SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-05-07, 01:53 PM   #1
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default [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 is offline   Reply With Quote
Old 05-05-07, 03:33 PM   #2
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

No worries, done it.. was easier than I thought.. anyone interested PM me..
Jace11 is offline   Reply With Quote
Old 05-05-07, 03:50 PM   #3
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

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
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 05-06-07, 11:16 AM   #4
jmjohnson36
Engineer
 
Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
Uploads: 0
Default 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
__________________
"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method...
<AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A>

Major US ARMY RANGERS
1985-2003
jmjohnson36 is offline   Reply With Quote
Old 05-06-07, 01:17 PM   #5
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

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
Jace11 is offline   Reply With Quote
Old 05-06-07, 03:38 PM   #6
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

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
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 05-06-07, 03:39 PM   #7
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

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
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 05-07-07, 06:40 PM   #8
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

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.
Jace11 is offline   Reply With Quote
Old 05-07-07, 09:19 PM   #9
akdavis
Samurai Navy
 
Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
Uploads: 0
Default

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.
__________________
-AKD
akdavis is offline   Reply With Quote
Old 05-08-07, 02:55 AM   #10
mcoca
Loader
 
Join Date: Apr 2005
Location: Madrid, Spain
Posts: 86
Downloads: 0
Uploads: 0
Default

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.
mcoca is offline   Reply With Quote
Old 05-08-07, 06:04 AM   #11
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

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..
Jace11 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:11 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.