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-   -   [REQ] Clone Minesweeper (https://www.subsim.com/radioroom/showthread.php?t=114037)

Jace11 05-05-07 01:53 PM

[REQ] Clone Minesweeper
 
The ingame minesweeper will not engage subs with it depthcharges, it will not follow escort AI. You can change this by changing the minesweeper class to a destroyer or escort, however this could impact elsewhere.

Better would be to clone the minesweeper and make an ASW converted version. Remove the original minesweepers DC racks, add DC's and if possible K-guns to the coverted minesweeper etc.

At the moment, we only have DD's and SC's as escorts. DD's are fine for Task Forces and the odd convoy, but we need more variety.

Jace11 05-05-07 03:33 PM

No worries, done it.. was easier than I thought.. anyone interested PM me..

FAdmiral 05-05-07 03:50 PM

I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....

JIM

jmjohnson36 05-06-07 11:16 AM

my ships
 
checked the ships i had yet?

Quote:

Originally Posted by FAdmiral
I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....

JIM


Jace11 05-06-07 01:17 PM

well, here is a download, sorry it is a bit big, I was working on a new skin for it, but I have included the default skins for now

http://www.speedyshare.com/421792851.html

FAdmiral 05-06-07 03:38 PM

Quote:

Originally Posted by jmjohnson36
checked the ships i had yet?

Quote:

Originally Posted by FAdmiral
I am interested in filling that 500 to 900 ton gap between the Jap escorts.
Either with Corvettes or Destroyer Escorts. I want to make some single
patrols with them adding to the reality of escorting merchant convoys....

JIM


I remember you had some merchants I DLed but don't remember anything about
escorts. Could you enlighten me....

JIM

FAdmiral 05-06-07 03:39 PM

Quote:

Originally Posted by Jace11
well, here is a download, sorry it is a bit big, I was working on a new skin for it, but I have included the default skins for now

http://www.speedyshare.com/421792851.html

Have DLed the file and will check them out, Thanks

JIM

Jace11 05-07-07 06:40 PM

I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.

I have also noted that the camoschemes can be added to lightmaps as the devs have done with the Minekaze class. This should allow skinning of cloned ships.

My attempts to add more K-Guns to Fubuki DD's didnt work however. They have them in the manual, but the dat file lacks the nodes. This is true for a couple of other escorts.

akdavis 05-07-07 09:19 PM

Quote:

Originally Posted by Jace11
I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.

I have also noted that the camoschemes can be added to lightmaps as the devs have done with the Minekaze class. This should allow skinning of cloned ships.

My attempts to add more K-Guns to Fubuki DD's didnt work however. They have them in the manual, but the dat file lacks the nodes. This is true for a couple of other escorts.

Might want to report that one as a bug.

mcoca 05-08-07 02:55 AM

Quote:

Originally Posted by Jace11
I also released a fix for the Subchaser, moving its 3in deck gun onto the raised platform so it would fire at the players sub (previously it wouldn't). However, I have since found a better fix and moved the gun back to its original location on the bow. In the subchaser dat file the elevation of this mount was set to 4 degrees so it would not engage surface targets. Changing this to 0 allows it to fire. It has quite a high bow but this has no effect on shells.

Good work! Can you check the same for the Akizuki's A and D turrets? The ones not on raised platforms. I've never seen those fire, halving the ships firepower.

Jace11 05-08-07 06:04 AM

Ok, I had a quick look before work, I think they are set at 7 degrees but it is difficult to tell which is the A and D turrets in the sim file. I will mod and test later..


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