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-   -   [WIP] Historical Guns Specs (https://www.subsim.com/radioroom/showthread.php?t=198510)

Trevally. 01-03-13 04:57 AM

Yes - The hedgehogs do work:yep:

Try testing with a DD hat has late war equip.
here is part of the equip loadout for the BlackSwan

;Cerberus62 NFF_Black_Swan loadout definition
[Equipment 1]
NodeName=M01
LinkName=4In_double_MkXVI_turret_GB
StartDate=19380101
EndDate=19431231

[Equipment 2]
NodeName=M01
LinkName=Hhog
StartDate=19440101
EndDate=19451231

V13dweller 01-03-13 05:14 AM

1944? The stock game does not go that far, so is this a mod? or was it disabled on purpose by the developers? or activated by Open Horizons?

Trevally. 01-03-13 06:00 AM

Quote:

Originally Posted by V13dweller (Post 1987467)
1944? The stock game does not go that far, so is this a mod? or was it disabled on purpose by the developers? or activated by Open Horizons?

That was just one ship - there are many others.
The point I was making was that you can check the equip file for each ship to see if they have them and from when.
Then you can test in missions

gap 01-03-13 08:12 AM

Quote:

Originally Posted by SixthFall (Post 1987412)
Will there be cake?

:haha:

yes, cake and candies for all the good and helpful children, and coal for the bad ones. Don't you believe it? look here :O:

http://digilander.libero.it/Pensieri...ane/befana.gif

Quote:

Originally Posted by SixthFall (Post 1987413)
From what I found, the tubes only track horizontally, then launch the torp out at the target. The firing controls appear to be accsessed on the tube itself. Also, it would appear the torpedos have their own gyros.

Check this very cool link out!!
http://www.hnsa.org/doc/destroyer/ddtubes/index.htm

Yes, valuable doc indeed :up:
You deserved your piece of cake :D

By the way, I've found the SHIV mod that I was mentionig yesterday:
http://www.subsim.com/radioroom/show...20#post1138520

It looks like TDW too has dealt with the same issue in SHIII:
http://www.subsim.com/radioroom/showthread.php?t=126216

Dunno why, but I was sure that ship mounted torpedo tubes were already working in SH5, with no need of any mod :shifty:

gap 01-03-13 08:53 AM

Quote:

Originally Posted by V13dweller (Post 1987405)
The hedgehog mortar spigot? I have never seen that used before, I have only seen the depth charge racks and depth charge throwers used before. :hmmm:

Quote:

Originally Posted by V13dweller (Post 1987434)
Also, the destroyer should use it's hedgehog above using the depth charges, because the hedgehog is a much more effective anti-submarine weapon. The hedgehog had a 25% kill rate, while the depth charge had a 7%, as we can see, these odds are in the hedgehogs favor, so the hedgehog might not actually work within this game.:hmmm:

Quote:

Originally Posted by SixthFall (Post 1987412)
I swear I saw something about those working in-game. humph, i shall try to find it.

Quote:

Originally Posted by Trevally. (Post 1987463)
Yes - The hedgehogs do work:yep:

Yes, as remarked by SixthFall and Trevally, hedgehogs should work flawlessy in SH5. They get available by date. Stock settings are as follows:

Buckley class destroyer escorts equipped with hedgehogs from 02/04/1943 on
A & B and Town classes destroyers, from 01/06/1943 on
Evarts class destroyer escorts, from 01/09/1943 on
Clemson class destroyers, Black Swan and bittern class sloops, from 01/01/1944 on
V & W class destroyer, from 01/03/1944 on

If you want to test them in game you should create a custom mission with one or more of the above units, and set the mission date accordingly.

On a side note: the only type of depth charge projector not working in SH5 in an early model of K-gun. Look here for a workaround devised by Cerberus62

gap 01-03-13 08:58 AM

Quote:

Originally Posted by Trevally. (Post 1987463)
Try testing with a DD hat has late war equip.
here is part of the equip loadout for the BlackSwan

;Cerberus62 NFF_Black_Swan loadout definition
[Equipment 1]
NodeName=M01
LinkName=4In_double_MkXVI_turret_GB
StartDate=19380101
EndDate=19431231

[Equipment 2]
NodeName=M01
LinkName=Hhog
StartDate=19440101
EndDate=19451231

Quote:

Originally Posted by V13dweller (Post 1987467)
1944? The stock game does not go that far, so is this a mod? or was it disabled on purpose by the developers? or activated by Open Horizons?

Quote:

Originally Posted by Trevally. (Post 1987479)
That was just one ship - there are many others.
The point I was making was that you can check the equip file for each ship to see if they have them and from when.
Then you can test in missions

OHII extends the duration of SH5 campaign to May 1945. You should give it a try: it is definitely worth it! :yep:
Anyway you can set your custom missions to any date within Sep/39-May/45, with not need of installing any mod :up:

V13dweller 01-03-13 09:29 AM

I have been using open horizons II for quite a while.:)

gap 01-03-13 10:15 AM

Quote:

Originally Posted by V13dweller (Post 1987536)
I have been using open horizons II for quite a while.:)

Excellent :up:

Let me know if you find anything wrong after installing the latest patch. I am especially concerned about 5" Mk 12, 152 mm model 1926/29, and 5.25" Mk I guns.

When you get time for it, you should check if, after my fix, those guns are still firing their shells and whether targets are taking damage from them or not. Fingers crossed :)

V13dweller 01-03-13 10:38 AM

Quote:

Let me know if you find anything wrong after installing the latest patch. I am especially concerned about 5" Mk 12, 152 mm model 1926/29, and 5.25" Mk I guns.
What guns are these from? Because I can test them if I know what ship they are from.

gap 01-03-13 11:10 AM

Quote:

Originally Posted by V13dweller (Post 1987569)
What guns are these from? Because I can test them if I know what ship they are from.

check post #55 ;)

V13dweller 01-03-13 12:25 PM

The guns on the Italian battleship, I have never tested them, I will look into them later.

gap 01-03-13 12:32 PM

Quote:

Originally Posted by V13dweller (Post 1987623)
The guns on the Italian battleship, I have never tested them, I will look into them later.

Ok, no problem.
For what I could see from their settings, they had a similar issue as the other guns missing muzzle blast effects. It should be fixed now :yep:

V13dweller 01-04-13 12:59 AM

I have a problem, I am trying to make a mission to test the guns on the Italian shps, but all the ships keep spawning with 2 inside each other, and they all explode because they are clipping in each other.
Attachment 101

I am not sure how to prevent this. It never seemed to happen before.
All of a sudden this problem appeared, and now, every scenario I make, has this problem, If this problem is not solved I cannot make anymore scenario's you Gap.

gap 01-04-13 02:05 AM

Quote:

Originally Posted by V13dweller (Post 1987944)
I have a problem, I am trying to make a mission to test the guns on the Italian shps, but all the ships keep spawning with 2 inside each other, and they all explode because they are clipping in each other.

I am not sure how to prevent this. It never seemed to happen before.
All of a sudden this problem appeared, and now, every scenario I make, has this problem, If this problem is not solved I cannot make anymore scenario's you Gap.

A while ago I read here about the issue you are experiencing, and I am also sure I had it once or twice during my first attempts with mission editor, though I can't remember what fixed it.

Have you validated your latest missions? Buggy missions shouldn't pass the test, and you should be given a report on where the problem resides.

If validator doesn't give you any useful clue, try following my basic step by step tutorial on mission editing as carefully as you can. Possibly you've read it already, but do it again and, I am sure, your problem will vanish as swiftly as it appeared ;) :up:

Keep me informed :)

Trevally. 01-04-13 05:13 AM

If you upload your mission, I can have a look at it to see what is wrong:yep:


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