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Old 02-10-12, 03:02 PM   #46
peabody
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Tbear,

What file was corrupt? I don't want a download with a corrupt file in it.

As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.

The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)

A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.

I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.

I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.

Peabody
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Old 02-10-12, 04:01 PM   #47
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and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
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Old 02-10-12, 04:37 PM   #48
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Quote:
Originally Posted by peabody View Post
Tbear,

What file was corrupt? I don't want a download with a corrupt file in it.

As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.

The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)

A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.

I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.

I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.

Peabody
one of the one, two etc responces

1. Corrupt file was my bad. When ships are in gazilion pieces and you assamble them, something might go wrong, ooooh ya it did...my bad entirely, not your download.

2. Idea didnt work, that happnes alot. Stil think the key atleast to have shoips ollow lies within the editor.

3.Ya noticed my slight misspell...well that will happen alot, keep forgetting where i put my glasses, so dont look to much on the screen typing lmao

4. Looking into the torpedoes. This is a ship for a game. Overall it have to look and work like it did. But since its a game the true load out are more needed than how torpedoes was fired. (as i have statet many times. Its a ballance. but if you made these surface ships to actual historic sata, half of them wouldnt survive the weather engine in SH 4 lol....

For me its about trying to create a finnished working surface ship. That bring you the imersion and stil stay true to its origins. That do leave abit room for "shortcuts/cheats artistic creativity" as long it dosent compremise the big picture.

5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better

More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..

6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship

***********************

Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....

Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)

So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...

NOTE!

****************

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

****************

The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....

Beer and mod time...cheers

TBear
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Old 02-10-12, 05:09 PM   #49
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Quote:
Originally Posted by chrysanthos View Post
and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
I think you should ask Wevbarker in his thread, I have never tried that ship so I do not know. Maybe they are losing the lock on the ship after the first shot.

I can not change his ship, that is his project.

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Old 02-10-12, 05:54 PM   #50
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Quote:
Originally Posted by TBear View Post
5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better

More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..

6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship

***********************

Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....

Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)

So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...

NOTE!

****************

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

****************

The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....

Beer and mod time...cheers

TBear
Main battery sounds better, more men is good.

Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)

I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.

I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.

You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.

Peabody
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Old 02-10-12, 06:17 PM   #51
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Quote:
Originally Posted by peabody View Post
Main battery sounds better, more men is good.

Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)

I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.

Im pretty sure that one of peabodys subs have 8 forward tubes, hes subs also have German origin.....

I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.

You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.

Yupz, deffently usefull information and files there.

Peabody
But now i have the test beds ready

one silent hunter IV 1.5 stock

one silent hunter IV 1.5 Keltos1 japanese sub mod

one silent hunter IV 1.5 TMO 2.5 for sea trials with ship in workshop

one silent hunter IV 1.5 with my reworked campaign files with ship in workshop

Holy beer and chips.....so many files....soooo many folders......

I have contactet DRJones and he send me towards dicimius for abit help regarding the UZO--- > firecontrol thing.

In all a good days work



and talk to ya soon again

LTbear
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Old 02-10-12, 09:17 PM   #52
Admiral Von Gerlach
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Japanese Officer Naval Ranks WWII

Commissioned officer ranks

All-forces ranks

IJN Insignia

Admiral
Kaigun Taish



Vice Admiral Kaigun Chujo
*

Rear Admiral Kaigun Shosho




Captain ; Kaigun Daisa


Commander Kaigun Chusa


Lieutenant Commander Kaigun Shosa



Lieutenant Kaigun Daii


Sub Lieutenant Lieutenant Junior Grade Kaigun Chui



Enlisted Ranks (there was a reorganization after 1942
all ranks below are given in two figures:
Before 1942
After 1942
Non-commissioned officers *(Kashikan) - selected from conscripts and given one year of training in the Navy NCO Academy.

Petty Officer First Class Ittoheiso
Chief Petty Officer Jotoheiso




Petty Officer Second Class Nitoheiso
Petty Officer First Class
Ittoheiso




Petty Officer Third Class Santoheiso
Petty Officer Second Class Nitoheiso







Enlisted/seamen

Sailor First Class Ittosuihei
Leading Seaman Suiheich***333;



Sailor Second Class Nitosuihei
Able Seaman Jotosuihei




Sailor Third Class Santosuihei
Seaman Ittosuihei




Sailor Fourth Class Yontosuihei
Seaman Recruit Nitosuihei




there were also Cadet and Warrant Officer Ranks:

Midshipman: Kaigun Shoi Kohosei

Warrant Officer Kaigun Jun-i



Remarkable progress with the ships, very good to see. Yes they used Quad Tube mounts for Torpedoes on Surface ships standard, their doctrine was to have overwhelming numbers of fish available on demand, rather than the more limited torpedo attack scale of the RN and USN, the USN really did not like TT in surfave ship engagments and it was a stunning surprise to them when the IJN TT doctrine tore the pants off of some USN units and engagments.

Re getting the DD to attack a fleet, why not station a sub UNDER the fleet and have it travel that way as a "lure" for attacks, it would have the mission to shadow the fleet and would not need to engage?

I finished a project successfully for my work this week, and now have time to catch up. Marvelous progress Peabody and please e mail me or PM with any questions or discussoin to support your remarkable work here.

It is true as you said, OJN doctrine was to engage surface elements, they considered attacking supply lines below the dignity of the service and not the Samurai way, not until late in the war was there a sizable support for such but by then it was too late. IJN subs were allowed to attack convoys if they came across them AFTER they had accomplished primary mission, however the slow surface and dive time of many of the classes of IJN subs made it a risky business (this was due to the need to change drive train, from one format to another, poor design but they tried all along in development of the IJN fleet to engineer and design as much as possible using native..ie Home Island resources, and know how.)

Bravo i say to all of the great work from everyone helping with the testing and ideas.

Sadly the forum format does not allow for correct phonetic marks for Japanese language, i can give anyone who needs them correct the link for the proper names.
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Old 02-10-12, 10:31 PM   #53
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As always thank you very much Admiral. Like I have commented before to all, Admiral has given me tons of info. Appreciate every bit of it.

I noticed in the ranks Takao gave us you started as a Chu-i. In yours it lists a "Kaigun Chui" , then I realized the Kaigun part stands for Navy. Some of the other ranks are the same and some are not.I think he was trying to match up with the German ranks and sometimes there wasn't a match.

As for the submarine idea, I tried it with a US sub I made and it didn't work, but only a simple one mission test since I didn't have time for more. The problem to solve is that if you use a normal sub from the game, it does NOTHING. It won't move. To make it move you need to make it a ship which they will not attack. The ships will shoot at ships that are close enough, but will not leave the escort position to attack (and DC) like they do with a nearby player sub.
So what is a bit ironic is the US DDs will attack the IJN surface ships because they need to be converted to subs to make them playable. But the IJN DDs won't attack the US sub because to make them AI they are converted to ships. Catch 22.
I did leave the unit type to 200 which is a sub, but it still didn't work.

Now I have read about a sub that submerges when attacked, but I haven't seen it so I don't know how that was done. On mine since it is a ship if it submerges it is basically a sinking ship and it stops moving. The way around that for me was to make a submerged sub by moving the center point of the ship. That made the game think it was still surfaced, but that created another problem if there was more than one DD attacking, they would shoot at it with guns, and since there was nothing to hit (the sub is submerged) they usually ended up shooting each other.

So maybe with a little thinking I may get an idea, but I am also trying to find time to put the IJN Campaign together. It has taken forever and now it is frustrating, there is so much I do not know about modding this game. And I am now working it alone. That is why I have given my partially done ships to Tbear, at least it is a start. Maybe he can complete something.

Thank you once again.
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Old 02-11-12, 02:42 AM   #54
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So maybe with a little thinking I may get an idea, but I am also trying to find time to put the IJN Campaign together. It has taken forever and now it is frustrating, there is so much I do not know about modding this game. And I am now working it alone. That is why I have given my partially done ships to Tbear, at least it is a start. Maybe he can complete something.

I will deffently do my best And remember everything takes time. Im a dad with 3 kids in the range 8 to 1 year and have full time job so i have trouble finding time my self.

In general i deffently have hope for the surface ships. Most of this is graphical changes, and since someone else have done the work its a matter if tweaking and implementing. Im the lucky one. I came as one of the last one to this and therefore i have everything as a huge puzzle and just have to assamble it. The true "heros" are those who did the pieces over the years.

I just have had a feelling of sadness to se so much work end up in the mod heaven because game are getting old and modders have stopped modding. So much is yet to be made, and atleast i stil have the drive and the love for SH IV to keep working on it.

TBear
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Old 02-11-12, 02:05 PM   #55
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Quote:
Originally Posted by TBear View Post

I will deffently do my best And remember everything takes time. Im a dad with 3 kids in the range 8 to 1 year and have full time job so i have trouble finding time my self.
Trust me Tbear, I know family comes first, I also have 3 kids, but also 4 grandchildren.

Finally after years of asking with no answers a solution came to me!!! I tried it and it worked.
Now you do not need a flashlight on the bridge. It was all there, just could not see it.





Now I can do the Takao.
One more piece of the pie.

Peabody
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Old 02-11-12, 02:52 PM   #56
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Please keep going as you can Peabody and thanks TBear for the hand with the ships. That is wonderful about the Bridge, the officers serviing aboard will be very pleased to be able to see each other as they achieve victory after vicotry over the Gaijin Demons! Banzai!

i will keep thinking about the attack problem there is a answer i am sure, I will ask a few of the old hands about that too, if we keep trudging along, with you in front at the helm i am confident the Campaign will achieve Launch. Every step brings it closer. Think what the real IJN went thru during the war and they never gave up. Lets do our best too.

And always always do what you need to in RL, that comes first.
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Old 02-11-12, 04:56 PM   #57
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duuuuuude that just woooot!

And here i have nothing to show yet

all i can do it to let you know that i also implemetet the diels crew ranks etc to the Takao. I had to change test bed, the furusaka simply was to outgunned against another heavy cruiser so it sank to fast..

What i like about the Takao damedge is that you can loose almost every item on the deck. masts, pete`s just load of stuf to get blown of

Im getting numbers i like.

But here is my problem.

If i go close to real life data, 3 fletchers will woop her big time. If i use Peabodys testbed you can uotlast the ammo on a battleship...

right now im testing armour lvl 33 hitpoints 5000. That seems pretty decent. You can engage DD`s. even light cruisers. you can just keep up with a heavy cruiser, but battleships are no go.


i took the cleveland and set it unit type 4. I changed it in both roster and sea folder.

sea folder

American

cleveland

set unit type 4

NCL_Cleveland ---> CFG unit type 4

Then i worked down my way in

CFG`s

data
contacts
sensors
sim

-------------------------------------

Why do i do this. Well if i can get other ship classes to behave like destroyers and break of there waypoint to engage, i might be able to reverse engeneer it, and look at allied ships.

I have been taking an allied destroyer and a Japanese one have the files open in two screens and simply compare them to the player files. What anoys me is that so far i have not seen any diffeences in the normal files.

If we can find out how and why DD`s detect you and engage, this change could be set to all enemy. ships
and with reverse engeneering we could find the "magic" spot that tell if a ship are player or AI. If we solve that, well we will have our battles

***

I have been testing Karles Amagi/Kii

Its not textured, but he have two bridges with 3d gear on them....rudder wheel etc.....Im going to ask him at one time if we can be alowed to use it (since hes good at 3d modeling ask him if he would be willing to implement them at the bridges of the Takao)





***

Not many pieces are missing.....looks like the puzzle are getting completet....

Im also looking into the editor, and se if i can find out how to alow you to set group from players ship...

But its alot of file browsing...files files files files...numbers...lines....aaargh........lmao...

well abit rnr in the campaign ....

TBear
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Old 02-11-12, 05:45 PM   #58
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Adimiral, Thanks again, you keep pushing!!

TBear,

A few points

1. I have a few things for the bridge already in the works but had to leave to watch the grandkids for a few hours, now I will leave in a few to feed my mother. But I do have a couple of things that I think will work.

2. As for attracting enemy ships, I guess I didn't explain it well. The DDs will fight you if they are attacked and close enough but will not leave the escort position in a Random Group like they when attacking a sub. So when you do the groups you will probably have to write them very specific.

3. The Furutaka may be outgunned because the Takao has more guns. But the damage model is the same internally. And the reason I set the Hitpoints so high on the ship is because you can't fix the hull at sea, you can fix the otherstuff, but I found when I was taking damage at 'stock' level the hull damage would go 10-22-35-57- and so on and the next thing you know the ship is sunk from DDs. So I put it real high just to keep the hull damage rates low. The bulkhead damage will still sink you if it gets bad.

I will try to get some stuff done tonight. And some more of the IJN Campaign for Keltos subs.

Peabody
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Old 02-11-12, 05:53 PM   #59
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Are you really sure you want to turn many types of vessels into destroyers? What I mean is that all of those will turn towards you and go at full speed until they ram you, just like the destroyers. Only this time it will actually hurt.
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Old 02-11-12, 06:18 PM   #60
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Originally Posted by Karle94 View Post
Are you really sure you want to turn many types of vessels into destroyers? What I mean is that all of those will turn towards you and go at full speed until they ram you, just like the destroyers. Only this time it will actually hurt.

naaah who would like that. Its about learning and testing everything

And most importently, about understanding the mechanics of it...

Peabody. Yoes i know Furu and Tak have same damegde. But the guns on Takao simply make you last abit longer becayse you can kill the DD`s abit faster..

My test mission is one group of enemy ships

4 DD` s

2 light cruisers

1 heawy cruiser...



Group two

6 DD`s

2 light cruisers

1 fleet carrier

1 Iowa

This setup make sure i take damedge from all angles...and i can fight the groups individualy. I am working on zones, but its just something that take forever lol...

In all things look good. Even have made the basic layout for the UZO--->firecontrol now its down to moving buttons oooh and that will take forever to

TBear
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