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Old 02-08-12, 05:19 PM   #1
Karle94
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Default [WIP] New Orleans class

Since there has been some interest in playable heavy cruisers, I have decided to make some. The first is the New Orleans class. These were some tough ships as two of them survived the forward magazine detonating after being hit by the Long Lance.

I haven´t made the wartime refit yet, perhaps in the future. She comes with the 8"/55 caliber Mark 15 guns. These were mounted on the last pair of the New Orleans as well as the Wichita, Baltimore and Oregon City class. She also comes with the SG surface search radar and SK air search radar. Unlike my previous ships these won´t have independently operated barrels. All three act as one unit, like stock ships.

I am currently testing the ship and will post any results in the foresseable future. In the meantime, here`s some pictures so you know what to expect.

Management screen:




In-game:
With the same guns as the Northampton, the 8"/55 Mark 14.




Modified the stock 5"/25 and made a new AA gun of it


With the 8"/55 Mark 15 that´s going to be included in the game


SG (lower radar) and SK (upper radar)
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Old 02-09-12, 05:25 PM   #2
Karle94
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Just gave her a spin at Samar. Here are the results:





















It was definetly a Kongo that pu the last nail in the Minneapolis´ coffin. That hole is too huge for any cruiser and destroyers.

The ship will hold her own against anything the size of a heavy cruiser and smaller.





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Old 02-09-12, 06:58 PM   #3
iambecomelife
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Very nice. These are some of my favorite WWII American cruisers, even though three were sunk in one battle.

I think I have a profile drawing of the class that you can use for the damage control screen - let me know if you want one.
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Old 02-10-12, 06:14 AM   #4
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lmao looks awsome Karle. Deffently giong for a spin in your ships when done fidling with the Furusaka testbed.

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Old 02-18-12, 09:52 AM   #5
iowa101
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Your pretty good, I like the model, very nice indeed
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Old 02-18-12, 12:44 PM   #6
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Awesome, great pix.
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Old 02-18-12, 02:38 PM   #7
USS Drum
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Karle94, are you ever going to finish this ship?
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Old 02-18-12, 03:54 PM   #8
miguelmmag
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and will you finish the HMS Hood?
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Old 02-18-12, 04:02 PM   #9
Karle94
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No and yes.
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Old 02-18-12, 07:08 PM   #10
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Ahhhhhhhhh, I wanted to kill Yamato with that ship.
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Old 04-12-12, 12:43 PM   #11
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Quote:
Originally Posted by Karle94 View Post
No and yes.
Looks great mate any idea when Hood will be ready
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Old 04-06-12, 01:00 AM   #12
Wisq
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Been looking forward to this for some weeks now; great to see it's been released!

Quick question while I get SH4 reinstalled, since I've never used a surface boat mod before: Will the campaign still make sense for a surface boat, or will it break and I'll have to ignore it?

I remember from stock SH4, there were a bunch of missions like "sneak into this harbour and do some recon" or whatnot, which obviously aren't going to work for a surface ship. And I don't particularly remember having the ability to decline a mission, either.

Are there campaign mods that eliminate the stealth-style missions?
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Old 04-06-12, 07:09 AM   #13
Karle94
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Quote:
Originally Posted by Wisq View Post
Been looking forward to this for some weeks now; great to see it's been released!

Quick question while I get SH4 reinstalled, since I've never used a surface boat mod before: Will the campaign still make sense for a surface boat, or will it break and I'll have to ignore it?

I remember from stock SH4, there were a bunch of missions like "sneak into this harbour and do some recon" or whatnot, which obviously aren't going to work for a surface ship. And I don't particularly remember having the ability to decline a mission, either.

Are there campaign mods that eliminate the stealth-style missions?
I don`t know. Every mission is chosen at random. No one knows what mission is next.
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Old 04-07-12, 08:22 AM   #14
Wisq
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Just did a patrol with the New Orleans last night. Fun stuff!

The anti-aircraft fire is really impressive to watch. And it's awesome to strike fear in enemy ships and aircraft rather than vice versa for once.

One thing I noticed is that I seemed to be almost invincible against normal ships. I stumbled across a huge convoy, about a dozen warships and two dozen merchants. They had one heavy cruiser, and five destroyers. I could see the cargo ships all nicely lined up on radar, and a huge circle of escorts around them, and figured I would get my ass kicked, so I went in slowly and carefully at first.

After realising I seemed to be pretty much impervious to their fire, I waded on in and started blowing them all to bits. I had machine gun fire from almost every merchant, shelling from the destroyers and heavy cruiser ... no damage. A destroyer came up and rammed me, which made him capsize and sink ... no damage.

The result:



There was even one destroyer that managed to sneak up and ram my backside and actually got his bow stuck in my stern. I was towing him around while he shot me at point blank range. Once I destroyed the rest of the ships and still hadn't been able to dislodge him, I figured I would just tow him to a friendly base and let them blow him up. But as I was starting to head off, we broke the connection and I sank him.

Only two things seemed capable of damaging me:

One, enemy planes. I took 2 hull damage from an attack at one point, because I waited too long to let the AA guns fire to conserve ammo.

Two, a rather weird incident in which a ship managed to get in my way so badly that I was ramming his broadside, and I fired main guns at him while ramming him, and he blew up while under my bow, and I guess the explosion (or hitting his wreckage?) was enough to actually sink me within seconds. (I reloaded and tried hitting the convoy again, this time in daylight so I could see and avoid better.)

Total for that patrol: 28 merchants (only 3 or 4 not from the convoy), 13 warships, 174023 tonnage. Yow!

(TMO + RSRDC + New Orleans pre-refit, no other mods, first patrol of a 1941 campaign)

Edit: Oh, and a small handful of sound issues: 1. no sound for the deck guns firing (AA sounds awesome though); 2. missing some TMO sounds (like when I call for battlestations, it's silent); 3. there's an alarm (5 pulses) that seems to go off when I get hit (cool!), but it never stops going off. Apparently my crew gets pretty shaken up by being shot at, and refuses to turn the alarm off even like a month later.

Edit: Deck gun sounds fixed by installing your gun sounds & muzzle flash mod.

Edit: Hmm, can't replenish the AA ammo at ports once it's empty. That is, the ammo on the user-fireable AA guns; I dunno about the AI ones. The deck gun refills just fine.

Last edited by Wisq; 04-07-12 at 02:44 PM.
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Old 04-07-12, 08:27 PM   #15
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Quote:
There was even one destroyer that managed to sneak up and ram my backside and actually got his bow stuck in my stern.... a ship managed to get in my way so badly that I was ramming his broadside, and I fired main guns at him while ramming him, and he blew up while under my bow, and I guess the explosion was enough to actually sink me within seconds. ..
My advice: Read it. Learn it. Live it.



Seriously though, I take it that this is viewed as a glitch in the shell damage parameters and not an aspect of the mod you're happy with. The San Francisco (CA-38) did take something like 45 hits and a Torpedo Bomber crash at Guadalcanal but her survival and eventual return to service are among the great stories in Nautical history.

As the old saying goes:

"God looks after little children, the town drunk, the villiage idiot and the US Navy."
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