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What if? varients for Asashio DD
Here's the varients I made for the Asashio class DD,
Improved ASW(change all AAA weapons to DC racks and throwers) http://i194.photobucket.com/albums/z...1055.2_703.jpg http://i194.photobucket.com/albums/z...055.15_933.jpg Improved AAA(change the torpedo mounts to 25mmx3 turrets and replace most AAA with triple and double barrel 25mm also replace the main guns to 4.7in singles) http://i194.photobucket.com/albums/z...033.56_872.jpg http://i194.photobucket.com/albums/z...1034.3_575.jpg http://i194.photobucket.com/albums/z...1034.7_905.jpg Pocket CL(change the main guns to 6in singles, replace two AAAs for two racks) http://i194.photobucket.com/albums/z...033.27_575.jpg http://i194.photobucket.com/albums/z...033.32_935.jpg http://i194.photobucket.com/albums/z...033.40_125.jpg the last one, Heavy AAA(change the main guns and torpedo mounts to 5in AA doubles, replace all AAA with 37mm doubles and 2pdr Quadtruples) http://i194.photobucket.com/albums/z...032.45_517.jpg http://i194.photobucket.com/albums/z...032.57_752.jpg http://i194.photobucket.com/albums/z...1033.6_642.jpg I even try to make Yamato a Sub killer, but I dont know how to change the AI on the Yamato to be mroe like a escort than a Battleship. http://i194.photobucket.com/albums/z...945.43_969.jpg |
Looks Fantastic Lagger123987 :up::up::up::up:
I can't wait to test them out. * Sorry, been tied-up with Kill Flags. |
Just an opinion not a sugestion
But the set up of depth charges on ships larger than a Light cruiser I wouldn't do. And don't take away too many AA gun's or an Alied attack on them means certain doom for the war ship. Maybe a Sub hunter class with all throwers and dropers would be a cool class to make all it's own. tater set up a new clas of sub hunter so he might be able to show you how to clone one for just that purpose. Remove all top side gun's and just use depth charges on it and as an escort for it a normal sub hunter.
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You need to make a new ship, Bungo Pete style.
http://www.subsim.com/radioroom/showthread.php?t=114033 Note that you could change a BB to type=4 (destroyer) this way and she'd act like a DD--if you gave her a new name like bungo pete it wouldn't change the real BB at all. tater |
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Leo, I mostly do this for the fun of it. |
DL the bungo pete mod in that link and look at what he did.
Copy his mod, and replace his stuff with your own. There is a Data/Roster/Japan/Sea/ directory, copy Asashio's file from the same Dir in the stock game there, and rename it. Rename it the same inside the cfg. Look at akikaze as a model. Note that for textures and models it points to minekaze---your new asashio will point to asashio. In the Data/Sea/ directory Duc has a Akikaze folder---copy asashio's real folder there. Delete everything except what duc left in the akikaze folder. Use your new eqp as the eqp. Change the names of the files from DDAsashio.cfg to DDNewName.cfg (whatever your new name is). Do the same inside the cfg folder for the class. tater |
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The idea is that you don't need a new dat for a new ship, you can simply point the cfg at another model.
The devs used it for a few ships, actually. They have frighters with sailors on deck that aren't japanese, etc. Note that you can do the same with Yamato, but in the cfg files in both the Roster, and Sea folders, change the type to 4, and they will happily act like DDs. tater |
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I wonder if you put 16' guns on a destroyer, would it capsize or maybe do a complete roll when it fired? ...maybe like a kayak?
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It should sink instantly if it works right, because a triple 16" turret weighs more than most destroyers!:rotfl:
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This I gotta see :o
(ya know, if enough force is generated on the roll axis anything is possible ) Say a front and rear 16" gun+mount. The DD also needs a high top speed to stay on plane vs. the weight of those puppies' as Sailor Steve mentioned Will test your mod tonight Lagger123987 |
Should I split the varients? I finally made a new ship.
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Two things.
1. you'll note that the bungo pete mod should also include a Names.cfg inside the roster folder. You can add your new ship to that usuing the same formula as all the other ships: Classname=what you want it called in plain english 2. Many times doing this you will get an error in the mission editor where it can't find the ship. It means you missed something. New ship is called "ShipName." In Data/Roster/Japan/Sea/ShipName.cfg you need the class name set to ShipName. You need the Type= set to what you want (4 is DD, 0 through 4 act like escorts). In Data/Sea/ShipName/ShipName.cfg you need the class set to ShipName exactly as it is in the roster version I just talked about. The Type also needs to be exactly the same. All the files in the ShipName folder inside Sea need to also be called ShipName. ShipName.cfg, ShipName.eqp, ShipName_sil.dds(or tga), etc. Failure to have the cfg in there named right will give the same error. The stock game uses a NDD_Name convention, but the class names are then DDName. I find this confusing, and it is easy to mess one up. Dump the _ and name the ship in a less complicated way to avoid having to check so often to get them to match up. tater |
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