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[REQ] IJN Fleet Oiler Needed
While most times the oilers would not be organic to the TFs, but meet them at refueling points, in game that is hard to swing. All the stock layers have TFs with oilers mixed in, slowing them all down to the 11 knots the tanker can make.
What would be cool for a ship modder to do would be to clone the large tanker and up the max speed to ~19 knots. This is a converted 10,000 ton oiler class of 6 ships: http://www.combinedfleet.com/Genyo_c.htm they make 19.5 knots. A straight clone would be fine, ideally it would be retextured to IJN gray and armed (are they already armed?). Such a "fast oiler" could be added to the TFs so that TFs could steam at a more rasonable 15-16 knots. |
hi tater
I think the NTLE=Large Tanker (e)
in my recent release could be a stand in for that... its in the ship power pack 2...:up: |
Is there a picture of her someplace?
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The data file for "Large Modern Tanker" incorrectly sets its speed to 12 knots max. This is a bug, because all the game's documentation states that this ship type can do 20 knots.
The best fix for Large Modern Tanker is simply changing the data file to make it 20kts (which without testing, I am guessing is at Data\Sea\NOL_Nippon\NOL_Nippon.cfg). Cloning it just for a speed bump is overkill, and besides, the Kawasaki style 1930's and wartime 1TL 10k ton tankers, which are what the Large Modern tanker is supposed to represent, are documented in the histories as capable of 18-20kts....so that even if you did a clone just for the speed, you'd still need to go back and fix the Large Modern Tanker. I think you should do this up in a JSME package along with a minesweeper fix for all of us to enjoy :D |
Cool, It didn't even occur to me to check the extant oiler, lol.
As for the minesweeper, someone messed with getting the deck gun to work, which is easy enough (for me, since I didn't do the work!), the tricky part of a mod is that I changed the subchaser and minesweeper to be Type=1 (Corvette) so they would: one, act as escorts, and two, be separate from the "patrol craft" which really don't belong in deep water. Doing this FUBARS the campaign layers, so I had to go change every single one it seemed. |
Also, I'm not sure, but I'll have to check the layers with oilers once I change this. If the layers were set up with the speed=11, this fix to the cfg (I just changed it :) ) will not increase the speed of the TFs unless I explicitly change every instance by updating the waypoints from the group properties.
Course in my layers most all of the tankers are already deleted from TFs. The trick will also be to set a max speed that is lower for "regular" tankers so that they don't run away at 19.5 knots if they could only make 12 or 14 knots in RL. |
I've also noticed small tankers lagging way behind task forces all on their lonesome. Not falling behind, but constant distance. Maybe got out of synch at some point during a waypoint turn.
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