Not in a near future. Right now Iīll focus on smaller crafts, up to light cruisers.
My next ship will be with 90% probability british Fiji light cruiser, modified to serve as commerce raider. Cdp44 |
ok then:DL
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If that is my Kongo, try not attacking, sail toward the ships and let planes attack and ships attack, you WILL definately take damage. But you can not repair it. That is one reason I do not have a damage repair crew yet, because they are useless. Peabody Peabody |
Just wondering, is there anything about your Clemson that's different from the one we already had, other than this one works with your ship pack?
Also, seeing as you're focusing on smaller ships like destroyers and light cruisers, I have a little request: Could you do the Omaha-class cruiser for the U.S.? I love old four-stackers, but I'd like something with a little more survivability than the Clemson to use in Career mode. The adrenaline rush I get from stalking a convoy in a destroyer is incredible, but not being able to actually attack anything even remotely well-defended gets old fast. I haven't had the chance to try your ships yet due to studying for imminent exams, but I'm looking forward to taking them out on patrol when I get the chance. |
Omaha is definitely on my list, in the meantime try Dido light cruiser.
My Clemson is fully damage modeled and has weapon upgrade packs, other than that both are stock Clemsons made playable. That Clemson was actually a reason why I started to make playable ships. It only felt right to make my own at some point. Cdp44 |
oh my :/ peabody saw the video:o i was just want to show the problem to cdp44.....
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I played around with the Dido a little while ago and...well...
It's broken. I don't mean the ship doesn't work. It appears to be bug-free. But it is game-breakingly overpowered. My standard surface-ship test is running the "Against All Odds" quick mission. Beating this with the old Clemson (i.e. the one that isn't yours) is damn near impossible for me, since the gunboats seem to have laser-guided shells that do a lot more damage to a destroyer than I think they should. But with the Dido, they never even fired a shot. I was able to engage them from absurd ranges and hit them on the first or second salvo. Not even the Iowa can pull off what your light cruiser just did. The accuracy needs a MASSIVE nerf. |
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The ship was made using the ship files and adding a sub.upc and sub parts to the .dat,.sim etc, but there is a mistake in the upc that prevents it from working in Career mode. I also took guns out of gunsradars in the library and made them playable guns in the subparts. Remapped IDs to prevent conflicts. etc. As I am sure cpd44 will be able to see by looing at the .zon file. All the 'zones' are the actual zones from the stock Kongo ships. So they will take damage from planes, shells etc. BUT since they are not the same zones that are in the .upc file, they do not show on the Damage screen, and therefore can not be repaired. Yes, they definitely need to be fixed but I did not have time as I moved on to helping Keltos with IJN subs and starting ideas for a Campaign. Since cpd44 has built many ships I am sure he is very capable of correcting the problem that I do not have time to do. Peabody |
well yes i thought you are going to be mad at me thats all:/
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To steve_the_slim
Try to fight couple of enemy destroyers, especially Akizukis. Gunboats are no match for a light cruiser. You can change AI engagement range in AI_Sensors.dat in Library folder. From what I read about WWII cruisers, they were able to engage the enemy on quite significant ranges. In SH4, you are solely dependant on your deck watch and their visual range, since you canīt lock on radar targets. My watch, depending on weather, canīt spot targets more than 9nm away, and Iīm pretty sure that light cruisers were able to engage targets that far. And about the accuracy, itīs either this accurate or extremely inaccurate. Another issue shipped with this game, but remember it wasnīt ment for surface ships. You can tweak enemy sensitivity is Sim.cfg in Cfg folder. Oh and by the way, the Omaha is ready, just need to test her a little bit more before uploading. Battle of Midway, USS Omaha. Had to pull back with two destroyed turbines and 72% hull damage. Luckilly I was abe to outrun them. http://img546.imageshack.us/img546/4...9223416078.jpg Cdp44 |
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Honestly, my concern about the engagement range of the Dido isn't so much how far it can shoot but that it can so accurately hit tiny targets at that distance. I'll accept that maybe the other ships I've played lacked their prototypical range, seeing as I don't really know all that much about WWII naval combat. But I still doubt that any ship could hit a target as small as a gunboat with its first salvo at nine miles away. Everything I've read seemed to indicate that it generally took a while for gunners to get the range on a target and that they depended on the splashes from misses to zero in. I'm pretty sure that if the Japanese fleet could have matched the accuracy of this Dido, Taffy 3 would have been on the bottom in a matter of seconds. |
You can always let them come closer :). I know that at certain situations they seem little bit too accurate, but before this fix, they were sometimes unable to hit targets 2000ft away, Iīve seen it myself :damn:. And the enemy was happily pounding my ship from much longer distances.
Think about it as the guns are radar assisted and that you have a very accurate fire director, than the accuracy would basicaly match. Remember that this is a subsim, but you canīt dive with a ship when things get too rough. So now you have the ability to dispose of the enemy quickly. And trust me, in a career it can be a lifesaver. Cdp44 |
Standalone Omaha uploaded, link in the first post. Contains merger patch to make it compatible with ShipPack v1.2. Follow instructions in the Readme.txt.
Cdp44 |
hi....what was your name? i forgot:/ anyway i will try the omaha and tell you :)
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works like a charm:DL next ship please;)
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