View Single Post
Old 07-08-08, 01:41 PM   #5
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by Ishigami
No I’m not using two playable ships at a time. I just interchange them with JSGME.
It’s just that the playable Yamato, Fubuki and Scheer are build on German subs and therefore I’m not able to use the same mission. Of course saving a mission as an American one is easy but it got some other disadvantages like we are not able to use her in the campaign mode and we are not able to use bases to resupply (right?).
It’s a bit surprising and I have to admit a bit inconvenient but that’s all, no major problem.

Okay I see you replaced the 5” AA guns for gameplay and debuging reasons. Now I understand, yea well sometimes you have to make compromises.

Will you replace these 4” guns? I think it’s kinda pointless to have a playable gun but not being able to shoot at a target that’s starboard.
Those two playable AA guns are quite realistic. She actually had there two single 25mm AA guns. That’s why I was a bit confused it looked like you wanted to add the missing AA guns to be more like the original but changed some other stuff to being not “historically accurate” (correct term?). But now it makes sense.

I really think a playable 8” would be better. First of all we got a larger turning angle and it makes considerably more damage. The 8” reloads faster than the 11” (e.g. Scheer) or 18” (e.g. Yamato) so we don’t have that much standby time.

And you got me wrong. I’m still pleased with her! She is stable (I got no major bugs
(except the bugs all these ships have) or crashes) and nice.

I made some small adjustments like resizing the picture for the menus so it isn’t cut off anymore, renamed her in the menu to “Takao Class” and the unit back to “IJN Maya”. I exchanged the stock textures with the textures from the “retextured warship mod”, thanks to that she is not looking that rough anymore. (my limit of modding... wuah I'm so noob...)
I just wanted to give some inputs and of course influence the direction of development. :rotfl:
The four inch turned out to be a mistake because I put in two, that's why it won't swing to starboard because you will shoot the other gun. Being a beginner at this I thought you could use two Deckguns, then after it was all installed, I realized it was the AA that had a choice of two.

Like I commented, when I started to mod (which I know nothing about) I only had the Pacific Campaign. I made the in game Sen Toku playable and was working on a Japanese campaign and then everything changed and there were ship being released almost daily. Well, I didn't like the uboat interiors and was used to where everythting was on the Fleet boat so I used that. I did not expect anyone to use this in a Campaign anyway, I find that surprising, because I noticed with the other ships that there is no ability to shoot at more than one target at a time so to attack a convoy for example, you have 3-6 DDs shooting at you. So I figured the Single mission approach and then expand to Single Patrols. Longer and more involved but with a 'Task Force' not solo. Still not Career level, I know, but more the way I was thinking the ship would be used.
I'm understand what you are saying, I just wasn't looking at it that way. (Campaign wise).

Please explain "resizing the picture for the menus". It must be something I missed, I don't know what it is that's getting cut off. If you are talking about the Quick mission screen, that happened with 1.5. For some reason when they went from 1.4 to 1.5 they changed the title and date to double space and that pushes the picture down. It double spaces after Tile and again after dat and that pushes the pic way down. It was one complaint, although minor, with some of the changes. That pic is the proper size, 256X400. Maybe I will start putting Title and date on the same line that will solve it, if that is what you are talking about. Let me know if that is what you meant or if there is something else I missed.

I did upload a mission (same one that was included) but added a base for refit. "Maya Task Force and Refit". You can refit at Wake and go anywhere you want.

The two AAs on the front were listed in the eqp file as NULL, two of the many I mentioned were not on the ship. I think they used the same file for Takao but deleted some of the guns to make the two ships "different". So I just put two guns there for now. The Jap ones would not be playable without taking them out of the gunsradar.dat and make a separate entry add to the Upgradepack and Weapon file etc. It was a shortcut to get it released so it could be used (not an excuse just an explanation) something that can be fixed.

As for the textures, anyone can add the retextured MOD. As I am sure you realize, they are not mine and I am not going to use them to change the texture of the ship.
People can download the retexture MOD and run it.

I am a complete noob at modding too, I just bought the game the end of January and didn't know what modding was until I came to subsim. And this is the first time I ever did a ship. But if you start changing classes and names, you should be careful, you may end up conflicting with 'in game' ships. So if you want to make a mission and use a couple of Mayas or a Maya and a Takao, you may get CTDs. If what you changed works that's good.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote