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u have to be happy with this, until my Pocket BB is ready, then we'll see:D |
Unluckily I still have the same problems, despite downloading the file again. Do I maybe have to delete some files from the former download?
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I'd have question regarding the amount of ammunition on the 5" dual cannons. Because when i was on patrol, my guns one by one ceased firing but i didn't get report on out of ammunition. Is it possible to alter the amount of ammunition on the guns? ( I can do basic script editing on the game so if it possible that way, i'd like know what files to alter.)
Also regarding the Panzerschiff level of this mod wich is still under construction, Do you think it is possible to implement radar quidance system to the FCS, Wich i mean that you could choose an radar contact and open fire on that, without needing to specifically pin-point target from the observation deck. |
Damn fine mod!!
Wow is all I can say!! I have so been looking forward to a mod like this !!
I have the periscope problem , I assume everyone else does too? is this correct ? |
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I will upload later, cause now I know how to duplicate textures of ai ships and I must have this **** on my pocket BB:) Quote:
For sure didn't have endless ammonition.. So u have to refill on the Tankers. I think it would be possible to make a playable gun and then u would see ur count of ammo..., I didn't get this working, so I only can say no. The Radar based shooting won't be possbile I think, and they haven't used that often, cause it was not exact enough again over my skills;) Quote:
The persicope moves then when u rise a persicope... but u got no periscope, so animation is doing what it wants:-? later there could be a ship interior, if a 3d modeller would say: I ot time, I wanna do this, I will do this (for the Iowa there would be a interior cool too) |
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After some searching in the Guns_Radars (1.2.3).sim files in the Library/ShipParts Folder, i managed to find the cannon stat, that had the 5s reload time and clip size of 2 and name of the 5in_Double_Barrels_Jp, and seemingly it was the right one after editing the ammo amount, since on last patrol i sank 32 vessels without running out of ammo, although was low on fuel on the end of the trip ^^'
But sadly, the thing holds AA ammunition, the cannon crew doesn't know how to fire on planes with 'em.. But, good work, gotta give ya that. |
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In fact, I believe none of the Japanese destroyers had Radar until the Akizuki class... |
You're probably right about the DD's lacking the radar directors. The bigger ships definitely had them and we did give them a pounding at night east of the Philippines (Leyte) when we went to take the islands back. I remember reading somewhere that early in the war they had that advantage over us.
The two battles that come to mind are off of Guadalcanal on Nov. 13 and 14, 1942. The Japanese beat the tar out of the U.S. forces both times in night engagements. Luckily the USS Washington got some good hits on one of their battleships and successfully evaded the rest of their force. If I remember correctly, one of the burning ships (a US destroyer, I beleive) blinded the Japanese gun crews (they were concentrating on USS South Dakota, anyway), but it lit up the Japanese ships, which made it easier for the Washington gun crews to hit their target. |
Actually, I was thinking of the so-called 1st and 2nd Naval Battles of Guadalcanal (The 2nd one was on November 15th BTW), The Japanese made some of their greatest mistakes relying on searchlights rather then Radar, the fate of the Akatsuki was practically sealed when it illuminated Atlanta and came under fire from half of the US battle-line, the same for Hiei when she used her 9 powerful searchlights, also, during the 2nd battle Washington was tracking a large target (Which was actually Kirishima) but was afraid to fire because Admiral Lee feared it could've been the disabled South Dakota (Stupid Circuit-Breaker), but when that same target illuminated and opened fire on the actual South Dakota she came under fire from Washington and was eventually scuttled like her ill-fated sister ship 2 days before, Overall the Japs did beat the snot out of the US Navy, but not without suffering a large number of losses on their side...
I think these 2 we're the most chaotic Naval Battles ever... |
I think there is a website titled "One Ship, One Marine". It talks about how the Washington turned the battle around for the U.S. and at the same time one marine was left defending a hill near Henderson Field and held off the Japanese until the next morning. Good read.
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http://www.tysknews.com/Depts/Our_Cu...e_one_ship.htm
This Ting? I read some of it, Think it's a little exaggarated, but w/e |
Yeah, that's the one.
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D/L compatibillity patch for Lurker_hlb's Operation Monsun:-coming soon
What is mean ??????? |
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Ok, now i got the AI of the crew to fire on beyond range of 5km by modifying my CrewAI.cfg file and changing the range values of close/medium/long range.
At least now i can fight on decent range for a Destroyer.. 9 km or under, although chance to hit is horrible ^^' took me about 30 minutes to take out small convoy.. But Seemingly the Tankers are now more vulnerable to the shells, propably affected by the angle they hit the ship (lot more deck hits now). |
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cause Lurker's mod is a realistic mod and mine doesn't fit into it. Bewolf is right, it should be this way Quote:
But u mustn't cry with 30 minutes....this isn't a Battleship or so just a fast DD When u got realistic changes, it would be cool to have u uploading it dor us:up: |
Well, Although the range seem pretty tiny, it actually can get you into the mood of having very long range naval battle.. Maybe if i try to readjust crew's visual and radar spotting capabilites, along with "players" lock on ability, a battleship could fire up to 20 kilometers.. worth to try with the Pocket BB :hmm:, but then again, i'd have to adjust the standard AI Cruisers/Battleships visual and radar spotting ranges, to even it out.
If you got a alpha/beta version of the Pocket BB already done, i'll try out that range adjusting and long range firing script.. But if ya dont, i'll just readjust the max range of the IJN 5" duals and test it out with those. But now i have encountered an strange error on this mod.. Date: June 26, 1943, Time 17:00 (Exactly) 5 times in a row i've suffered a CTD. Dont know why it happens but cant get past it. I've even tried to redo the same mission. Guess i'll start from a scratch again, it was only my 2nd patrol anyway. (although 78k of sunken material is sad to lose, along with the 95k i did on 1st one). . |
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The bug is not as good, because I have no idea why exactly at this time... I am sorried... Are there still Texture problems? |
Whats the crush depth?:arrgh!:
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