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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
Downloads: 15
Uploads: 0
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I'm having trouble finding them because either they are all for 1.5 or don't say at all. I'm at a loss, I'd like to use some sort of Battleship or heavy cruiser, but keep turning up with zilch.
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#2 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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I bet you wouldn't mind Ubisoft makeing a new version of Destroyer Command for future SH-5
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#3 |
Stowaway
Posts: n/a
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#4 |
Sailor man
![]() Join Date: Feb 2009
Location: The Virginia Military Institute
Posts: 47
Downloads: 14
Uploads: 0
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Sniper Fox,
There is a playable Cleveland Class cruiser avaliable for 1.4. I am currently using it and am in command of the USS Atlanta (CL-104). I've completed three patrols and am on a fourth. The cruiser is an optimal surface warship for a SH4 career. She's fast and maneuverable enough to outrun battlegroups that pose a threat and is heavier than a destroyer. Her guns can reach a target at 14,000 yards easily (though you lose some accuracy), which is a pretty big plus as a tin can's guns can reach up to about 8,000 yards. The catch to using a cruiser is hitting hard and staying out of range. If you let all the escorts swarm in within range, you'd best turn tail and run. You have a couple of options... either knock out all the escorts before they get to you, or knock out a merchant before they come within range... run... and go at it again to take out another merchant. One of the plusses of using the cruiser is its anti-aircraft capability. You really don't have to fear aircraft at all... on a sub with one or two AA guns you had to worry... but with over 16 AA guns? Anything that is dumb enough to come within range will go up in smoke in a matter of seconds... its a good ship to use if you want to rack up some plane kills. If you like steaming in fast, hitting hard, and making a lot of smoke and noise... the cruiser is a perfect fit! |
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#5 | |
Seaman
![]() Join Date: Apr 2009
Posts: 37
Downloads: 133
Uploads: 0
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If you dont mind me asking, can you please tell me where I can get driveble USS Atlanta? One of thread I found on driveable Atlanta, an author of that thread removed the link to download USS Atlanta for some reason? Same thing applies to several other thread. So if you could tell me where to get these driveable ships, these will be truly appericated. Thanks! Chaoic out... |
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#6 | |
Sailor man
![]() Join Date: Feb 2009
Location: The Virginia Military Institute
Posts: 47
Downloads: 14
Uploads: 0
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Here is the list of Cleveland Class Cruisers, so you can research the ship you want to command and in turn send the request to the Kill Flag Mod Team. http://en.wikipedia.org/wiki/Cleveland_class_cruiser Finally, here is the file itself: http://www.subsim.com/radioroom/down...do=file&id=712 To change the name of your cruiser to the ship you want, go to: My Documents/SH4/data/cfg/SaveGames/00000000/ Open the following files: ActiveUserPlayerUnits and CareerTrack Once you open the files, you will be able to find the lines containing your ship's name rather easily. The lines are near the top. If you can't find "00000000", then look for the folder with a bunch of zeroes and a number at the end. If you have multiple folders then look at the ActiveUserPlayerUnits and CareerTrack files and make sure that they are the correct ones. You will see in the Type line "Light Cruiser". Hope that helps! |
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#7 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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May I ask where you got that cruiser?
I may be interested in bringing it to 1.5 for TSWSM! if thats okay with the maker of it. |
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#8 | ||
Seaman
![]() Join Date: Apr 2009
Posts: 37
Downloads: 133
Uploads: 0
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![]() Chaoic out... |
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#9 |
Bilge Rat
![]() Join Date: Apr 2009
Posts: 1
Downloads: 3
Uploads: 0
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All ships work for me i tested all of them now and the only problem for me was that the cannons where missing on one of the ships sometimes, But still Great Fun!
Last edited by Lolich; 04-20-09 at 05:35 PM. |
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#10 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
Downloads: 15
Uploads: 0
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I tried out hte montana... it has too much armour i think. I went toe to toe with 2 BB's and 2 CA's and came out... well untouched. 2 crew were wounded 1% (so they had 99% left) and my gun was damaged the tiniest bit. dispite taking hundreds of hits. I dont think this is even possible. Plus your crew refuses to fire at anything over 5000m away.
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#11 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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Displacement:65,000 tons (standard);[1] 70,965 tons (full load)[2][3][4]Length:920 ft 6 in (280.6 m)[2]Beam:121 ft 0 in (36.9 m)[2]Draft:36 ft 1 in (11.0 m)[2]Propulsion:8 Babcock & Wilcox 2-drum express type boilers powering 4 sets of Westinghouse geared steam turbines 4 × 43,000 hp (128 MW)[2]Speed:28 knot (52 km/h) maximum[5][2]Range:15,000 nmi at 15 knots (28 km/h)[1]Complement:Standard: 2,355[2] Flagship: 2,789[2]Armament:12 × 16 in (406 mm) 50 cal. Mark 7 guns[2] 20 × 5 in (127 mm) 54 cal. Mark 16 guns[2] 10–40 × Bofors 40 mm anti-aircraft gun[2] 56 × Oerlikon 20 mm anti-aircraft gun[2]Armor:Side belt: 16.1 in tapering to 10.2 in on 1 in STS plate inclined 19 degrees Lower side belt: 7.2 in tapered to 1 in inclined 10 degrees[1] Bulkheads: 18 in forward, 15.25 in aft[1] Barbettes: 21.3 in, 18 in (aft)[1] Turrets: up to 22.5 in Decks: up to 6 inAircraft carried:3–4 × Vought OS2U Kingfisher/Curtiss SC SeahawkAviation facilities:Two aft catapults for launch of seaplanes[3]Notes:Last battleship class designed for the United States Navy The turrets would have had 22.5 inches of armor! Thats obscene! ![]()
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#12 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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I've noticed this too. Its not limited to just the Montana though, got the same problem on the Iowa and Cleveland. I might look into this a bit and see if I can figure it out.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#13 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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Stock settings to open fire from memory I belive are player AI 5000m and enemy AI 6000m.
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#14 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
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Had the Navy built them they likely would take little damage from anything but torps bombs and yamato main guns. The damage model is not very good. I will fix it when the new S3D is released.
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http://www.gamefront.com/files/user/jmardlin |
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#15 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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Data/Cfg folder. CrewAi.cfg controls your ship: [CrewAI] ; Weapons. Cannon range 1=1000 ;[m] close range limit Cannon range 2=3000 ;[m] medium range limit Cannon range 3=5000 ;[m] long range limit AA guns range 1=500 ;[m] close range limit AA guns range 2=1000 ;[m] medium range limit AA guns range 3=1500 ;[m] long range limit ;selection Cannon Selection Range=8000 ;[m] max range to contact AAGuns Selection Range=2000 ;[m] max range to contact Recomended Torpedo Range=2000 ;[m] max range to contact Recomended Deck Guns Range=2000 ;[m] max range to contact --------------------------------------------------------------- Sim.cfg controls the Surface AI of ther rest. ;AI surface ships sensors cfg file [Mech] Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 [AI Cannons] Max error angle=3 ;[deg] Max fire range=6000 ;[m] Max fire wait=12 ;[s] [AI AA guns] Max error angle=5 ;[deg] Max fire range=1500 ;[m] Max fire wait=7 ;[s] ------------------------------------------------------- The sim.cfg also controls sensors but I only listed the part for the guns.
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