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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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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 Last edited by tater; 06-12-07 at 04:47 PM. |
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#2 |
Canadian Wolf
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Nice to see you tightened this aspect of the game up ( at least the Midway stuff ), look forward to trying it out, nice work
![]() RDP |
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Ok I've had a look at it.
I posted one of mine today too somwhere, very similar, though I haven't renamed every ship.. Anyway, watch-out for your larger task-forces running aground in empire waters, I ran the simulation and some destroyers cross land. Just have the task force disappear at an earlier waypoint instead of trying to get a 20k wide formation through a 15k channel. Also.. Unit config dates.. I have found, by default the game sets units in scripted layers to 1 1938 config... This is bad, they can then be without radar upgrades, weapon upgrades, airgroup changes, I noticed some of your ships are like this - havent checked all though.. BTW nearly all scripted layers by the dev time are like this... shame the "auto camp editor" cant auto update configs.. Last edited by Jace11; 06-03-07 at 05:52 PM. |
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#4 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Another thing, have you checked your Nagumo force will appear...? I should have mentioned this in the other thread..
http://www.subsim.com/radioroom/show...ghlight=Midway The problem wasn't the date the layer was called, though it is good practice I think to call the layer first in campaign.cfg - then mission start date, then units spawn date - in chronological order - any other order can create problems... The problem is the nagumo force spawn before the mission start date.. 06/01 whereas mission starts 06/04.. So it never appeared.. some guy called marky claimed he found the task force in vanilla, but he may have just found the shokaku in the invasion force, many many others reported the task force missing, his two threads devoted to Midway, showing he sank a carrier simply clouded the issue beyond resolve. I know there is something wrong with the layer though. Though another guy was saying he ran vanilla and saw them on time, however many more people said they waited and never saw them. Suggest you change your Nagumo force spawn date, or move mission start date earlier. You will then need to call the layer earlier in campaign.cfg.. Once done they appear on time.. |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Ah, rgr. I ran it through time comprssion in the editor, but didn't catch that
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Version 0.6 up with some fixes per Jace11 (linky top of page)
Here too: http://mpgtext.net/subshare/192Battl...way%20beta.rar Last edited by tater; 06-04-07 at 12:29 AM. |
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