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#31 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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If you check the Furutaka it has Forecastle and Bridge. I did change that, and I did add some men, but I did not put the extra compartment in. Like I stated that was a lot of numbering and I thought you might need a ship to work with to do other things. So I just did it quickly so you could use it.
I noticed one thing on Karle's post. It looks like he has a widescreen monitor if that is not a cropped image. I do not, so if I had too many men or compartments they do not fit and the compartments start to overlap and look terrible. That may be why it looks 'empty' to you if you have a widescreen. Possible ??? On the image what does the Japanese say? Peabody
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#32 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
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#33 |
Admiral
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Thanks, I thought it looked like you did. I was going to get one, but I wanted to look at it before I bought it, and there is no store close that carries any that are any good.
I don't mind mailordering some stuff but a monitor is a gamble. Peabody
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#34 |
The Old Man
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How big are you going for? I have a 24" BenQ G2450.
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#35 |
Medic
![]() Join Date: Jul 2008
Location: Denmark
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Abit of topic, but the ship are in
![]() (trying to get my external harddrive to work with me to get the screenshots, but i just have to tell the story) Because of the tweaks im working on im running a test mission that is based on my campaign. My beta tester have been grantet to add some bits n pieces so the map or ships are realy never the same. Today i fired up the Furusaka, testing some damegde zones and the dials. I sail to the normal test area and shoot abit on the static ships there. Doing this i get attacked by carrier bourne planes, i set heading towards the course they came from and i get radar contact. After some nervous scouting i find it to be a friendly taskforce consisting of Fuso and Kongo and some escorts. Our of boredum i simply set heading and speed to mach theres and follow them. They do get engaged by allied planes, but its not monster attacks, and even the Furusaka claims a few airkills. Night comes, around 0113 i get more blips from radar the taskforce starboard screen begins to zig zag, but no realy visible enemy. General quorters, to the UZO scout the horizon. Nothing. Now the inner screen begins to zig zag and the 2 destroyers to the outmost starboard begins to turn and speed up. I floow them closely, but now rain and clouds are making it hard. I begin to fear the "fog bomb" the situation where you kinda rams the enemy but cant see them. I go down the lists. Crew is ok, weapons ready all man on the ship are prepared. Not the Inner line with me begins to zig zag. I just go abit down in speed and stay on course, following them. Port side outer and inner screen begins to zig zag, something is deffently going on, but no sign on any enemy activity. I have to admit that this second i could give a damn about the Furusaka and dreamed my way to the ship passing me, right there not 150m away on port side Takao came steaming, close followed by the maya. No matter what i like cruiser power changed heading and followed those two. The came up along side the Fuso and Kongo and stayed there like angry dogs protecting there owners. Manual check of radar and there was alot of blips, my radar guy had desided to drink Sake and stop giving me notices, so there i was jumping between radar station and the bridge/UZO. Im beginning to feel abit scared. All this fleet activity but no sound other than the rain and the waves and the massive ammount of horsepower being pounded out to the propellars of the taskforce. Atleast the ship are responcive, and i know she can put up a fight if needed. Taksfoce changes course, keep zig zagging Destroyers leave and come back, but nothing feels calm, the intence feel of battle clouded everything. Beginning to get more ship sightet reports. Go to the bridge and to my fear the weather have turned to the worse. I can barely se the maya 500, infront of me and simply have to go to the radar fall back abit and follow the takforce from there. Ship makes a monster shake a huge impact, reports of damedge comes in and looking at the damedge screen i can se that the forward deck took a gigantic hit. I jump up to bridge and can hear gunfire all over. Water from shells spray the Furusaka and infront of me i se the maya explode in a huge fireball. In the UZO i scan 360, all i se are grey hulls, cannonfire and impacts. Report come in enemy ship sightet. I just tell all guns to fire away, in this weather i cant say what are what. I follow the barrals of the guns and try to maintain a broadside towards the enemy ship. More enemy ship reports come in, now the fight have turned gigantic. I can se when the battleships fire the main guns, but there are way more battleship cannons going of than we have with us. Mogami race to portside right infront of us i have to evade to avoid hitting it hes firering away but are getting hammared big time, i sail away from the incomming fire on him to avoid running into the allied ship shooting. I get a visual on a ship to my NNW, its big, but cant say if its friend or foe. My gunners make the choise for me. I target, dial in torpedoes and fire them, now im getting hit again, i evade with a starboard turn and then i realice what i just have done. I have put my broadside at 500-600m to the broadside of a texas class BB, he notice and he fire. I look at the muzzle flames and know this is it. The Furusaka shakes cant even say how many times i get damedge reports, within 3 seconds im at external looking at the Furusaka explode and sink. I didnt get to sink any ships, but i had awsome fun. Just realy hate that i dont know how the outcome of that battle was. But from my bridge and what i saw, IJN was the loosers. This is why i love surface ships. You cant duck and hide, you have to face the enemy and try to outsmart him ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#36 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
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#37 |
Medic
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Location: Denmark
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The same as Engish text below
![]() ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#38 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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OH
![]() As your Admiral we have a few things to discuss: 1. I give you a brand new ship from Mitsubisi shipyards in Nagasaki and you go out and sink it. We have your next boat ready. ![]() 2. Why are you here? The honorable thing to do would be to go down with your ship. You have disgraced yourself and your family. 3. You said,"you have to face the enemy and try to outsmart him", so how did that work for you? ![]() Cool story though. But it does bring up an idea that I had when I built my first ships, LOOOOOOG Ago. I had an idea to place a task force or convoy outside the harbor for each mission (some large some small) but basically someone else to sail with and/or escort. And of course sail to a location where there will be trouble waiting. Maybe Karle has already had the following idea. Since you can not make the ship follow you, you have to follow them, BUT here is the idea that I had. I wonder what the impact would be to clone a few AI ships, for example the Maya Heavy cruiser. Make a second copy to be used in Random Generated group but make it a DD. You would not know that it was made a DD because you would never see that information on a non-playable ship, and a friendly that you never sink. BUT what this would do is allow you to make a random group and position the Maya as an escort, which would mean if you were attacked, it would do what the DDs do and follow you into battle. (Maybe, needs to be tested, they may only go after subs) Well, they actually would not follow you they would attack on their own and help you fight. In a normal engagement your ships would sail on their waypoints and the enemy would sail off on their waypoints and the only attacking ship, unless you get real close would be the DDs. At the same time you could have some 'normal' Mayas that were NOT DDs and they would remain with the group. The reason for that is I have seen when playing as a sub that making all DDs as escorts in a enemy group can actually be an advantage(but probably not in TMO ![]() I was just wondering if making a ship a DD would have any adverse effect on the ship itself. I do not have enough knowledge of the file to know the answer to that one. Another note as you look over these ships. I did not have the time to do a lot of testing, but if you look at the CollisionableObject you will see I have set the hitpoint real high. I wanted the ship to take 'some' damage but I did not want you to get sunk every 2 minutes and have to start over. So I made it high enough if you got in trouble, you may be able to retreat and save your ship. The info that I used to decide this was simply the hitpoints from shells and torpedoes. A MK 14 torpedo has a max hitpoint value of 120 to 180. So if nothing else was damage to cause the sinking, the hull would be destroyed in about 5 or 6 torpedoes. That is assuming no other damage which of course there would be some to cause sinking. Second thing I looked at was the shells and used the New Mexico just to see what the numbers are for 16 inch shells. The give hipoint from 65 to 125 and 75 to 145 depending on HE or AP. So if you get fired on by a New Mexico it has four turrets with three shells from each turret (12 shells). Now I know am oversimplifying this but lets take the low of 65 and a high of 145 and just pick halfway--- 105 hitpoints times 12 shells (if they all hit) and that give us 1260 hitpoints to the hull. I don't think you would last long. Of course I don't know if the hitpoint count if they are lobbed and hit the deck. But even if only some of them hit it still makes hull damage 100% very quickly and game over. @ Karle, yes I was looking at moitors in the 21 to 25 inch range. Do you like the BenQ? Don't mean to change the topic here Tbear, any further discussion I can take it to a PM. Like I stated I am not being accurate using these numbers this way because it does not take into account the radius of the damage and how many hit at max value and min value or number of misses, but I think you see the point. Since it is a game, a damaged bulkhead may get repaired in time to save your ship. Hull damage there is nothing you can do about it until you return to port. Peabody
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#39 |
The Old Man
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The manufracturer doesīt really concern me. The graphic card does.
I havenīt thought about turning other ships into DDs. Have any of you ever noticed something wrong about the Brooklyn? I have always thought that something was wrong, but couldīt find out what. Until I looked her up. In game she has 4 5"/38s. In real life they had 8 5"/25s. This I will change. The "subclass" of the Brooklyn, the St. Louis class had 4 5"/38s. I am actually working on her right now. On the New Orleans I have the armor value set to 40 and the hitpoints to 4500. One broadside from a heavy cruiser casues flooding and between 5-20 in hull damage, depending on where the shells hit, and which class of heavy cruiser that hit the ship. In this case it was a Takao class at the battle of Samar. My return fire set her ablaze, but then I had to go to class and never finished the battle.
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#40 |
Grey Wolf
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i make a crazy experiment
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#41 |
Medic
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lmao. The "folow" you problem i have worked on for 1 year with no succes
But. I personaly dont think the problem is the game. I think its the editor that simply dont have that option build in. If you cant set it, the game wount alow it. I have to admit that i have been working on something, but have to look up some old files on a harddrive that are stored away. But its simple atleast the way i look at it. If you cant use it in the editor, you cant use it in the game. If you can use it in editor, it will work in game. (interesting, and something that have my attention) But the clone way you talk about, could actualy work. It all comes down to if the game accept it. I have found no file so far that tell how the game alot or not alow groups on player ship, thats the reson i think its the editor. There is no magic code line to be found. There is one who might be able to help, the lead modder of SH 5 the darkwraith, he might now how to work it out since hes the SH series einstein ![]() "note" I have send a PM to him about our problem, all we can do is se if he come calling to our cry for help" lmao I actualy have looked at the hitpoints etc, and are working in on some numbers that reprecent something along what Karle have, its an easy workaround, i post my findings here. Right now you simply take super battleship damedge, it need to come down to around battlecruiser damedge, stil tuff, but not that tough ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress Last edited by TBear; 02-09-12 at 04:44 PM. |
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#42 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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BUT the DDs will actually leave the task force or convoy and engage you. But one thing to keep in mind, the ship you are sailing is actually a sub. So the DD may be leaving the convoy to DC a sub, maybe it will not work with ships, but I think it may be worth a try. If the DDs do not leave the escort position to attack ships then maybe make a non-playable sub, I know they will attack them, I have some. Basically what I am trying to come up with is a way for you to have help when you attack other ships, to keep them away from your convoy or task force that you are protecting. I will try a little single mission and see what happens. Another thing to remember the editor is actually a reworked version of the SH3 editor, so there are some things you can do with editing using notepad that do not work in the editor but will work in the game. To comment on your other damage comment, the armor value I used is actually LESS than a Heavy Cruiser would have. What happens is it was tested using Convoys with DDS and the 5inch guns would NOT penetrate the hull so the only damage is to the superstructure (tower) which still has the stock damage model. All the added zones are weaker than what a heavy curiser would have since they are submarine zones for hitpoints and I only changed the Armor level. (time problem as usual). Peabody
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#43 |
Medic
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Location: Denmark
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I do understand. But the problem to have own task for would be to alow you to create a group from the player ship. That way they have no option but to follow you. If we can nail that thing in the editor all you need is one waypoint and all ships attached to you would simply follow. That would restrain them to stay in formation, but would deffently be a step forward.
Please try your "clone" way, everything that brings imersion is welcome ![]() On damedge, im fidling. Compairing Karles to the Takao/my maya. Changing some things, test and all over again. Real life have to take a time out and things should be tuned towards player experience. But my maya file took a pounding from a Kent CVA and 3 DD`s and stil could run away with 22 % hull damedge. Upper deck masts etc was not pretty lol...but the hull need some tuning.... Karles value number of 40 seems ok.....4500 points seems on the shallow end, right now im fooling around from 20.000 and are working my way down....for playability it needs to be high, but it also needs to be "breakable" in a more realistic way. Everything is cool and fun and i have the day of tomorow and can have more fun. Love to chat to fellow suface and IJN buffs ![]() with respect TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#44 |
The Old Man
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If the two of you look in here you can see how the New Orleans fares against overwhelmingly superior odds at the battle of Samar. http://www.subsim.com/radioroom/show...86#post1836186
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#45 |
Medic
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Location: Denmark
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Todays update
This on not just my work. Ship came with some of it(peabody), the rest have just been puzzle/tweak work(other mods and other persons work. Keltos1 admiral and others). This is how far i have got, with the help and tools provided. so far so good ![]() Only mod i have installed is TMO 2.5 then the ship, and i have not had a glitch so far... In the workshop Damedge Long lance torpedoes (corrupt file, works) Implementing Japanes equiptment names/upgrades (keltos1 japanese sub mod) Single mission "sea trials" Depart Yokosaka sail to bla bla conduct combat drills. Something like that. In progress Torpedo storage (not sure Furusaka came that way, but i have no spare torpedoes) that is fixed today ![]() Note! Ddid a test mission at night where i caught up with a convoy. I was able to launch and hit with both torpedoes before the escort when nuts. The beta damedge model did work, but the two DD`s couldnt stand up to the Furusaka. But for night attacks, the torpedoes are a great tool. Was looking around the mods, and noticed some changes to the UI and stations some have made. This gave me this idea. ![]() With the changes others have made, this should not be imposible. Another small project in the project on the sideline lmao TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress Last edited by TBear; 02-10-12 at 09:08 AM. |
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