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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#331 | |
Canadian Wolf
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RDP |
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#332 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, I can solve the reef problem, but only by making the nets shallow enough for ships (and therefore submarines) to pass over. I'll take a look and try to make sure that stuff passes away from the atolls as quickly as possible (I do this, actutally, I want them to dash out, then ZZ).
I'd love it if someone figures out how to mode ocean depth. |
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#333 |
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
Uploads: 0
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Dare I say it, but maybe the sub nets as reefs is just not a workable idea at the moment? (I'll admit to being biased against that idea, though; they just look odd in the extrnal views . . .)
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#334 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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What's an external view?
![]() Right now the choice is nets, or nothing. Nothing means you might as well delete truk, IMO. If you don;t like the way they look in external view, don't get so close, no real sub would have. Sneaking in also didn't happen in RL. To the extent it's even possible I need to add more mines and elite escorts, lol. tater |
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#335 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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I can have a look at the nodes on some ships this weekend if you like..
I successfully managed to add two Y-guns to the stern of the Asashio, but I lost the file.. during the process I discovered that ONE Y-gun does not fire 2 DCs to each side, it actually fires 2 to port, or starboard and you have to add another facing the opposite direction to get a symetrical pattern.. |
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#336 |
Watch
![]() Join Date: Jun 2005
Location: Frankfurt/Germany
Posts: 16
Downloads: 34
Uploads: 0
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tatar, probably you have thought about it, as long as your working on the reef problem:
In SH3 some clever modders inplemented the Kiel Canal connecting northsea and baltic sea. If I remeber right the depth was determined by the color of the map. I don't know if this will work in SH4, just an idea.... Good Hunting! Maverick aka Iconoclast |
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#337 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I messed with that a little, but the image I saw didn't look like the map exatly, so it's very hard to calibrate. Also, the file claimed to be one size, yet when opened in PS, it was a different size altogether.
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#338 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
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Tater,
I say the nets for reefs at Truk are fine even if they do look a little wierd (although I disable external view). A ship going on a net is pretty much the same as running aground IMO. But go ahead and add those elites! ![]() Jace11, Anything you can do to help augment some smaller escort vessels would earn you a bottle of Boones Farm. If you could actually create a Kaikoban Class you'd get a bottle of Johnnie Walker (Red Label). Thanks for all your work guys! Cheers! Peto |
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#339 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I've been kind of waiting for the new 3d modding tool to come along to retry.
I have messed with trying to make some alternate ships with just the eqp files already (done in the "bungo pete" fashion of making up a new ship, but having the cfg point at the 3d model of a ship that exists). Of particular concern was trying to get some to have DCs. The US Armed Trawler is supposed to have DCs. No dice. I tried DC rack, even throwers. I was able to make her have all japanese crew and guns easily, however. You may see her as a gunboat at least. I can put guns on the minelayer, so that will get posted soon. We have no double open mount 5" guns, gotta see what looks best. I had a go on a few others, but they are so close using this technique that it doesn't seem worth it. A minekaze minus a gun and a TT mount, that sort of thing. Small payoff for the effort (and possible system drain with more ships?). A modded SC or MS might do well I guess. I tried at some length to remove the greek flag from the german AMC. It would be interesting for the japanese. I reskinned it (the flag is in the skin file). No dice. I changed the greek flags in the game to meatballs (both normal and low res) no dice. Another useful mod would be to add a DC rack to a PT boat, though it'd be nice to delete the torpedo tubes. Haven't messed with that yet, I forgot about it. |
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#340 |
Loader
![]() Join Date: Mar 2006
Location: Houston, TX
Posts: 89
Downloads: 34
Uploads: 0
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tater,
Are there any german ships in your campaign layers? Not sure how many were actually in the pacific. I know there was few u-boats. Just curious. |
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#341 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Not yet. They would be special cases. I was thinking of making some MAGIC missions around them when I get to that.
Last edited by tater; 10-01-07 at 02:51 PM. |
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#342 | |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Exactly how do you go about getting the mission to "point to the old models"? I've had the exact same problem, (CTD's on loading) ,with those two missions (Balikapan and Tokai-Saipan) and would preffer to not unload your mod to get them to play OK. Thanks for the info. Cheers! |
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#343 |
Swabbie
![]() Join Date: May 2007
Posts: 8
Downloads: 13
Uploads: 0
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I'm wondering about what intelligence the allies had on Japanese shipping routes.
When I was using the stock campaign layer I could use the paper map that came with the game to find the shipping routes, and that way increase probability of contacts. However, tater's campaign layer seems to be using different routes (at least I'm having no luck in the places I used to, and judging from the .mis files, there's quite a few more routes in there), and I'm wondering about what you think about creating new maps displaying the (larger) shipping routes. |
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#344 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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intel should manifest itself as higher probability of contact reports..
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#345 | |
Swabbie
![]() Join Date: May 2007
Posts: 8
Downloads: 13
Uploads: 0
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However, irl, i think that it was someones job somewhere to correlate all contact reports, and what have you, and not something each captain had to do on his own (and start over on each patrol, since the markings dissapear). Also, in real life, there would have been intel on which ports were connected to oil pipelines, and other resources, and which Japanese harbors were receiving the shipments, and likely routes between those ports. |
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