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Awesome work Tater!!!! And VERY Impressive! Look forward to trying out this version as soon as I can put to sea again!
Salute!!! Peto |
Truk is unchanged since the first time I added it, I just made that part of the world easier to explore. Wait around long enough off truk and you WILL find a TF at some point, it's grand central station :)
I had a frustrating go at one last night. I got a contact report of a staionary TF in the lagoon. So I waited. It came out in rough seas, and I thought I was well set up, but it turned NW. I fired a forward spread, and damaged a CA (2d fish hit but was a dud, I bet one passed under, too). Fired rear tubes at a 2d, also for damage to another Takao. Escorts drove around DCing me ineffectively, but held me down, the TF poured on the coal after clearing truk by a few miles, and disappeared. Later, I got a shot at a liner coming in with a single DD as an escort (pretty rare at truk to see a liner). They were making 19 knots I estimated. I had a poor setup, but I fired a spread anyway. 1 hit forward, but the liner started constant helming and the DD came at me so I went deep. A lot of work, and 16 fish for 3 damages (%#$$#@!$#@! Hardcore Torpedo Mod). <G> tater |
Admit it, you love it :)
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Yeah, I'm a glutton for crappy mk14s.
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Yep. Took on a task force in my trusty Perch and as I dove they zigged. Was figuring on a long Hail Mary when they zagged back toward me. Got within 2000 and fired all 4 bow tubes at a Kongo and went hard right rudder. As I turned I watch the torpedo wakes all go under the battleship (was following orders and set deep for magnetic detonation). By this time I was detected so did a hurried set up on a CA. Fired my 2 stern tubes with trusty mark X torps and hit with one. Didn't appear that I even scratched his paint.
Wound up getting 1 merchant for almost 3000 tons on that patrol. Your campaign is Heck Incarnate tater!!! No wonder I like it so much :yep: Cheers! Peto |
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That's the one.
I've been using it with 1.3. tater |
WIP:
I'm still working on the 43a stuff (which really goes into 44). I found out that the initial fix for the 42b layers was a bit of a problem. As some of you might recall, there were a couple 42b layers that were not there. A solution was posted to paste in the 42a missions. Turns out this creates some problems, and possibly some CTDs as the group names are the same. Oddly, the 42a mission goes all the way to the end of the 42b ending date. I have a feeling the simple generic fix (for those not using my mod) will be to make a new campaign.cfg that points a couple 42b mission starts at the 42a version. (42b_Jap_Subhunters.mis is the one of which I speak). Anyway, I changed all the group names in that to 42b from 42a, so any overlap should be fixed. I have a feeling this might be responsible for some wierdness and maybe CTDs ~September 1942. I'm also playing with the patrol objectives. Many of the "spy" missions are going to go away in the next version or 2. Or I should say they will move instead. The spy to japan stuff will get dumped in favor of coastwatchers to the Solomons and the PNG north coast (from Brisbane). I have a couple working already. I'm waiting on a solution that I want for the photo missions since I can't think of any plausible reasons to take images of shipping instead of sinking it (or even dumber doing both, lol). I actually have an idea in place, I'll leave it as a surprise in the next version (it'll be pretty obvious). tater |
Always looking forward to updates here, Tater, and can't wait to see some of the late war stuff :up:
________________________ Just some brainstorming about the photo recons: I remember in the movie version of "Run Silent, Run Deep" when Gable was relaying the OPORD to the crew; he was talking about taking coastal intelligence photos where possible. I think in "Clear the Bridge!", TANG checked out Wake Island on her way some place; not penetrating the defenses, but observing activity there. In some simulated war patrols after the war, there's also some similiar activity going on. Harbor installations and beaches seem like plausible enough reasons to be sneaking around with the old camera to me. Certainly scouting possible amphibious landing areas in the littoral regions are within the submarine's capabilities. Taking photos of ships in harbor kind of give me the image of Cold War activity, but I don't really mind that personally. I could also handle, say, inserting Force Recon Marines or frogmen to reconnoiter beaches to check for obstacles, nearby enemy installations, whatever. Maybe using a timed event could simulate having to wait for their return? So instead of just dropping the guys off, you also have to wait a certain amount of time to complete the objective; no animation for that as far as I know, so some imagination's in order. Maybe in place of some of the harbor penetrations/photo recons, a timed event could also be used in some cases along beach heads. The circular radius of zones would exclude adding a rectangular or free-hand zone, but maybe adding a number of different locations within a certain area would compensate; or maybe just a large radius with the centre-point over land reaching out a reasonable distance over water. No photo-taking directly by the player so you'd have to use some more of that imagination. But just some brainstorming here :D |
Cool ideas. Yeah, I had been thinking along the lines of changing the missionorders but keeping the missions. The ships will just be how you take images of the ports. (know in the game you must lock ships, but think about it as shooting the port).
The pick ups have been an issue since the beginning in a private conversation among some of us. Drop off an pick up would be cool, and could add some novelty. It'd be nice to have a random return time so you'd have to try a few nights at midnight or something... tater |
Great mod tater and thx for your work.
1 question though.Is this supposed to send you to east china sea on every mission,done 4 missions so far and now it wants me to go there again.And hunt for merchants..I know you get add missions,i wanted to know if East china sea is the starting point every time. |
Shouldn't be, perhaps you have that recurring mission bug.
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I know I should be working on traffic, but now that I am more comfortable with patrols, I've been playing a little. At some point I'm going to experiment with a large number of alternate patrol areas so it's not always the same exact spots near Japan, and so forth. I also want to force the asiatic boats to be in more horrible patrols (sorry ;) ) as they were in RL. Fleet boats sent to sit off jap harbors with ASW assets all over the place, and the S-boats stuck in particular spots along the coast of the philipines. Maybe longer patrols required in the patrol areas to succeed as well.
I'm thnking of making 2 types of new patrol objectives. One type would be semi-required by the nature of the new campaign. Photo ops need to change when the old anchorage to shoot is now behind real minefields (dense) and "reefs" instead of a joke to enter. Others, like swapping a spy insert to a more realistic place change little gameplay wise. OTOH, some of the ideas I'm having might be more realistic and a little less fun. In that case, I have thought about making those as a separate mod. they'll really be designed for this campaign, but separating them would make them optional for people less skilled in the modding arts. ;) Any thoughts? tater |
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Tried reading through this but too many pages, too little time :cry:
Got tired of waiting for Beery to get out of LOTR and update RFB, so I finally decided to start making my own mod cocktail and get on with playing 1.3. Actually, I thought I'd do the community a favor and start this work, 'cause I know that the sooner I start wasting my time doing that the sooner Beery will come out with his RFB update and make me do it all over again. So, as I started loading up all the updated mods I'd been collecting since the patch, JSGME reported a conflict in one file between this mod (which looks awesome, BTW) and the airbases mod by leovampire. Can anyone confirm: 1. Does this mod fix it so the ports/bases/cities are in the right colors at the right times during the war, like the airbase mod seems to do? 2. The one conflicting file is "Campaign_LOC.mis" - anybody know if there is a way to merge these files (or a merged version already available somewhere) so these mods could be used together, or is there just too much overlap between the two mods? |
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