inner screen begins to zig zag and the 2 destroyers to the outmost starboard begins to turn and speed up. I floow them closely, but now rain and clouds are making it hard. I begin to fear the "fog bomb" the situation where you kinda rams the enemy but cant see them.
I go down the lists. Crew is ok, weapons ready all man on the ship are prepared. Not the Inner line with me begins to zig zag. I just go abit down in speed and stay on course, following them. Port side outer and inner screen begins to zig zag, something is deffently going on, but no sign on any enemy activity. I have to admit that this second i could give a damn about the Furusaka and dreamed my way to the ship passing me, right there not 150m away on port side Takao came steaming, close followed by the maya.
No matter what i like cruiser power changed heading and followed those two. The came up along side the Fuso and Kongo and stayed there like angry dogs protecting there owners.
Manual check of radar and there was alot of blips, my radar guy had desided to drink Sake and stop giving me notices, so there i was jumping between radar station and the bridge/UZO. Im beginning to feel abit scared. All this fleet activity but no sound other than the rain and the waves and the massive ammount of horsepower being pounded out to the propellars of the taskforce.
Atleast the ship are responcive, and i know she can put up a fight if needed. Taksfoce changes course, keep zig zagging Destroyers leave and come back, but nothing feels calm, the intence feel of battle clouded everything.
Beginning to get more ship sightet reports. Go to the bridge and to my fear the weather have turned to the worse. I can barely se the maya 500, infront of me and simply have to go to the radar fall back abit and follow the takforce from there.
Ship makes a monster shake a huge impact, reports of damedge comes in and looking at the damedge screen i can se that the forward deck took a gigantic hit. I jump up to bridge and can hear gunfire all over. Water from shells spray the Furusaka and infront of me i se the maya explode in a huge fireball.
In the UZO i scan 360, all i se are grey hulls, cannonfire and impacts. Report come in enemy ship sightet. I just tell all guns to fire away, in this weather i cant say what are what. I follow the barrals of the guns and try to maintain a broadside towards the enemy ship. More enemy ship reports come in, now the fight have turned gigantic. I can se when the battleships fire the main guns, but there are way more battleship cannons going of than we have with us. Mogami race to portside right infront of us i have to evade to avoid hitting it hes firering away but are getting hammared big time, i sail away from the incomming fire on him to avoid running into the allied ship shooting. I get a visual on a ship to my NNW, its big, but cant say if its friend or foe. My gunners make the choise for me.
I target, dial in torpedoes and fire them, now im getting hit again, i evade with a starboard turn and then i realice what i just have done. I have put my broadside at 500-600m to the broadside of a texas class BB, he notice and he fire.
I look at the muzzle flames and know this is it. The Furusaka shakes cant even say how many times i get damedge reports, within 3 seconds im at external looking at the Furusaka explode and sink.
I didnt get to sink any ships, but i had awsome fun. Just realy hate that i dont know how the outcome of that battle was. But from my bridge and what i saw, IJN was the loosers.
This is why i love surface ships. You cant duck and hide, you have to face the enemy and try to outsmart him :)
TBear
Karle94
02-09-12, 11:06 AM
Abit of topic, but the ship are in :)
(trying to get my external harddrive to work with me to get the screenshots, but i just have to tell the story)
Because of the tweaks im working on im running a test mission that is based on my campaign. My beta tester have been grantet to add some bits n pieces so the map or ships are realy never the same.
Today i fired up the Furusaka, testing some damegde zones and the dials. I sail to the normal test area and shoot abit on the static ships there.
Doing this i get attacked by carrier bourne planes, i set heading towards the course they came from and i get radar contact. After some nervous scouting i find it to be a friendly taskforce consisting of Fuso and Kongo and some escorts. Our of boredum i simply set heading and speed to mach theres and follow them. They do get engaged by allied planes, but its not monster attacks, and even the Furusaka claims a few airkills.
Night comes, around 0113 i get more blips from radar the taskforce starboard screen begins to zig zag, but no realy visible enemy.
General quorters, to the UZO scout the horizon. Nothing. Now the inner screen begins to zig zag and the 2 destroyers to the outmost starboard begins to turn and speed up. I floow them closely, but now rain and clouds are making it hard. I begin to fear the "fog bomb" the situation where you kinda rams the enemy but cant see them.
I go down the lists. Crew is ok, weapons ready all man on the ship are prepared. Not the Inner line with me begins to zig zag. I just go abit down in speed and stay on course, following them. Port side outer and inner screen begins to zig zag, something is deffently going on, but no sign on any enemy activity. I have to admit that this second i could give a damn about the Furusaka and dreamed my way to the ship passing me, right there not 150m away on port side Takao came steaming, close followed by the maya.
No matter what i like cruiser power changed heading and followed those two. The came up along side the Fuso and Kongo and stayed there like angry dogs protecting there owners.
Manual check of radar and there was alot of blips, my radar guy had desided to drink Sake and stop giving me notices, so there i was jumping between radar station and the bridge/UZO. Im beginning to feel abit scared. All this fleet activity but no sound other than the rain and the waves and the massive ammount of horsepower being pounded out to the propellars of the taskforce.
Atleast the ship are responcive, and i know she can put up a fight if needed. Taksfoce changes course, keep zig zagging Destroyers leave and come back, but nothing feels calm, the intence feel of battle clouded everything.
Beginning to get more ship sightet reports. Go to the bridge and to my fear the weather have turned to the worse. I can barely se the maya 500, infront of me and simply have to go to the radar fall back abit and follow the takforce from there.
Ship makes a monster shake a huge impact, reports of damedge comes in and looking at the damedge screen i can se that the forward deck took a gigantic hit. I jump up to bridge and can hear gunfire all over. Water from shells spray the Furusaka and infront of me i se the maya explode in a huge fireball.
In the UZO i scan 360, all i se are grey hulls, cannonfire and impacts. Report come in enemy ship sightet. I just tell all guns to fire away, in this weather i cant say what are what. I follow the barrals of the guns and try to maintain a broadside towards the enemy ship. More enemy ship reports come in, now the fight have turned gigantic. I can se when the battleships fire the main guns, but there are way more battleship cannons going of than we have with us. Mogami race to portside right infront of us i have to evade to avoid hitting it hes firering away but are getting hammared big time, i sail away from the incomming fire on him to avoid running into the allied ship shooting. I get a visual on a ship to my NNW, its big, but cant say if its friend or foe. My gunners make the choise for me.
I target, dial in torpedoes and fire them, now im getting hit again, i evade with a starboard turn and then i realice what i just have done. I have put my broadside at 500-600m to the broadside of a texas class BB, he notice and he fire.
I look at the muzzle flames and know this is it. The Furusaka shakes cant even say how many times i get damedge reports, within 3 seconds im at external looking at the Furusaka explode and sink.
I didnt get to sink any ships, but i had awsome fun. Just realy hate that i dont know how the outcome of that battle was. But from my bridge and what i saw, IJN was the loosers.
This is why i love surface ships. You cant duck and hide, you have to face the enemy and try to outsmart him :)
TBear
That eally sounds like fun. Huge surface battles ala Battlestations. I tested my New Orleans. Parked her outside the Jap coast. Shot down some planes. Thatīs when I discovered this large modern tanker. I turned to engage. The ship goes to general quarters and opens fire. Few. Iīm looking at the ship from the outside. Thereīs some waves, nothing huge, the ship moves about 1-2 feet up and a little sideways. Few clouds in sight, itīs darkening, with a dark grey color. Moments later I see rain at the top of the screen. Suddenly it pours down. If that wasīt enough, the weather again changed, for the worse. This extremely thick fog appeared out of nowhere. Even though the tanker was so far away I couldīt see it before the fog came, my spotters never lost it. I kept firing at the tanker as the distance slowly shrank. After 8-9 hits the tanker sank and exploded. Because of the bad weather accuracy was somewhat low. It took me 21 minutes from start to finish. I have a video, going to post it here when itīs uploaded.
On the image what does the Japanese say?
Peabody
The same as Engish text below :)
http://i106.photobucket.com/albums/m256/Space_Vikings/peabodyroxsmall.gif
TBear
peabody
02-09-12, 03:03 PM
The same as Engish text below :)
TBear
OH :oops: I feel foolish.
As your Admiral we have a few things to discuss:
1. I give you a brand new ship from Mitsubisi shipyards in Nagasaki and you go out and sink it. We have your next boat ready.
http://img4.imageshack.us/img4/6087/14customer.jpg
2. Why are you here? The honorable thing to do would be to go down with your ship. You have disgraced yourself and your family.
3. You said,"you have to face the enemy and try to outsmart him", so how did that work for you? :har:
Cool story though.
But it does bring up an idea that I had when I built my first ships, LOOOOOOG Ago. I had an idea to place a task force or convoy outside the harbor for each mission (some large some small) but basically someone else to sail with and/or escort. And of course sail to a location where there will be trouble waiting.
Maybe Karle has already had the following idea. Since you can not make the ship follow you, you have to follow them, BUT here is the idea that I had.
I wonder what the impact would be to clone a few AI ships, for example the Maya Heavy cruiser. Make a second copy to be used in Random Generated group but make it a DD. You would not know that it was made a DD because you would never see that information on a non-playable ship, and a friendly that you never sink. BUT what this would do is allow you to make a random group and position the Maya as an escort, which would mean if you were attacked, it would do what the DDs do and follow you into battle. (Maybe, needs to be tested, they may only go after subs) Well, they actually would not follow you they would attack on their own and help you fight. In a normal engagement your ships would sail on their waypoints and the enemy would sail off on their waypoints and the only attacking ship, unless you get real close would be the DDs.
At the same time you could have some 'normal' Mayas that were NOT DDs and they would remain with the group. The reason for that is I have seen when playing as a sub that making all DDs as escorts in a enemy group can actually be an advantage(but probably not in TMO :haha: ). You can actually trick them into all coming after you and if you evade them, they will continue to look at your last location and you have an unprotected Convoy just waiting to get sunk. Of course that only applies if you can get there in time and evade the DDs attacking you. So you don't want ALL your big ships leaving the carriers/merchant ships unprotected.
I was just wondering if making a ship a DD would have any adverse effect on the ship itself. I do not have enough knowledge of the file to know the answer to that one.
Another note as you look over these ships. I did not have the time to do a lot of testing, but if you look at the CollisionableObject you will see I have set the hitpoint real high. I wanted the ship to take 'some' damage but I did not want you to get sunk every 2 minutes and have to start over. So I made it high enough if you got in trouble, you may be able to retreat and save your ship.
The info that I used to decide this was simply the hitpoints from shells and torpedoes. A MK 14 torpedo has a max hitpoint value of 120 to 180. So if nothing else was damage to cause the sinking, the hull would be destroyed in about 5 or 6 torpedoes. That is assuming no other damage which of course there would be some to cause sinking.
Second thing I looked at was the shells and used the New Mexico just to see what the numbers are for 16 inch shells. The give hipoint from 65 to 125 and 75 to 145 depending on HE or AP. So if you get fired on by a New Mexico it has four turrets with three shells from each turret (12 shells).
Now I know am oversimplifying this but lets take the low of 65 and a high of 145 and just pick halfway--- 105 hitpoints times 12 shells (if they all hit) and that give us 1260 hitpoints to the hull. I don't think you would last long. Of course I don't know if the hitpoint count if they are lobbed and hit the deck. But even if only some of them hit it still makes hull damage 100% very quickly and game over.
@ Karle, yes I was looking at moitors in the 21 to 25 inch range. Do you like the BenQ? Don't mean to change the topic here Tbear, any further discussion I can take it to a PM.
Like I stated I am not being accurate using these numbers this way because it does not take into account the radius of the damage and how many hit at max value and min value or number of misses, but I think you see the point. Since it is a game, a damaged bulkhead may get repaired in time to save your ship. Hull damage there is nothing you can do about it until you return to port.
Peabody
Karle94
02-09-12, 03:17 PM
The manufracturer doesīt really concern me. The graphic card does.
I havenīt thought about turning other ships into DDs. Have any of you ever noticed something wrong about the Brooklyn? I have always thought that something was wrong, but couldīt find out what. Until I looked her up. In game she has 4 5"/38s. In real life they had 8 5"/25s. This I will change. The "subclass" of the Brooklyn, the St. Louis class had 4 5"/38s. I am actually working on her right now.
On the New Orleans I have the armor value set to 40 and the hitpoints to 4500. One broadside from a heavy cruiser casues flooding and between 5-20 in hull damage, depending on where the shells hit, and which class of heavy cruiser that hit the ship. In this case it was a Takao class at the battle of Samar. My return fire set her ablaze, but then I had to go to class and never finished the battle.
chrysanthos
02-09-12, 03:51 PM
i make a crazy experiment:D
lmao. The "folow" you problem i have worked on for 1 year with no succes
But. I personaly dont think the problem is the game. I think its the editor that simply dont have that option build in. If you cant set it, the game wount alow it.
I have to admit that i have been working on something, but have to look up some old files on a harddrive that are stored away. But its simple atleast the way i look at it. If you cant use it in the editor, you cant use it in the game. If you can use it in editor, it will work in game. (interesting, and something that have my attention)
But the clone way you talk about, could actualy work. It all comes down to if the game accept it. I have found no file so far that tell how the game alot or not alow groups on player ship, thats the reson i think its the editor. There is no magic code line to be found. There is one who might be able to help, the lead modder of SH 5 the darkwraith, he might now how to work it out since hes the SH series einstein :)
"note"
I have send a PM to him about our problem, all we can do is se if he come calling to our cry for help" lmao
I actualy have looked at the hitpoints etc, and are working in on some numbers that reprecent something along what Karle have, its an easy workaround, i post my findings here. Right now you simply take super battleship damedge, it need to come down to around battlecruiser damedge, stil tuff, but not that tough :)
TBear
peabody
02-09-12, 04:58 PM
lmao. The "folow" you problem i have worked on for 1 year with no succes
But. I personaly dont think the problem is the game. I think its the editor that simply dont have that option build in. If you cant set it, the game wount alow it.
I have to admit that i have been working on something, but have to look up some old files on a harddrive that are stored away. But its simple atleast the way i look at it. If you cant use it in the editor, you cant use it in the game. If you can use it in editor, it will work in game. (interesting, and something that have my attention)
But the clone way you talk about, could actualy work. It all comes down to if the game accept it. I have found no file so far that tell how the game alot or not alow groups on player ship, thats the reson i think its the editor. There is no magic code line to be found. There is one who might be able to help, the lead modder of SH 5 the darkwraith, he might now how to work it out since hes the SH series einstein :)
I actualy have looked at the hitpoints etc, and are working in on some numbers that reprecent something along what Karle have, its an easy workaround, i post my findings here. Right now you simply take super battleship damedge, it need to come down to around battlecruiser damedge, stil tuff, but not that tough :)
TBear
No the game will not allow groups on Players sub/ship. What I mean in my explanation is that if you are following a task force and see an enemy task force they will continue to go by. If they are close enough they will fire.
BUT the DDs will actually leave the task force or convoy and engage you. But one thing to keep in mind, the ship you are sailing is actually a sub. So the DD may be leaving the convoy to DC a sub, maybe it will not work with ships, but I think it may be worth a try.
If the DDs do not leave the escort position to attack ships then maybe make a non-playable sub, I know they will attack them, I have some.
Basically what I am trying to come up with is a way for you to have help when you attack other ships, to keep them away from your convoy or task force that you are protecting.
I will try a little single mission and see what happens.
Another thing to remember the editor is actually a reworked version of the SH3 editor, so there are some things you can do with editing using notepad that do not work in the editor but will work in the game.
To comment on your other damage comment, the armor value I used is actually LESS than a Heavy Cruiser would have. What happens is it was tested using Convoys with DDS and the 5inch guns would NOT penetrate the hull so the only damage is to the superstructure (tower) which still has the stock damage model. All the added zones are weaker than what a heavy curiser would have since they are submarine zones for hitpoints and I only changed the Armor level. (time problem as usual).
Peabody
I do understand. But the problem to have own task for would be to alow you to create a group from the player ship. That way they have no option but to follow you. If we can nail that thing in the editor all you need is one waypoint and all ships attached to you would simply follow. That would restrain them to stay in formation, but would deffently be a step forward.
Please try your "clone" way, everything that brings imersion is welcome :)
On damedge, im fidling. Compairing Karles to the Takao/my maya. Changing some things, test and all over again.
Real life have to take a time out and things should be tuned towards player experience. But my maya file took a pounding from a Kent CVA and 3 DD`s and stil could run away with 22 % hull damedge. Upper deck masts etc was not pretty lol...but the hull need some tuning....
Karles value number of 40 seems ok.....4500 points seems on the shallow end, right now im fooling around from 20.000 and are working my way down....for playability it needs to be high, but it also needs to be "breakable" in a more realistic way.
Everything is cool and fun and i have the day of tomorow and can have more fun. Love to chat to fellow suface and IJN buffs :)
with respect
TBear
Karle94
02-09-12, 05:28 PM
If the two of you look in here you can see how the New Orleans fares against overwhelmingly superior odds at the battle of Samar. http://www.subsim.com/radioroom/showthread.php?p=1836186#post1836186
Todays update
This on not just my work. Ship came with some of it(peabody), the rest have just been puzzle/tweak work(other mods and other persons work. Keltos1 admiral and others). This is how far i have got, with the help and tools provided.
so far so good
http://i106.photobucket.com/albums/m256/Space_Vikings/sofarsogood.gif
Only mod i have installed is TMO 2.5 then the ship, and i have not had a glitch so far...
In the workshop
Damedge
Long lance torpedoes (corrupt file, works)
Implementing Japanes equiptment names/upgrades (keltos1 japanese sub mod)
Single mission "sea trials"
Depart Yokosaka sail to bla bla conduct combat drills. Something like that.
In progress
Torpedo storage (not sure Furusaka came that way, but i have no spare torpedoes) that is fixed today :)(corrupt file, works)
Note!
Ddid a test mission at night where i caught up with a convoy. I was able to launch and hit with both torpedoes before the escort when nuts. The beta damedge model did work, but the two DD`s couldnt stand up to the Furusaka. But for night attacks, the torpedoes are a great tool.
Was looking around the mods, and noticed some changes to the UI and stations some have made. This gave me this idea.
http://i106.photobucket.com/albums/m256/Space_Vikings/firecontrol.gif
With the changes others have made, this should not be imposible. Another small project in the project on the sideline lmao
TBear
peabody
02-10-12, 03:02 PM
Tbear,
What file was corrupt? I don't want a download with a corrupt file in it.
As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.
The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)
A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map
Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.
If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.
I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.
I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.
Peabody
chrysanthos
02-10-12, 04:01 PM
and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far:( any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
Tbear,
What file was corrupt? I don't want a download with a corrupt file in it.
As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.
The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)
A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map
Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.
If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.
I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.
I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.
Peabody
one of the one, two etc responces
1. Corrupt file was my bad. When ships are in gazilion pieces and you assamble them, something might go wrong, ooooh ya it did...my bad entirely, not your download.
2. Idea didnt work, that happnes alot. Stil think the key atleast to have shoips ollow lies within the editor.
3.Ya noticed my slight misspell...well that will happen alot, keep forgetting where i put my glasses, so dont look to much on the screen typing lmao
4. Looking into the torpedoes. This is a ship for a game. Overall it have to look and work like it did. But since its a game the true load out are more needed than how torpedoes was fired. (as i have statet many times. Its a ballance. but if you made these surface ships to actual historic sata, half of them wouldnt survive the weather engine in SH 4 lol....
For me its about trying to create a finnished working surface ship. That bring you the imersion and stil stay true to its origins. That do leave abit room for "shortcuts/cheats artistic creativity" as long it dosent compremise the big picture.
5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better :)
More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..
6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship :)
***********************
Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....
Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)
So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...
NOTE!
****************
Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.
****************
The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....
Beer and mod time...cheers :)
TBear
peabody
02-10-12, 05:09 PM
and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far:( any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
I think you should ask Wevbarker in his thread, I have never tried that ship so I do not know. Maybe they are losing the lock on the ship after the first shot.
I can not change his ship, that is his project.
Peabody
peabody
02-10-12, 05:54 PM
5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better :)
More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..
6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship :)
***********************
Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....
Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)
So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...
NOTE!
****************
Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.
****************
The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....
Beer and mod time...cheers :)
TBear
Main battery sounds better, more men is good.
Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)
I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.
I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.
You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.
Peabody
Main battery sounds better, more men is good.
Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)
I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.
Im pretty sure that one of peabodys subs have 8 forward tubes, hes subs also have German origin.....
I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.
You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.
Yupz, deffently usefull information and files there.
Peabody
But now i have the test beds ready
one silent hunter IV 1.5 stock
one silent hunter IV 1.5 Keltos1 japanese sub mod
one silent hunter IV 1.5 TMO 2.5 for sea trials with ship in workshop
one silent hunter IV 1.5 with my reworked campaign files with ship in workshop
Holy beer and chips.....so many files....soooo many folders......
I have contactet DRJones and he send me towards dicimius for abit help regarding the UZO--- > firecontrol thing.
In all a good days work :)
:salute:
and talk to ya soon again
LTbear
Admiral Von Gerlach
02-10-12, 09:17 PM
Japanese Officer Naval Ranks WWII
Commissioned officer ranks
All-forces ranks
IJN Insignia
Admiral
Kaigun Taish
http://upload.wikimedia.org/wikipedia/commons/5/58/Japan-navy-1931-1944-sleeve_30-1-.gif (http://en.wikipedia.org/wiki/File:Japan-navy-1931-1944-sleeve_30-1-.gif)
Vice Admiral Kaigun Chujo
http://upload.wikimedia.org/wikipedia/commons/1/18/Imperial_Japanese_Navy_Insignia_Vice_admiral_%E6%B 5%B7%E8%BB%8D%E4%B8%AD%E5%B0%86.png (http://en.wikipedia.org/wiki/File:Imperial_Japanese_Navy_Insignia_Vice_admiral_ %E6%B5%B7%E8%BB%8D%E4%B8%AD%E5%B0%86.png) *
Rear Admiral Kaigun Shosho
http://upload.wikimedia.org/wikipedia/commons/2/2e/Imperial_Japanese_Navy_Insignia_Rear_admiral_%E6%B 5%B7%E8%BB%8D%E5%B0%91%E5%B0%86.png (http://en.wikipedia.org/wiki/File:Imperial_Japanese_Navy_Insignia_Rear_admiral_ %E6%B5%B7%E8%BB%8D%E5%B0%91%E5%B0%86.png)
Captain ; Kaigun Daisa
http://upload.wikimedia.org/wikipedia/en/d/d3/Imperial_Japanese_Navy_Insignia_Captain_%E6%B5%B7% E8%BB%8D%E5%A4%A7%E4%BD%90.png (http://en.wikipedia.org/wiki/File:Imperial_Japanese_Navy_Insignia_Captain_%E6%B 5%B7%E8%BB%8D%E5%A4%A7%E4%BD%90.png)
Commander Kaigun Chusa
http://upload.wikimedia.org/wikipedia/en/0/0e/Imperial_Japanese_Navy_Insignia_Commander_%E6%B5%B 7%E8%BB%8D%E4%B8%AD%E4%BD%90.png (http://en.wikipedia.org/wiki/File:Imperial_Japanese_Navy_Insignia_Commander_%E6 %B5%B7%E8%BB%8D%E4%B8%AD%E4%BD%90.png)
Lieutenant Commander Kaigun Shosa
http://upload.wikimedia.org/wikipedia/commons/3/31/OF-3_-_Kaigun_Shosa_%28cuff%29.gif (http://en.wikipedia.org/wiki/File:OF-3_-_Kaigun_Shosa_%28cuff%29.gif)
Lieutenant Kaigun Daii
http://upload.wikimedia.org/wikipedia/commons/8/8e/Imperial_Japanese_Navy_Insignia_Lieutenant_%E6%B5% B7%E8%BB%8D%E5%A4%A7%E5%B0%89.png (http://en.wikipedia.org/wiki/File:Imperial_Japanese_Navy_Insignia_Lieutenant_%E 6%B5%B7%E8%BB%8D%E5%A4%A7%E5%B0%89.png)
Sub Lieutenant Lieutenant Junior Grade Kaigun Chui
http://upload.wikimedia.org/wikipedia/commons/7/73/OF-1b_-_Kaigun_Ch%C5%ABi_%28CUFF%29.gif (http://en.wikipedia.org/wiki/File:OF-1b_-_Kaigun_Ch%C5%ABi_%28CUFF%29.gif)
Enlisted Ranks (there was a reorganization after 1942
all ranks below are given in two figures:
Before 1942
After 1942
Non-commissioned officers (http://en.wikipedia.org/wiki/Non-commissioned_officers) *(Kashikan) - selected from conscripts and given one year of training in the Navy NCO Academy.
Petty Officer First Class Ittoheiso
Chief Petty Officer Jotoheiso
http://upload.wikimedia.org/wikipedia/commons/thumb/a/a5/Rank_insignia_of_j%C5%8Dt%C5%8Dheis%C5%8D_of_the_I mperial_Japanese_Navy.svg/100px-Rank_insignia_of_j%C5%8Dt%C5%8Dheis%C5%8D_of_the_I mperial_Japanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_j%C5%8Dt%C5%8Dheis%C5%8D_of_ the_Imperial_Japanese_Navy.svg)
Petty Officer Second Class Nitoheiso
Petty Officer First Class Ittoheiso
http://upload.wikimedia.org/wikipedia/commons/thumb/0/06/Rank_insignia_of_itt%C5%8Dheis%C5%8D_of_the_Imperi al_Japanese_Navy.svg/100px-Rank_insignia_of_itt%C5%8Dheis%C5%8D_of_the_Imperi al_Japanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_itt%C5%8Dheis%C5%8D_of_the_I mperial_Japanese_Navy.svg)
Petty Officer Third Class Santoheiso
Petty Officer Second Class Nitoheiso
http://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Rank_insignia_of_nit%C5%8Dheis%C5%8D_of_the_Imperi al_Japanese_Navy.svg/100px-Rank_insignia_of_nit%C5%8Dheis%C5%8D_of_the_Imperi al_Japanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_nit%C5%8Dheis%C5%8D_of_the_I mperial_Japanese_Navy.svg)
Enlisted/seamen
Sailor First Class Ittosuihei
Leading Seaman Suiheich***333;
http://upload.wikimedia.org/wikipedia/commons/thumb/f/f1/Rank_insignia_of_suiheich%C5%8D_of_the_Imperial_Ja panese_Navy.svg/100px-Rank_insignia_of_suiheich%C5%8D_of_the_Imperial_Ja panese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_suiheich%C5%8D_of_the_Imperi al_Japanese_Navy.svg)
Sailor Second Class Nitosuihei
Able Seaman Jotosuihei
http://upload.wikimedia.org/wikipedia/commons/thumb/2/24/Rank_insignia_of_j%C5%8Dt%C5%8Dsuihei_of_the_Imper ial_Japanese_Navy.svg/100px-Rank_insignia_of_j%C5%8Dt%C5%8Dsuihei_of_the_Imper ial_Japanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_j%C5%8Dt%C5%8Dsuihei_of_the_ Imperial_Japanese_Navy.svg)
Sailor Third Class Santosuihei
Seaman Ittosuihei
http://upload.wikimedia.org/wikipedia/commons/thumb/1/1e/Rank_insignia_of_itt%C5%8Dsuihei_of_the_Imperial_J apanese_Navy.svg/100px-Rank_insignia_of_itt%C5%8Dsuihei_of_the_Imperial_J apanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_itt%C5%8Dsuihei_of_the_Imper ial_Japanese_Navy.svg)
Sailor Fourth Class Yontosuihei
Seaman Recruit Nitosuihei
http://upload.wikimedia.org/wikipedia/commons/thumb/6/68/Rank_insignia_of_nit%C5%8Dsuihei_of_the_Imperial_J apanese_Navy.svg/100px-Rank_insignia_of_nit%C5%8Dsuihei_of_the_Imperial_J apanese_Navy.svg.png (http://en.wikipedia.org/wiki/File:Rank_insignia_of_nit%C5%8Dsuihei_of_the_Imper ial_Japanese_Navy.svg)
there were also Cadet and Warrant Officer Ranks:
Midshipman: Kaigun Shoi Kohosei
Warrant Officer Kaigun Jun-i
Remarkable progress with the ships, very good to see. Yes they used Quad Tube mounts for Torpedoes on Surface ships standard, their doctrine was to have overwhelming numbers of fish available on demand, rather than the more limited torpedo attack scale of the RN and USN, the USN really did not like TT in surfave ship engagments and it was a stunning surprise to them when the IJN TT doctrine tore the pants off of some USN units and engagments.
Re getting the DD to attack a fleet, why not station a sub UNDER the fleet and have it travel that way as a "lure" for attacks, it would have the mission to shadow the fleet and would not need to engage?
I finished a project successfully for my work this week, and now have time to catch up. Marvelous progress Peabody and please e mail me or PM with any questions or discussoin to support your remarkable work here.
It is true as you said, OJN doctrine was to engage surface elements, they considered attacking supply lines below the dignity of the service and not the Samurai way, not until late in the war was there a sizable support for such but by then it was too late. IJN subs were allowed to attack convoys if they came across them AFTER they had accomplished primary mission, however the slow surface and dive time of many of the classes of IJN subs made it a risky business (this was due to the need to change drive train, from one format to another, poor design but they tried all along in development of the IJN fleet to engineer and design as much as possible using native..ie Home Island resources, and know how.)
Bravo i say to all of the great work from everyone helping with the testing and ideas.
Sadly the forum format does not allow for correct phonetic marks for Japanese language, i can give anyone who needs them correct the link for the proper names.
peabody
02-10-12, 10:31 PM
As always thank you very much Admiral. Like I have commented before to all, Admiral has given me tons of info. Appreciate every bit of it.
I noticed in the ranks Takao gave us you started as a Chu-i. In yours it lists a "Kaigun Chui" , then I realized the Kaigun part stands for Navy. Some of the other ranks are the same and some are not.I think he was trying to match up with the German ranks and sometimes there wasn't a match.
As for the submarine idea, I tried it with a US sub I made and it didn't work, but only a simple one mission test since I didn't have time for more. The problem to solve is that if you use a normal sub from the game, it does NOTHING. It won't move. To make it move you need to make it a ship which they will not attack. The ships will shoot at ships that are close enough, but will not leave the escort position to attack (and DC) like they do with a nearby player sub.
So what is a bit ironic is the US DDs will attack the IJN surface ships because they need to be converted to subs to make them playable. But the IJN DDs won't attack the US sub because to make them AI they are converted to ships. Catch 22.
I did leave the unit type to 200 which is a sub, but it still didn't work.
Now I have read about a sub that submerges when attacked, but I haven't seen it so I don't know how that was done. On mine since it is a ship if it submerges it is basically a sinking ship and it stops moving. The way around that for me was to make a submerged sub by moving the center point of the ship. That made the game think it was still surfaced, but that created another problem if there was more than one DD attacking, they would shoot at it with guns, and since there was nothing to hit (the sub is submerged) they usually ended up shooting each other.:har:
So maybe with a little thinking I may get an idea, but I am also trying to find time to put the IJN Campaign together. It has taken forever and now it is frustrating, there is so much I do not know about modding this game. And I am now working it alone. That is why I have given my partially done ships to Tbear, at least it is a start. Maybe he can complete something.
Thank you once again.
So maybe with a little thinking I may get an idea, but I am also trying to find time to put the IJN Campaign together. It has taken forever and now it is frustrating, there is so much I do not know about modding this game. And I am now working it alone. That is why I have given my partially done ships to Tbear, at least it is a start. Maybe he can complete something.
I will deffently do my best :) And remember everything takes time. Im a dad with 3 kids in the range 8 to 1 year and have full time job so i have trouble finding time my self.
In general i deffently have hope for the surface ships. Most of this is graphical changes, and since someone else have done the work its a matter if tweaking and implementing. Im the lucky one. I came as one of the last one to this and therefore i have everything as a huge puzzle and just have to assamble it. The true "heros" are those who did the pieces over the years.
I just have had a feelling of sadness to se so much work end up in the mod heaven because game are getting old and modders have stopped modding. So much is yet to be made, and atleast i stil have the drive and the love for SH IV to keep working on it.
TBear
peabody
02-11-12, 02:05 PM
I will deffently do my best :) And remember everything takes time. Im a dad with 3 kids in the range 8 to 1 year and have full time job so i have trouble finding time my self.
Trust me Tbear, I know family comes first, I also have 3 kids, but also 4 grandchildren. :yeah:
Finally after years of asking with no answers a solution came to me!!! I tried it and it worked.
Now you do not need a flashlight on the bridge. It was all there, just could not see it.
http://img811.imageshack.us/img811/9859/furutakabridge2.jpg
http://img338.imageshack.us/img338/4279/furutakabridge.jpg
Now I can do the Takao.
One more piece of the pie.
Peabody
Admiral Von Gerlach
02-11-12, 02:52 PM
Please keep going as you can Peabody and thanks TBear for the hand with the ships. That is wonderful about the Bridge, the officers serviing aboard will be very pleased to be able to see each other as they achieve victory after vicotry over the Gaijin Demons! Banzai!
i will keep thinking about the attack problem there is a answer i am sure, I will ask a few of the old hands about that too, if we keep trudging along, with you in front at the helm i am confident the Campaign will achieve Launch. Every step brings it closer. Think what the real IJN went thru during the war and they never gave up. Lets do our best too. :)
And always always do what you need to in RL, that comes first. :salute:
duuuuuude :) that just woooot!
And here i have nothing to show yet :(
all i can do it to let you know that i also implemetet the diels crew ranks etc to the Takao. I had to change test bed, the furusaka simply was to outgunned against another heavy cruiser so it sank to fast..
What i like about the Takao damedge is that you can loose almost every item on the deck. masts, pete`s just load of stuf to get blown of :)
Im getting numbers i like.
But here is my problem.
If i go close to real life data, 3 fletchers will woop her big time. If i use Peabodys testbed you can uotlast the ammo on a battleship...
right now im testing armour lvl 33 hitpoints 5000. That seems pretty decent. You can engage DD`s. even light cruisers. you can just keep up with a heavy cruiser, but battleships are no go.
i took the cleveland and set it unit type 4. I changed it in both roster and sea folder.
sea folder
American
cleveland
set unit type 4
NCL_Cleveland ---> CFG unit type 4
Then i worked down my way in
CFG`s
data
contacts
sensors
sim
-------------------------------------
Why do i do this. Well if i can get other ship classes to behave like destroyers and break of there waypoint to engage, i might be able to reverse engeneer it, and look at allied ships.
I have been taking an allied destroyer and a Japanese one have the files open in two screens and simply compare them to the player files. What anoys me is that so far i have not seen any diffeences in the normal files.
If we can find out how and why DD`s detect you and engage, this change could be set to all enemy. ships
and with reverse engeneering we could find the "magic" spot that tell if a ship are player or AI. If we solve that, well we will have our battles :)
***
I have been testing Karles Amagi/Kii
Its not textured, but he have two bridges with 3d gear on them....rudder wheel etc.....Im going to ask him at one time if we can be alowed to use it (since hes good at 3d modeling ask him if he would be willing to implement them at the bridges of the Takao)
http://i106.photobucket.com/albums/m256/Space_Vikings/Karle1.jpg
http://i106.photobucket.com/albums/m256/Space_Vikings/Karle2.jpg
***
Not many pieces are missing.....looks like the puzzle are getting completet....
Im also looking into the editor, and se if i can find out how to alow you to set group from players ship...
But its alot of file browsing...files files files files...numbers...lines....aaargh........lmao...
well abit rnr in the campaign :)....
TBear
peabody
02-11-12, 05:45 PM
Adimiral, Thanks again, you keep pushing!!:DL
TBear,
A few points
1. I have a few things for the bridge already in the works but had to leave to watch the grandkids for a few hours, now I will leave in a few to feed my mother. But I do have a couple of things that I think will work.
2. As for attracting enemy ships, I guess I didn't explain it well. The DDs will fight you if they are attacked and close enough but will not leave the escort position in a Random Group like they when attacking a sub. So when you do the groups you will probably have to write them very specific.
3. The Furutaka may be outgunned because the Takao has more guns. But the damage model is the same internally. And the reason I set the Hitpoints so high on the ship is because you can't fix the hull at sea, you can fix the otherstuff, but I found when I was taking damage at 'stock' level the hull damage would go 10-22-35-57- and so on and the next thing you know the ship is sunk from DDs. So I put it real high just to keep the hull damage rates low. The bulkhead damage will still sink you if it gets bad.
I will try to get some stuff done tonight. And some more of the IJN Campaign for Keltos subs.
Peabody
Karle94
02-11-12, 05:53 PM
Are you really sure you want to turn many types of vessels into destroyers? What I mean is that all of those will turn towards you and go at full speed until they ram you, just like the destroyers. Only this time it will actually hurt.
Are you really sure you want to turn many types of vessels into destroyers? What I mean is that all of those will turn towards you and go at full speed until they ram you, just like the destroyers. Only this time it will actually hurt.
naaah who would like that. Its about learning and testing everything :)
And most importently, about understanding the mechanics of it...
Peabody. Yoes i know Furu and Tak have same damegde. But the guns on Takao simply make you last abit longer becayse you can kill the DD`s abit faster..
My test mission is one group of enemy ships
4 DD` s
2 light cruisers
1 heawy cruiser...
Group two
6 DD`s
2 light cruisers
1 fleet carrier
1 Iowa
This setup make sure i take damedge from all angles...and i can fight the groups individualy. I am working on zones, but its just something that take forever lol...
In all things look good. Even have made the basic layout for the UZO--->firecontrol now its down to moving buttons :) oooh and that will take forever to :)
TBear
peabody
02-11-12, 08:56 PM
Are you really sure you want to turn many types of vessels into destroyers? What I mean is that all of those will turn towards you and go at full speed until they ram you, just like the destroyers. Only this time it will actually hurt.
Actually I think you misunderstood, I was hoping I could make IJN vessels into DDs (only a couple of clones.) That way if you try to protect the convoy and get a bit closer to attack the US ships the clones would attack with you so you would not fight alone. But the problem is, they only do that when chasing subs, so it isn't going to work.
But that was the idea, not make the US ships clones to attack us, but to make our ships attack. I know if they two sides are close enough they will engage each other, but they will not leave the group. I wanted two or three to leave the group to engage the DDs that have left their group to attack a playable ship. (which is technically a sub)
ello. Abit more information spam.
So how do my shipyard look today. Well many projects in the large project so have asked the engeneers to begin focus on one thing at the time.
So what ashould be a priority. Well for me its my small child the UZO to firecontrol conversion. That is where i use the main bulk of my time.
-----------------------------------------------------------------
Since the game isnt designed for surface war, it can be difficult to se where a finnished ship would fit in, so how do you balance this.
I know about the Japanese tactical way of doing things, and how can we create something that fits that without going on a major endevour.
Damedge. My goal is to have a damedge profile that alow you to engage, but not to be a king. The ship right now can go against destroyers with just minor damedge. Light cruisers is stil doable, and stil no major damedge.
Heavy cruisers are posible, but you have to be carefull. If you manouver bad you will be right down to a 50-50 chanse to get out of the fight alive. About battleships, just stay away. This stays within what i suspect real life would be.(and what should be accepteble)
How do i fit that to the game.
This have required some though and reading and LOADS of testing.
Missions should be designed so they fit the ship and how it work. One thing that have to be used is the topedoes. Night attacks on enemy harbours, convoys and even taksforces are something that have to be designed mission wise.
**
Here is the "burping brainfart"
Im not sure how the call in airattack works yet, but that function got me thinking. Since you cant have friendly ships engage with you, why not call them in. If there is some way to change air to sea, then you could create scouting missions.
Sail to point A when contact report in call for assistance rendevous with main fleet.
You spot, call in, race towards allied taskforce form upm with them, you fight....
Realy not sure if that is doable, but deffently an interesting idea.
************************************
So what im doing at first is to complete what i had in mind with the ship. Especialy the UZO to firecontrol conversion. That is the thing i personaly suspect will give a much greater impression of surface warfare.
I have the first real layout idea, now im looking at location coordinates etc. Also finding the files i need and have a working project folder.
well that was todays small update...
TBear
Karle94
02-12-12, 10:23 AM
ello. Abit more information spam.
So how do my shipyard look today. Well many projects in the large project so have asked the engeneers to begin focus on one thing at the time.
So what ashould be a priority. Well for me its my small child the UZO to firecontrol conversion. That is where i use the main bulk of my time.
-----------------------------------------------------------------
Since the game isnt designed for surface war, it can be difficult to se where a finnished ship would fit in, so how do you balance this.
I know about the Japanese tactical way of doing things, and how can we create something that fits that without going on a major endevour.
Damedge. My goal is to have a damedge profile that alow you to engage, but not to be a king. The ship right now can go against destroyers with just minor damedge. Light cruisers is stil doable, and stil no major damedge.
Heavy cruisers are posible, but you have to be carefull. If you manouver bad you will be right down to a 50-50 chanse to get out of the fight alive. About battleships, just stay away. This stays within what i suspect real life would be.(and what should be accepteble)
How do i fit that to the game.
This have required some though and reading and LOADS of testing.
Missions should be designed so they fit the ship and how it work. One thing that have to be used is the topedoes. Night attacks on enemy harbours, convoys and even taksforces are something that have to be designed mission wise.
**
Here is the "burping brainfart"
Im not sure how the call in airattack works yet, but that function got me thinking. Since you cant have friendly ships engage with you, why not call them in. If there is some way to change air to sea, then you could create scouting missions.
Sail to point A when contact report in call for assistance rendevous with main fleet.
You spot, call in, race towards allied taskforce form upm with them, you fight....
Realy not sure if that is doable, but deffently an interesting idea.
************************************
So what im doing at first is to complete what i had in mind with the ship. Especialy the UZO to firecontrol conversion. That is the thing i personaly suspect will give a much greater impression of surface warfare.
I have the first real layout idea, now im looking at location coordinates etc. Also finding the files i need and have a working project folder.
well that was todays small update...
TBear
In the German career you can command auxiliary cruisers, just like the scout planes.
peabody
02-12-12, 04:44 PM
**
Im not sure how the call in airattack works yet, but that function got me thinking. Since you cant have friendly ships engage with you, why not call them in. If there is some way to change air to sea, then you could create scouting missions.
Sail to point A when contact report in call for assistance rendevous with main fleet.
You spot, call in, race towards allied taskforce form upm with them, you fight....
Realy not sure if that is doable, but deffently an interesting idea.
************************************
TBear
Well you actually can not call in an airstrike. It is a scout plane. It will fly in an area that you define with the mouse within a certain limit of course. But the airbase will still function like a normal airbase, so you may get some attack planes in the area.
Now some of your ships have the ability in real life to launch a couple of planes. Some IJN subs could too. So I put a 'Tactical Airbase" into single missions so it would be there for the one mission and gone when the mission ended.
Two problem with that, it will act as a normal base also, the second problem is that you can not make it spawn when entering a zone, like you can with some other things. So it is there during the entire mission. For example I set one on the west coast of the US when I created a mission for a IJN sub that had the ability to launch planes. But the airbase was usable before I even left port.
These are the things you can get depening on your promotions:
1. Scout planes from a base
2. German Aux cruisers
3. Scout planes from Carriers
4. German Heavy curisers
5. IJN curisers (does not state light or heavy)
6. IJN Task forces. (at least 5 patrols of excellent or better, plus the promotions to get to this rank)
I do not remember if that is the correct order they are offered but I think it is.
Where the problem comes in is even if the groups are very close to you, it will take them forever to get there. Assume they are 200 miles away which would be a miracle, it will still take them about 8-10 hours to get there.
I have done the tactical airbases but not the others, I have seen them but never used them in testing the IJN Campaign. But it may be possible to cheat the files to get Heavy cruiser available and make them go the same way you are going. With the planes it is almost impossible to change the flightpath after it has left the airbase, it will give you a message "Not enough fuel" so I do not know if you can change the ships after they have left.
So with a little testing it may be possible to come up with something, but I have never tried it with ships.
Dedication costs lol...just got this one with mail today.
http://pixhost.me/avaxhome/f2/48/001748f2_medium.jpeg
Second hand book, got it for free from a m8`s dad
Now i can find the info i need lol...awsome book if you like this ship....:salute:
TBear
sorry for huge image...stumbled acros this one doing some receartch....
WTF!!
http://www.shipbucket.com/Never%20Built%20Designs/Japan/BB%20IJN%20Zipang%201.png
IJN ship designer Commander Kaneda dreamed a monster 500000t battleship, anyway it was only be said the length and beam was 609m and 91m, 50 x 41cm twin 200 x 14cm singer and 200 torpedo tubes. the speed would be 42Knot!!!
Kaneda's 500,000 ton BB, Imperial Japanese Navy Monster Battleship
Displacement:
532,470 t light; 572,061 t standard; 598,940 t normal; 620,443 t full load
Dimensions: Length (overall / waterline) x beam x draught (normal/deep)
(1,998.20 ft / 1,984.91 ft) x 262.47 ft (Bulges 298.56 ft) x (59.06 / 61.03 ft)
(609.05 m / 605.00 m) x 80.00 m (Bulges 91.00 m) x (18.00 / 18.60 m)
Armament:
100 - 16.14" / 410 mm 45.0 cal guns - 2,120.84lbs / 962.00kg shells, 200 per gun
Breech loading guns in turret on barbette mounts , 1914 Model
14 x Twin mounts on centreline, evenly spread
12 raised mounts
36 x Single mounts on sides amidships
2 raised mounts
200 - 5.51" / 140 mm 50.0 cal guns - 88.63lbs / 40.20kg shells, 400 per gun
Breech loading guns in casemate mounts , 1914 Model
158 x Single mounts on sides, evenly spread
44 raised mounts
114 hull mounts in casemates- Limited use in heavy seas
42 x Single mounts on sides amidships
42 double raised mounts
100 - 3.00" / 76.2 mm 40.0 cal guns - 12.94lbs / 5.87kg shells, 150 per gun
Anti-air guns in deck mounts , 1914 Model
88 x Single mounts on sides, evenly spread
60 raised mounts
12 x Single mounts on sides amidships
12 double raised mounts
Weight of broadside 231,104 lbs / 231,104 kg
100 - 24.0" / 610 mm above water torpedoes
Armour:
- Belts: Width (max) Length (avg) Height (avg)
Main: 13.8" / 350 mm 1,290.19 ft / 393.25 m 19.46 ft / 5.93 m
Ends: 5.91" / 150 mm 694.69 ft / 211.74 m 19.46 ft / 5.93 m
Upper: 5.91" / 150 mm 1,290.19 ft / 393.25 m 8.01 ft / 2.44 m
Main Belt covers 100% of normal length
- Torpedo Bulkhead and Bulges:
3.94" / 100 mm 1,290.19 ft / 393.25 m 53.54 ft / 16.32 m
- Gun armour: Face (max) Other gunhouse (avg) Barbette/hoist (max)
Main: 12.0" / 305 mm 6.00" / 152 mm 12.0" / 305 mm
2nd: 4.00" / 102 mm 2.00" / 51 mm 3.00" / 76 mm
3rd: 2.00" / 51 mm - -
- Armour deck: 5.00" / 127 mm, Conning tower: 16.14" / 410 mm
Machinery:
Oil fired boilers, steam turbines,
Geared drive, 6 shafts, 2,235,001 shp / 1,667,311 Kw = 42.00 kts
Range 15,000nm at 15.00 kts
Bunker at max displacement = 48,382 tons
Caution: Too much power for number of propellor shafts (I know, I know..... http://www.phpbbplanet.com/warshipprojects/images/smiles/icon_razz.gif )
Complement:
10,764 - 13,994
Cost:
Ģ204.391 million / $817.564 million
Distribution of weights at normal displacement:
Armament: 42,865 tons, 7.2%
Armour: 140,015 tons, 23.4%
- Belts: 20,437 tons, 3.4%
- Torpedo bulkhead: 10,063 tons, 1.7%
- Armament: 71,831 tons, 12.0%
- Armour Deck: 35,212 tons, 5.9%
- Conning Tower: 2,471 tons, 0.4%
Machinery: 67,727 tons, 11.3%
Hull, fittings & equipment: 298,017 tons, 49.8%
Fuel, ammunition & stores: 66,469 tons, 11.1%
Miscellaneous weights: 2,000 tons, 0.3%
- Hull below water: 2,000 tons
Overall survivability and seakeeping ability:
Survivability (Non-critical penetrating hits needed to sink ship):
939,833 lbs / 426,301 Kg = 446.9 x 16.1 " / 410 mm shells or 261.0 torpedoes
Stability (Unstable if below 1.00): 1.41
Metacentric height 38.6 ft / 11.8 m
Roll period: 20.2 seconds
Steadiness - As gun platform (Average = 50 %): 60 %
- Recoil effect (Restricted arc if above 1.00): 0.25
Seaboat quality (Average = 1.00): 1.20
Hull form characteristics:
Hull has a flush deck,
a normal bow and a round stern
Block coefficient (normal/deep): 0.599 / 0.600
Length to Beam Ratio: 6.65 : 1
'Natural speed' for length: 44.55 kts
Power going to wave formation at top speed: 47 %
Trim (Max stability = 0, Max steadiness = 100): 50
Bow angle (Positive = bow angles forward): 6.50 degrees
Stern overhang: 6.56 ft / 2.00 m
Freeboard (% = length of deck as a percentage of waterline length):
Fore end, Aft end
- Forecastle: 20.00%, 59.06 ft / 18.00 m, 49.21 ft / 15.00 m
- Forward deck: 30.00%, 49.21 ft / 15.00 m, 49.21 ft / 15.00 m
- Aft deck: 35.00%, 49.21 ft / 15.00 m, 49.21 ft / 15.00 m
- Quarter deck: 15.00%, 49.21 ft / 15.00 m, 49.21 ft / 15.00 m
- Average freeboard: 50.00 ft / 15.24 m
Ship space, strength and comments:
Space - Hull below water (magazines/engines, low = better): 77.5%
- Above water (accommodation/working, high = better): 274.2%
Waterplane Area: 380,675 Square feet or 35,366 Square metres
Displacement factor (Displacement / loading): 126%
Structure weight / hull surface area: 589 lbs/sq ft or 2,876 Kg/sq metre
Hull strength (Relative):
- Cross-sectional: 1.45
- Longitudinal: 1.00
- Overall: 1.10
Hull space for machinery, storage, compartmentation is excellent
Room for accommodation and workspaces is excellent
**ANOTHER DESIGN IDEA**
http://www.cwo.zaq.ne.jp/bface700/bb-tosa.JPG
:har::arrgh!::rock:
IJN ROX!!!
lmao
Karle you like what if`s...above should be a challenge ......have no words...its extremly ugly cool awsome stupid design....but it stil wins in pure coolness lmao....that thing have more guns than the entire IJN combined.....
TBear
Karle94
02-14-12, 04:11 PM
Indeed I like "what ifs." The ones that you posted are pure insanity, and therefore doable in my mind. But I wonīt make anything bigger than my H-44.
peabody
02-15-12, 03:47 PM
I have not had much time, but I did do these for the bridge. From images I found on the internet. I still need to put the lettering for the speeds on the telegraph.
http://img843.imageshack.us/img843/1870/helmtelegraph.jpg
BTW, does anyone actually have an pictures of the bridge of any of these ships? I have found almost nothing on the net. I did find equipment but not an actual picture of the bridge. Of course now that I have done these maybe I don't want to see a picture, they are probably all wrong, but they are from actual ships, and they add atmosphere. :woot:
Peabody
chrysanthos
02-15-12, 04:10 PM
oh my god:D this battleships looks like a daughter from fuso yamashiro nagato and kongo:D
spike12
02-15-12, 06:42 PM
:haha::haha::haha::haha::rotfl2::rotfl2::rotfl2: What were they smoking when they came up with those designs and where can I score some. :haha::haha::haha::rotfl2::rotfl2::rotfl2:
I have not had much time, but I did do these for the bridge. From images I found on the internet. I still need to put the lettering for the speeds on the telegraph.
http://img843.imageshack.us/img843/1870/helmtelegraph.jpg
BTW, does anyone actually have an pictures of the bridge of any of these ships? I have found almost nothing on the net. I did find equipment but not an actual picture of the bridge. Of course now that I have done these maybe I don't want to see a picture, they are probably all wrong, but they are from actual ships, and they add atmosphere. :woot:
Peabody
WOWSER! that looks stunning :)
Looking through all my books. Unfortently The Japanese wasnt the most photographic people.
My books are mostly about the Japanese cruisers and heavy cruisers, i browse through them this evening to se if there are any pictures. Atleast a schematic that show the bridge layout.
Well back to button coordinates and photoshop...
TBear
Been looking at my books. Have to admit that around 85% of them are about the Takao class, yes i know im a fanatic.
Have not found any photos from inside the bridge, and here we run into a problem.
Fot the Takao you se 3 greenhouses, guess what, the helm is not on any of them. Its actualy two floors below the lowest greenhouse.
First greenhouse is the obervasion deck, where all the huge bino`s are locatet. I have an awsome cut in half superstructure schematic of the Takao class. Im going to post my findings, but i have to make sure i kinda cut away some bits etc to make sure i dont get copyrazed...
Might do that this evening are latest tomorow noon :)
Here are a few titles from my book colection
Anatomy of the ship The heavy cruiser Takao
Imperial Japanese navy heavy cruisers 1941-45
The heavy cruiser Takao 1927-1937
Japanese heavy cruisers of WW2
Pictorial-IJN heavy cruiser Takao
So most info on the Takao i do have, but just not internal photographs of the command decks...wierd...
****
Found this one. Not a cruiser, but atleast some Helm stuf
http://www.history.navy.mil/photos/images/s200000/s286586.jpg
TBear
abit more early, but here is one from the navigation bridge of the pre dreadnaught Minkaza (museum ship)
http://2.bp.blogspot.com/-2TkKcfn8Q7k/TYhlrwNkN_I/AAAAAAAAAWs/_Df9uxW6sPE/s1600/pilot%2Bhouse.JPG
http://2.bp.blogspot.com/-EYelYtH10VA/TYhmhFjDhuI/AAAAAAAAAXE/V1iPprUFoOw/s1600/combat%2Bbridge.JPG
qqqq
chrysanthos
01-08-25, 12:24 PM
hehe my old friend so many years have passed....how are you? :03:
https://static.warthunder.com/upload/image/!%202019%20NEWS/05%20May/Furutaka/news_cruiser_furutaka_com_d88a09a1eac4f52d127b5f90 05a29246.jpg
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.