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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
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I must mention... don't look at your crew on the cleavland... you'll hurl, you'll see things man was never meant to see....
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#17 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
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The Iowa is not mine it is a modified version of the one Peabody made. Thank you for testing the Montana though it is appreciated.
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http://www.gamefront.com/files/user/jmardlin |
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#18 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
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Is there anyway to make playing the cleavland mod and playing my USS Gudgeon easier than just swappin out all the files and what not? I'm afraid all this swapping and i'll screw up one of these days and leave some clevland files in i'm not supposed to or something....
NOW I'M A WILD NIGHT IN BANGKOK?!! AWW WHAT THE HELL ![]()
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#19 | ||
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#20 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
Downloads: 15
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Well I'm a planesman now, so I hope you bugger's got your laughs in, because I think I'm out of the rain for now...
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#21 |
Ocean Warrior
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Location: Between test depth and periscope depth
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Aye, I think you're in the clear now. But it was good laugh...until I get there.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#22 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
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Well you ARE a seaman....
![]() ![]() Anyway would this mod work with that JSME thing?> what does that thing do exactly?
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#23 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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Yep I'm a seamen again, although I suspect it won't be for a as long as the last time. And yes it will work with JSGME. What JSGME does is it's a mod enabler/disabler. So instead of going into your Silent Hunter folder and manually copy pasting to activate whatever mod, this will do it for you with a touch of a button bascially. And disabling is just as easy as it makes backups of the files changed when you disable the mod you were playing.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#24 |
Bilge Rat
![]() Join Date: Apr 2009
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All ships work for me i tested all of them now and the only problem for me was that the cannons where missing on one of the ships sometimes, But still Great Fun!
Last edited by Lolich; 04-20-09 at 05:35 PM. |
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#25 |
Engineer
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Location: North of Malta, shadowing your pretty little C3 Cargo!
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I tried out hte montana... it has too much armour i think. I went toe to toe with 2 BB's and 2 CA's and came out... well untouched. 2 crew were wounded 1% (so they had 99% left) and my gun was damaged the tiniest bit. dispite taking hundreds of hits. I dont think this is even possible. Plus your crew refuses to fire at anything over 5000m away.
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#26 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
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Displacement:65,000 tons (standard);[1] 70,965 tons (full load)[2][3][4]Length:920 ft 6 in (280.6 m)[2]Beam:121 ft 0 in (36.9 m)[2]Draft:36 ft 1 in (11.0 m)[2]Propulsion:8 Babcock & Wilcox 2-drum express type boilers powering 4 sets of Westinghouse geared steam turbines 4 × 43,000 hp (128 MW)[2]Speed:28 knot (52 km/h) maximum[5][2]Range:15,000 nmi at 15 knots (28 km/h)[1]Complement:Standard: 2,355[2] Flagship: 2,789[2]Armament:12 × 16 in (406 mm) 50 cal. Mark 7 guns[2] 20 × 5 in (127 mm) 54 cal. Mark 16 guns[2] 10–40 × Bofors 40 mm anti-aircraft gun[2] 56 × Oerlikon 20 mm anti-aircraft gun[2]Armor:Side belt: 16.1 in tapering to 10.2 in on 1 in STS plate inclined 19 degrees Lower side belt: 7.2 in tapered to 1 in inclined 10 degrees[1] Bulkheads: 18 in forward, 15.25 in aft[1] Barbettes: 21.3 in, 18 in (aft)[1] Turrets: up to 22.5 in Decks: up to 6 inAircraft carried:3–4 × Vought OS2U Kingfisher/Curtiss SC SeahawkAviation facilities:Two aft catapults for launch of seaplanes[3]Notes:Last battleship class designed for the United States Navy The turrets would have had 22.5 inches of armor! Thats obscene! ![]()
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#27 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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I've noticed this too. Its not limited to just the Montana though, got the same problem on the Iowa and Cleveland. I might look into this a bit and see if I can figure it out.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#28 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
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Downloads: 39
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Stock settings to open fire from memory I belive are player AI 5000m and enemy AI 6000m.
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#29 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
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Had the Navy built them they likely would take little damage from anything but torps bombs and yamato main guns. The damage model is not very good. I will fix it when the new S3D is released.
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http://www.gamefront.com/files/user/jmardlin |
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#30 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
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Data/Cfg folder. CrewAi.cfg controls your ship: [CrewAI] ; Weapons. Cannon range 1=1000 ;[m] close range limit Cannon range 2=3000 ;[m] medium range limit Cannon range 3=5000 ;[m] long range limit AA guns range 1=500 ;[m] close range limit AA guns range 2=1000 ;[m] medium range limit AA guns range 3=1500 ;[m] long range limit ;selection Cannon Selection Range=8000 ;[m] max range to contact AAGuns Selection Range=2000 ;[m] max range to contact Recomended Torpedo Range=2000 ;[m] max range to contact Recomended Deck Guns Range=2000 ;[m] max range to contact --------------------------------------------------------------- Sim.cfg controls the Surface AI of ther rest. ;AI surface ships sensors cfg file [Mech] Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 [AI Cannons] Max error angle=3 ;[deg] Max fire range=6000 ;[m] Max fire wait=12 ;[s] [AI AA guns] Max error angle=5 ;[deg] Max fire range=1500 ;[m] Max fire wait=7 ;[s] ------------------------------------------------------- The sim.cfg also controls sensors but I only listed the part for the guns.
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