Version 0.7 cause it's (still) pretty beta
JSGME Ready.
http://www.mediafire.com/?f7wt2xutllx
Ver 0.7
My bad, I had the subchasers (part of the invasion forces) set to type=1 (as they are in my campaign) since this allows them to be escorts.
Fixed for general use now.
Ver 0.6
Notes:
Fixed a few things per Jace comments, dunno if I got all of them. Made a single mission version, and it worked until I torpedoed the Nagumo group leader which CTDed me. :/
README:
This is a fixed up Battle of Midway in the CAMPAIGN. This is not a single mission!
The mission is not changed from the layers in the stock SH4 game except for a few things, so don't expect perfect historical accuracy! I might work to make a better version, this is just a version better than the crappy stock version in terms of units used, timing, etc. I only changed IJN units since I don't expect to see the US units much. Except that they move way too far west... that bugs me, maybe I need to change the US stuff, too. I'd delete that, but I haven't gotten that far yet, wait for version 2, lol.
Changes from stock mission:
1. Massive changes in the exact Japanese units shown. All units are now named with their real names. Every DD. All ships except transports. Some substitutions are made. All Kageros Class DDs are subbed with the nearly identical Asashio, Fuso for Nagato, etc. The entire order of battle for the warships on the IJN side is now there. All of them save a few oilers since that would require modding people's tanker speeds and I wanted this vanilla.
2. Massive changes in the formations of the ships. The Kido Butai is set up somewhat properly in a 7-8000m box formation. The Guard DDs behind each CV may or may not leave station, unfortunately. The other groups are made up in terms of how they are arrayed. Anyone with a better idea for the formations of the Main BOdy, Invasion Force, etc, please let me know.
3. A few waypoint changes to get the timings at least somewhat right. Units were still set to start on january 1st in the stock Midway mission. this is now fixed, they start June 1st instead.
4. The stock layer has these ships at sea to start---so does this mod. A future version would back them up into port, but that fouls all the timings up, and this was a quick job for version 0.5, so they start at sea like they do in the stock game.
Enjoy!
tater