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Old 08-31-08, 03:51 PM   #1
peabody
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Quote:
Originally Posted by WEBSTER
first time i got around to trying a playable ship


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.
Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean. edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Edit: if you are talking about the range finder on the gun itself, it is there, mouse wheel.

As for the playable turret. The turret is a 'deckgun' and only one is playable. If you select the AA next to it, you will have two buttons to select. One starboard, one port. Both the same type of gun Twin 20mm but different sides of the ship.

@MrBeast: Thanks for the info.
@Ivank and Nokia. Thank you hope you enjoy it.

I wish I knew more about doing damage on these things but unfortunately I don't.
Peabody
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Last edited by peabody; 08-31-08 at 04:45 PM.
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Old 08-31-08, 04:22 PM   #2
UrPeaceKeeper
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Talk to Rucco, did you ever find the issue with using these in the Campaign? Right now the Iowa is resigned to "war patrols" and missions which is kinda lame :P I want to unrealistically start off with the USS Iowa in 1941 This could be fun provided it could be used in the campaign.....
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Old 06-27-09, 03:05 AM   #3
0167
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Quote:
Originally Posted by UrPeaceKeeper View Post
I want to unrealistically start off with the USS Iowa in 1941 This could be fun provided it could be used in the campaign.....
unrealistic is understatement, alternate history is more apporite :p
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Old 06-28-09, 09:04 AM   #4
spike12
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Thanx for re-releasing the brooklyn,I used her for a couple of war patrols,and I noticed a couple of things that might need work on when you get the chance;
1. The TBT isn't working
2.Although she has radar,It cannot be turned on
But other than those,she works perfectly,that's all.
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Old 06-28-09, 12:38 PM   #5
peabody
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Quote:
Originally Posted by spike12 View Post
Thanx for re-releasing the brooklyn,I used her for a couple of war patrols,and I noticed a couple of things that might need work on when you get the chance;
1. The TBT isn't working
2.Although she has radar,It cannot be turned on
But other than those,she works perfectly,that's all.
Sorry Spike12, my mistake. I must have been half asleep when I put the TBT in, I put in the TBT but not he camera view for it. The radar is something else that needs to be changed when I get time. The sub I used had the radar gear installed but not usuable at the beginning of the war, it needed to be purchased later in the game. I'll fix that when I get some time.

New link and I am also going to edit the other post to put in the new link.

http://files.filefront.com/13942381

Peabody
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Old 10-05-09, 05:17 PM   #6
SilentTEO
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Hi

I have lucky whit 2 ships of the same moder (Kongo and Fuso), and they are fantastics, but is the last une and i cant get it, because the file not exist on filefront web page ...

Anyone can make a repload of the link please?

Thank you all!!

p.s: Sorry the english
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Old 10-06-09, 12:31 PM   #7
peabody
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Quote:
Originally Posted by SilentTEO View Post
Hi

I have lucky whit 2 ships of the same moder (Kongo and Fuso), and they are fantastics, but is the last une and i cant get it, because the file not exist on filefront web page ...

Anyone can make a repload of the link please?

Thank you all!!

p.s: Sorry the english
Here is the Brooklyn:

http://www.filefront.com/14669289/USS%20Brooklyn.zi

But it is an old MOD that I didn't fix to work in Career, it will only work with Single missions.

Peabody
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Old 08-31-08, 05:08 PM   #8
Webster
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Quote:
Originally Posted by peabody
Quote:
Originally Posted by WEBSTER
first time i got around to trying a playable ship


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.
Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean. edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Peabody
yes the uzo, i use it to get range estimate for deck guns then adjust from there.

the binoculars dont show the range on its screen so its hard to judge a starting range.

the AA gun, im using 1.5 with no other mods and i only have 1 AAgun button
next to my deck gun button.

as for the mod, yes i like it a lot.

one suggestion though, simply remove all torpedos, by having zero inventory, you cant accidentally shoot one because you dont have any.

also since your using deck guns at long range you should double the zoom level on deck gun sight so its visual sight can see the ships your shooting way off on the horizon, as it is now they are barely visable to me yet im under fire from them so i think that needs to be looked at.

also what do you mean when you say "I wish I knew more about doing damage on these things but unfortunately I don't." what kind of damage? hit points and armor or ship damage modeling?
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Old 08-31-08, 06:08 PM   #9
peabody
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Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by peabody
Quote:
Originally Posted by WEBSTER
first time i got around to trying a playable ship


a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done.

how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position.
Hope you like it. As for lack of range finder, since I am a 'beginner' I don't have a clue what you mean. edit: I was just thinking, would that be the UZO or TBT? If it is I thought it was used for targeting for torpedos. If that is what you mean, it is a simple matter to add one. Didn't put it in because I need a torp tube to make the boat work, but if you fire it, your ship blows up.:rotfl:. So if that is what you are talking about, let me know, I'll make sure to add it.

Peabody
yes the uzo, i use it to get range estimate for deck guns then adjust from there.

the binoculars dont show the range on its screen so its hard to judge a starting range.

the AA gun, im using 1.5 with no other mods and i only have 1 AAgun button
next to my deck gun button.

as for the mod, yes i like it a lot.

one suggestion though, simply remove all torpedos, by having zero inventory, you cant accidentally shoot one because you dont have any.

also since your using deck guns at long range you should double the zoom level on deck gun sight so its visual sight can see the ships your shooting way off on the horizon, as it is now they are barely visable to me yet im under fire from them so i think that needs to be looked at.

also what do you mean when you say "I wish I knew more about doing damage on these things but unfortunately I don't." what kind of damage? hit points and armor or ship damage modeling?
Tried the remove all torpedos, it crashes. I had only one and I removed it and CTD. Put it back in and all is well. I am going to try something that I forgot to do, I am going to try putting a torp in the stern storage, since it won't load into the forward tubes and see if that will work.

Ok, UZO and TBT are the same thing right? No problem, like I commented, left out on purpose, but easy to put in. Wasn't thinking of using for range. I hardly ever use the deck gun on the sub so I didn't even think of it.

The deck gun zoom increase, I have never tried, so I don't know how to do it, I will look and see if I can figure it out.

The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.


Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody
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Old 08-31-08, 07:02 PM   #10
Webster
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Quote:
Originally Posted by peabody
The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.


Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody
ok so your using the blue buttons to switch AA guns, you should add that to your read me because it wasnt clear thats what you were supposed to use. i noticed that the stock game switches AA guns for you by just reclicking the AA button so maybe you just need to use a sub equipt with with 2 AA guns and you wont need the extra buttons.

as for the damage zones try PM "swdw", he is working on this: http://www.subsim.com/radioroom/showthread.php?t=131623

hes also working with rfb team so im sure you two can compare notes
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Old 08-31-08, 07:35 PM   #11
peabody
Admiral
 
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Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by peabody
The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why.


Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with.

Peabody
ok so your using the blue buttons to switch AA guns, you should add that to your read me because it wasnt clear thats what you were supposed to use. i noticed that the stock game switches AA guns for you by just reclicking the AA button so maybe you just need to use a sub equipt with with 2 AA guns and you wont need the extra buttons.

as for the damage zones try PM "swdw", he is working on this: http://www.subsim.com/radioroom/showthread.php?t=131623

hes also working with rfb team so im sure you two can compare notes
The sub does have two AA guns that's the only reason there are two buttons. I didn't add the button. I never knew about the switch with the second click but I tried it and on my sub if I'm on #2 I can go to #1 but if I click again I don't go back to #2. Or if on 1 I go to 2. But for some reason the ship will do that from #2 to #1 but not from #1 to #2. Strange.
Thanks for the info, learned something new. I'll check out that post. Thanks again.

Peabody
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Old 09-01-08, 02:58 AM   #12
Demon777
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When getting into action, the only turret that will fire shells would be the playable one, I
suppose? Others will make no fire at all, even by AI?

P.S. Great job Peabody, THANKS for a wonderful cruiser!
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Old 09-01-08, 11:18 AM   #13
peabody
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Quote:
Originally Posted by Demon777
When getting into action, the only turret that will fire shells would be the playable one, I
suppose? Others will make no fire at all, even by AI?

P.S. Great job Peabody, THANKS for a wonderful cruiser!
All the guns fire. If you get a popup screen like "Warship Spotted" select Engage. If you don't get the screen, you are probably not close enough. You can either select the deckgun and click the man the deck gun icon and fire at will icon. (same for the AA) or you can put them at Battlestations and they will man the guns, then give them the "fire at will" command. They will start firing when you are within range. If it is very foggy or raining, you may have to use the binoculars to find the ship and hit the spacebar to select it. A yellow marker will appear on your target. You may lose contact and have to repeat this in bad weather.

Make sure you do 'fire at will' for both deckguns and AA (flak) in case a plane comes over, although you usually get a screen when a plane approaches asking if you want to dive or engage.
If you get the popup the man the guns and fire at will are selected automatically so don't press them again or you will be telling them to cease fire.
All the guns including the AA work, not just the playable ones.
Just make sure you don't fire a torpedo by accidently hitting the enter button, you will blow up. I am going to try to do a fix for this so at least it doesn't hit you own ship. I may have it go ahead and fire but move it away from the ship.

Edit: one additional note. Because of the position of the guns on the side and rear, be aware of your heading so you can turn to allow all guns to be able to aim at the target. A straight in approach and the side guns can't hit the target so they don't shoot. In real life they used a technique called "cross the T" They would try to cross in front of another ship (expecially BBs) so you could bring ALL your guns to bare, but the enemy could only use the forward turrets. And even though you gave them a broadside shot, the distance to actually hit you had to be very accurate, because you are not very wide, so some zigzagging and it was hard to hit you. But in the game it doesn't seem to work very well. So I usually use a slight angle so the side guns can shoot and it is usually enough on this ship so the rear turrets can shoot too. On some playable ships the rear turrets can't turn as far forward as these do.

Thank you for your comment. Now you will like it even better with all the guns firing.

Peabody
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Last edited by peabody; 09-01-08 at 11:37 AM.
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