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-   -   [REL]Yamato Battleship (https://www.subsim.com/radioroom/showthread.php?t=136499)

Rene 05-09-08 04:07 AM

[REL]Yamato Battleship
 
http://files.filefront.com/Yamato+Spielbarrar/;101
or
http://rapidshare.com/files/113412510/Yamato_Spielbar.rar.html
here the link

a great thanks to xantro who made the yamato possible^^

a new thread for the ones who think the yamato is not out^^

W4lt3r 05-09-08 05:15 AM

Max Range fix for this mod. Compabilitible with other surface ship mods.

http://www.megaupload.com/fi/?d=528ZM8RD

Affects AI AA gunners, Standard gunners, Your gunmen and AA gunners. + improved sight range.

The_Pharoah 05-09-08 06:55 AM

you guys rock. :P

Ishigami 05-09-08 03:10 PM

I love it :up:

Edit: Uhm I miss some AA guns. I would like to make a screenshot to show which one I miss but with my driver it is not possible atm. I will look for a picture later and mark the ones missing.

bratwurstdimsum 05-09-08 05:13 PM

nothing like the thunder of 18 inch guns as part of a 15 gun broadside!!! great job:D

Same feed back though for Xan as yourself, we need to get the damage control working to make it even better :)

Ishigami 05-09-08 05:47 PM

Ok forget about that AA issue I noticed that the stock Yamato is missing them as well.
You maybe want to consider the AA gun fix for the Yamato for an update: [REL] AA fix for Yamato
The Kure Modell is showing her with more AA guns as well: Kure Yamato Museum 1/10 Yamato Modell Pictures

I now have only one real problem. If I activate your Yamato the game will CDT when I enter the Museum and choose Japanese.
I guess the game will CDT when meeting the AI Yamato or Musashi in the game too.
That might be an issue you really want to look into.

Everything else is working fine :up:

Axlwolf 05-10-08 02:28 AM

I have a small conflict with the Pocket BB,the bow turret disappeared.
I disabled the Yamato,the turret returned.
I even tryed to change the load order(i load with JSGME the Yamato BEFORE the PBB) i have the same problem only on the Yamato,first bow turret disappeared.I hope there is a way to resolve this problem.
Good mod anyway :up:

W4lt3r 05-10-08 02:46 AM

Axl, the two are not compabilitble with each other since both alter the campaing and units UPC Files, making it impossible to have both activated.

Sorry but it is the truth.

Axlwolf 05-10-08 03:52 AM

No problem then,i would swap the ship around with JSGME,if i want to use one or the other.
Thanks anyway.

horsa 05-10-08 08:56 AM

Quote:

Axl, the two are not compabilitble with each other since both alter the campaing and units UPC Files, making it impossible to have both activated.
Thing is these are all really "proof of concept" models. At the moment they are fun to play, in an arcade sort of way, but we're still exploring how they can be made more realistic/functional. Each release is an idependant item that needs to be installed/deinstalled when you move on to try another. Once there's more progress into making them realistic ships I think you will start seeing a more coordinated approach.

fair_weather 05-10-08 12:39 PM

Is this for 1.4 or 1.5? Or Both?

Xantrokoles 05-10-08 12:48 PM

You could convert it for 1.4 but it is made for v1.5:yep:

thyro 05-11-08 04:36 AM

Superb work... very fine ship. Cheers

horsa 05-14-08 04:37 AM

Anybody working on any Yamato missions.?? :D

Xypher 05-20-08 06:41 PM

there needs to be a thread stickied for all the playable ship creations.


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