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#1 |
Seaman
![]() Join Date: Jul 2007
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I found out in the data for the Zero there is actualy a total of 10 B0 Possitions on the plane. I added these to the EQP file and started to mess around with the load outs on the plane. This is what I came up with so far in trial and error while fallowing some JAP Carrier's. Right now working with the 250kg bombs
[Equipment 1] NodeName=P01 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 ;Basic Loadout values [Equipment 2] NodeName=B01 LinkName=NULL [Equipment 3] NodeName=B02 LinkName=NULL [Equipment 4] NodeName=B03 LinkName=NULL [Equipment 5] NodeName=B04 LinkName=NULL [Equipment 6] NodeName=B05 LinkName=NULL [Equipment 7] NodeName=B06 LinkName=NULL [Equipment 8] NodeName=B07 LinkName=NULL [Equipment 9] NodeName=B08 LinkName=NULL [Equipment 10] NodeName=B09 LinkName=NULL [Equipment 11] NodeName=B010 LinkName=NULL ;2x250Kg Bombs loadout definition [Equipment 12] This is the extream Right outer wing NodeName=B01 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 13] NodeName=B02 LinkName=NULL Loadout=2x500Kg Bombs [Equipment 14] NodeName=B03 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 15] NodeName=B04 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 16] This is the extream left inner wing NodeName=B05 LinkName=Bomb250Kg Loadout=2x250Kg Bombs [Equipment 17] This is the extream right inner wing NodeName=B06 LinkName=Bomb250Kg Loadout=2x250Kg Bombs [Equipment 18] NodeName=B07 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 19] NodeName=B08 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 20] NodeName=B09 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 21] This is the extream left outer wing NodeName=B010 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 22] NodeName=P01 LinkName=Pilot_Plane Loadout=2x250Kg Bombs The rest are differn't possitions inbetween the outer and inner wings because it was set up to use rockets instead of bombs. Right now using this set up I have bombs just inside of the wing guns. I havn't found any body mounts only wing mounts. So your CFG load out should look like this: [Loadout 1] Name=2x250Kg Bombs Type=2 BTW when you do this at first if you are loading from an out to sea save you will probably hear Torpedo in the water over and over again and then eventualy Torpedo Missed over and over again but once you go to port and then start a new Patrol you are good to go. It is just the games way or acknoledging the major change you made with the plane. Some strange anomaly that happens with the game. I don't know if it is saying you did it right or saying I hate you for making the change! But it's not a problem and it goes away on a new patrol. Last edited by mercury_marauder; 07-17-07 at 03:21 AM. |
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#2 |
Seaman
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Even though there is only 1 bomb possition that works on the plane and that is between the landing gear you have to list several possitions on the plane but only B01 is carrying the bomb.
[Equipment 1] NodeName=P01 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 [Equipment 2] NodeName=P02 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 ;Basic Loadout values [Equipment 3] NodeName=B01 LinkName=NULL [Equipment 4] NodeName=B02 LinkName=NULL [Equipment 5] NodeName=B03 LinkName=NULL [Equipment 6] NodeName=B04 LinkName=NULL [Equipment 7] NodeName=B05 LinkName=NULL ;1x250Kg Bombs loadout definition [Equipment 8] Between the Landing gear NodeName=B01 LinkName=Bomb250Kg Loadout=1x250Kg Bombs [Equipment 9] NodeName=B02 LinkName=NULL Loadout=1x250Kg Bombs [Equipment 10] NodeName=B03 LinkName=NULL Loadout=1x250Kg Bombs [Equipment 11] NodeName=B04 LinkName=NULL Loadout=1x250Kg Bombs [Equipment 12] NodeName=B05 LinkName=NULL Loadout=1x250Kg Bombs [Equipment 13] NodeName=P01 LinkName=Pilot_Plane Loadout=1x250Kg Bombs [Equipment 14] NodeName=P02 LinkName=Pilot_Plane Loadout=1x250Kg Bombs And it carries the bomb tail facing down So your loadout in the CFG file should look like this: [Loadout 1] Name=1x250Kg Bombs Type=2 |
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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That's cool to know. Good work!
Too bad the zero carried neither rockets nor bombs in operational use (late models did carry air to air rockets meant to break up bomber formations (white phosphorous)). It was capable of holding 2x60kg bombs, but it virtually never happened. tater |
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#4 |
Seaman
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And one for torpedo's as well first the EQP set up and there is only 4 possitions on the plane but B04 is for the Torpedo ONLY and B01, B02 and B03 are where the torpedo is carried as well but they are bomb possitions where B04 uses all 3 for a torpedo:
[Equipment 1] NodeName=P01 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 [Equipment 2] NodeName=P02 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 [Equipment 3] NodeName=P03 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 ;Basic Loadout values [Equipment 4] NodeName=B01 LinkName=NULL [Equipment 5] NodeName=B02 LinkName=NULL [Equipment 6] NodeName=B03 LinkName=NULL [Equipment 7] NodeName=B04 LinkName=NULL ;2x250Kg Bombs loadout definition [Equipment 8] NodeName=B01 LinkName=Bomb250Kg Loadout=2x250Kg Bombs [Equipment 9] NodeName=B02 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 10] NodeName=B03 LinkName=Bomb250Kg Loadout=2x250Kg Bombs [Equipment 11] NodeName=B04 LinkName=NULL Loadout=2x250Kg Bombs [Equipment 12] NodeName=P01 LinkName=Pilot_Plane Loadout=2x250Kg Bombs [Equipment 13] NodeName=P02 LinkName=Pilot_Plane Loadout=2x250Kg Bombs [Equipment 14] NodeName=P03 LinkName=Pilot_Plane Loadout=2x250Kg Bombs ;Torpedo Loadout [Equipment 15] NodeName=B01 LinkName=NULL Loadout=Torpedo [Equipment 16] NodeName=B02 LinkName=NULL Loadout=Torpedo [Equipment 17] NodeName=B03 LinkName=NULL Loadout=Torpedo [Equipment 18] NodeName=B04 LinkName=SH_Torpedo_Mk13 Loadout=Torpedo [Equipment 19] NodeName=P01 LinkName=Pilot_Plane Loadout=Torpedo [Equipment 20] NodeName=P02 LinkName=Pilot_Plane Loadout=Torpedo [Equipment 21] NodeName=P03 LinkName=Pilot_Plane Loadout=Torpedo So now for this loadout you have this listed in your CFG file: [Loadout 1] Name=2x250Kg Bombs Type=2 [Loadout 2] Name=Torpedo Type=4 So far I have found that the load out in the CFG file needs to be in the same order as you do it in the EQP file to work properly but they will choose what they want for the type of attack they are going for. For our SUBS they use the bombs but for ships they will use the torpedo. What determins how good a plane is in their attacks is what the Airbase or Carrier is set as for Crew Rating so if an Airbase and Carrier is set at Veteran level then that is what kind of planes you have to deal with and so forth for Elite and Competent and down the line. |
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#5 |
Seaman
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Loadout from other planes because each individual plane in the game has a differnt set up for load outs and possitions to use for bombs and torpedos. As I find out and experiment with more planes I will post what I have found.
BTW becarfull because in the 1.3patch the AI Visual has been seriously enhanced and planes will see you before you see them and they can now see a conning tower sticking out of the water for radar use at lets say 34feet Is anyone going to change the mini tweeker dat file on AI Sensors because the old one dosn't work now with the 1.3patch enhancments for the AI's? |
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#6 |
Seaman
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Which I use as an early war Bomber seeing it only carries 2 bombs max at a time then the Betty and then the H6K and H8K later on in the war because of the bigger pay loads of bombs. Anyways the Q1W1 only carried 2 bombs at a time under the main body between the engines and landing gear and here is the set up that works.
B01 and B02 seem to be the only working bomb holders for this plane in all the tests and retests I did over and over again. but you must still list the other points or the game will not take the changes. First the EQP file: [Equipment 1] NodeName=P01 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 [Equipment 2] NodeName=P02 LinkName=Pilot_Plane StartDate=19380101 EndDate=19451231 ;Basic Loadout values [Equipment 3] NodeName=B01 LinkName=NULL [Equipment 4] NodeName=B02 LinkName=NULL [Equipment 5] NodeName=B03 LinkName=NULL [Equipment 6] NodeName=B04 LinkName=NULL [Equipment 7] NodeName=B05 LinkName=NULL ;2x500Kg loadout definition [Equipment 8] NodeName=B01 LinkName=Bomb500Kg Loadout=2x500Kg Bombs [Equipment 9] NodeName=B02 LinkName=Bomb500Kg Loadout=2x500Kg Bombs [Equipment 10] NodeName=B03 LinkName=NULL Loadout=2x500Kg Bombs [Equipment 11] NodeName=B04 LinkName=NULL Loadout=2x500Kg Bombs [Equipment 12] NodeName=B05 LinkName=NULL Loadout=2x500Kg Bombs [Equipment 13] NodeName=P01 LinkName=Pilot_Plane Loadout=2x500Kg Bombs [Equipment 14] NodeName=P02 LinkName=Pilot_Plane Loadout=2x500Kg Bombs ;2xDepth Charge loadout definition [Equipment 15] NodeName=B01 LinkName=AirDepthCharge Loadout=2xDepth Charge [Equipment 16] NodeName=B02 LinkName=AirDepthCharge Loadout=2xDepth Charge [Equipment 17] NodeName=B03 LinkName=NULL Loadout=2xDepth Charge [Equipment 18] NodeName=B04 LinkName=NULL Loadout=2xDepth Charge [Equipment 19] NodeName=B05 LinkName=NULL Loadout=2xDepth Charge [Equipment 20] NodeName=P01 LinkName=Pilot_Plane Loadout=2xDepth Charge [Equipment 21] NodeName=P02 LinkName=Pilot_Plane Loadout=2xDepth Charge Now the CFG file: [Loadout 1] Name=2x500Kg Bombs Type=3 [Loadout 2] Name=2xDepth Charge Type=5 The reason why I went with the 500kg bombs is because it only carries 2 bombs in the first place and would rather use the lighter bombs for the Zero's and Kates and Vals. I also do the Depth Charges because a Plane is more likly to help attack when destroyers pick up your boat under water and the depth charges from the planes run deep so watch out! It will be a while before I get into the Betty's because I have to reach that time period of playing first so that's it for now on what I have found for the planes. |
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#7 |
Navy Seal
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Except the Q1W1 couldn't carry 2x500 in RL.
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#8 |
Seaman
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I just figured a ballance between bombers and the smaller planes was good for my game.
But the main thing I wanted to figure out was exactly what was the proper loadout workings for the planes because nothing ever seemed to look right or work right on them in the past. Now anyone can just copy and paste this to their EQP file and change the loadout to their likings and it will work. I now have the 100kg bombs on the Zero but I didn't want to try messing with that until I knew the 250kg and 500kg bombs were working and the planes used them and they looked right on the planes. So first I worked with what they were originaly set up for and went from there. It took me the better part of 8 hours of loading the game over and over again after I made a change to the planes then checking it to see if it was right or would work. Then for the Q1W1 I forgot I had to change the entrance date and had to start my first patrol all over again because you can only change entrance dates of planes and ships while in port. But it was fun trying to make it all work and learned some great techniques in trying to dodge the Elite planes to see if the bomb loadouts were working. |
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#9 |
Seaman
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#10 |
Planesman
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I believe Leovampire has already done some work along these lines, and released a mod for it -- you might want to take a look:
[REL] Better IJNAF Bomb Loads http://www.subsim.com/radioroom/showthread.php?t=115803 I was using that mod for a bit just before 1.3 was released, but I admittedly didn't have too many run-ins with aircraft to get a good idea of the changes made. I also haven't re-installed it since 1.3 as I haven't checked to see whether it'll be compatible, yet. nomad_delta |
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#11 |
Seaman
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Some of the bomb postions changed and that is why I started to do this but I think it was Tater that did the MOD.
But all the planes you see here with working bombs are using either 250kg bombs or 500kg bombs but as soon as I change them to 100kg bombs they no longer carry anything at all. So the lightest bomb that can be used in the game is the 250kg bomb. And the planes will not attack unless they have a bomb load of some type. |
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