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Old 04-02-11, 07:26 PM   #1
stoianm
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i never played sh3... what are those boats.. some hunter kilers... but smaller?... i saw they have torpedoes
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Old 04-02-11, 07:28 PM   #2
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i never played sh3... what are those boats.. some hunter kilers... but smaller?... i saw they have torpedoes
These are very fast patrol boats. They are usually found near the coasts or a small distance from land. They have a max speed of over 40+ knots. Very hard to shoot at. They have 3 guns on them that will shred your uboat to nothing in no time. They do not fire torpedoes or DCs but they will call in re-inforcements to do their dirty work. They do have radar starting in '40 also. One word: Nasty!
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Old 04-02-11, 07:37 PM   #3
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Default PT Boat Armament

Will the PT boats have DC and Torpedo's in the future?
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Old 04-02-11, 07:39 PM   #4
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Will the PT boats have DC and Torpedo's in the future?
You are on the other side as i can see... you do not had enough with evil irai?... you want that 40 k speed boats to have DC and torpedoes...
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Old 04-02-11, 07:42 PM   #5
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Will the PT boats have DC and Torpedo's in the future?
Is it historically accurate for them to have DCs? If so I'll add them.

Torpedoes is on my list of things to try and make work.
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Old 04-02-11, 10:03 PM   #6
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Is it historically accurate for them to have DCs? If so I'll add them.
I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.
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Old 04-02-11, 10:06 PM   #7
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I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.
I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks
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Old 04-02-11, 11:28 PM   #8
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Big problem with WaterReflection controller and using .dat files for units:


This means no water reflections when using .dat files either I should've remembered this from my work on the sub flags
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Old 04-05-11, 06:59 AM   #9
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I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks
I use to live a short didtance from Sand Point Naval Base, in Puget Sound, Washington State, USA.
Sand Point Naval Base had several unused WWII PT boats there sitting on block last time I was there 1979.

I know these boats all had DC racks on them because I walked through 2 of them.
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Old 04-02-11, 07:41 PM   #10
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Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' . The detail is realistic as opposed to SH3 boats? anyway well done so far
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Old 04-02-11, 07:42 PM   #11
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Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' . The detail is realistic as opposed to SH3 boats? anyway well done so far
If they use .dat files then yes

My plan is to make another ship that is multi-hulled to verify they work. After that I'll try to make a Type II sub and see if it works.

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Old 04-02-11, 09:08 PM   #12
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And rec manual entries are working for new PT Boat. Can't make PT Boat cast shadows. Seems only .GR2 files are able to cast shadows. Added damage decals to it when you shell it/torpedo explodes. Water Reflection controllers added but I haven't been able to see any reflections yet. Only thing left to correct is it's wake problem.
Sent revised version to my two testers Awaiting feedback.

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Old 04-02-11, 09:40 PM   #13
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And we are able to use the new SH5Wake and FoamWave controllers with .dat files First try on adding a new wake to PT Boat. It's hard to see but it's making new waves also


EDIT:

What merchant ship from SH3 should I attempt next? It has to be able to split into two pieces (two hulls - front and back)

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Old 04-06-11, 11:27 AM   #14
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The wake looks very good.
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Old 04-10-11, 09:43 PM   #15
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Quote:
Originally Posted by TheDarkWraith View Post
If they use .dat files then yes

My plan is to make another ship that is multi-hulled to verify they work. After that I'll try to make a Type II sub and see if it works.
Doesn't SH5 already have a Type IIA Submarine. I already have Data\Submarine\NSS_Uboat2a\NSS_Uboat2a.GR2 complete. It isn't added to Career or Flotilla UPC files though.

After digging in to this Type II a bit I found it is not a complete model and I couldn't find a interior for it but maybe it can be used for Dock Fodder or AI patrols.
Porting a Type-II interior from previous SH would be a total pain and I am thinking a total waste of time for the amount of work that it would require to do it right with existing tools .that are available. HEX, it might be fun for someone.
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