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Old 02-06-12, 03:49 PM   #1
peabody
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Default [Rel] IJN Furutaka for Sea Trials

By Request: IJN Furutaka for German Camapign or single missions.



Works in Single missions and the Uboat Add on. Has two torpedo tubes, placed at the bow of the ship since they fire straight forward. So be careful when travelling at flank speed and firing a torpedo.

Changed the ordersbar.cfg some. Removed the periscope tabs. First tab with Captain's hat is the bridge.



1. Bridge view
2. Uzo
3. Stop watch
4. Battle Stations
5. Deckgun (main turret)
6. Flak guns
7. Damage control
8 Recognition manual
9. Select as target
10. Pick up survivors

I also added an Uzo button on the Deckgun group so you can get range to target.
removed Silent running button.

Equipment is still using German names, Medals are German except for the small version on the side of the screen.

Background music is Japanese.

Link is now working, apparently Filefront/homefront is having a problem with some uploads so I used Mediafire

http://www.mediafire.com/?pu28qoikds4a398

Filefront/gamefront is working again:
http://www.gamefront.com/files/21312800/IJNFurutaka.7z


Peabody
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Last edited by peabody; 02-08-12 at 07:28 PM.
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Old 02-06-12, 05:30 PM   #2
chrysanthos
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hey nice one i promise to you no more nagging ok? are you happy?
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Old 02-06-12, 05:34 PM   #3
chrysanthos
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oh and one more thing...i am experimenting with maya and i saw that the port side dual guns are firing on air and surface ships....wich the takao guns are not....only in air mode,,,can i change that ? and if yes you allow me?;D
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Old 02-06-12, 05:55 PM   #4
peabody
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Originally Posted by chrysanthos View Post
oh and one more thing...i am experimenting with maya and i saw that the port side dual guns are firing on air and surface ships....wich the takao guns are not....only in air mode,,,can i change that ? and if yes you allow me?;D
The Maya and Takao use different guns.
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Old 02-06-12, 06:07 PM   #5
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oh...ok furutaka is complete with damage my friend?
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Old 02-06-12, 06:59 PM   #6
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Originally Posted by chrysanthos View Post
oh...ok furutaka is complete with damage my friend?
It nees some tweaking, it is basically the same as the Takao, but I have to decide how to do it. I really should create custom zones. I don't want it to take zero damage but I don't want it to get destroyed every time you use it.

But it works and does take damage.

but for some reason that link still does not work. I do not know why, it shows in my files at filefront/gamefront but it says it is not available yet.

EDIT: Changed the d/l to mediafire, apparently some uploads are not linking properly at filefront.

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Last edited by peabody; 02-07-12 at 12:20 AM.
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Old 02-07-12, 01:30 AM   #7
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Furutaka 1935



im speechless.....

Ship is on the way to sea trials. You are amazing!

I make a bug and trial report here

aaawsooome!!!

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Old 02-07-12, 05:37 AM   #8
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Sea trials of following


Ship Class: Furutaka class heavy cruiser
Builder: Mitsubishi Shipyard, Nagasaki
Laid Down: 5 Dec 1922
Launched: 25 Feb 1925
Commissioned: 31 Mar 1926
Displacement: 9150 tons standard; 10507 tons
Full Length: 595 feet
Beam: 51 feet
Draft: 18 feet
Machinery: 4-shaft Parsons geared turbines, 12 Kampon boilers
Power Output: 102000 SHP
Speed: 34 knots
Range: 7,000nm at 14 knots
Crew: 625
Armor: 76mm belt, 36mm deck
Aircraft: 1 floatplane
Catapult: 1

----------------------------------------

Being a Takao class fanatic, what a jump. Visual the first impression is pretty good. It deffently have some apeal. Walking up the deck looking at guns and the upperdeck structure gives you a feeling that this ship can do some damedge, but also let you know that this is not a "i win" Hull for big engagements.

On the bridge she deffently dont seem as "mighty" as the Takao, but looking down the forward deck give you an impression that she is fast and manouverble. She doent look as "fat" as the takao.

She willingly responce to speed changes, and she deffently feels more manouverble than Takao, this might be a visual thing since the bridge are somewhat lower than the bridge on the Takao.

After the initial speed, turn and burn tests i set out to target area. In distance a cargo ship apeared and after sounding general qourters i told the gunners to open fire. With a broadside she feels simulare to the Takao and she sank 4 merchants between 12km to 3000m with no problem. Next in line was 2 destroyers. They steamed ahead charging like they use to, but both where sunk around 5000m out with only minor hits on us.

Damedge test. Well midway here we come. Laid course to cirkle midway speed normal and then just let her hammer out the shells. Against bigger ships she deffently lack some of the power of the Takao, she takes about the same damedge, but do feel abit weaker. If you want to live to tell storys, stay well away from anything bigger than heavy cruisers.

Status
All stations worked. AA guns worked, main gun worked, damedge worked and realy didnt have any isues. She is deffently a ship suitet for raiding and taskforce escort, and she is deffently suiteble for a campaign.(just remember no go to suply or drop missions)

What i would like.
Well kinda the same as on the Takao lol, but looking into that my self
Looked around into Keltos1`s Japanese sub folders and files (That mod bring some game changes that would be cool for these ships)

Japanese captain office. Japanese torpedoes and upgrades.

Pictures and a small movie about this great ship you have made will come soon

Tx for bringing her to us

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Old 02-07-12, 02:11 PM   #9
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Quote:
Originally Posted by TBear View Post



Status
All stations worked. AA guns worked, main gun worked, damedge worked and realy didnt have any isues. She is deffently a ship suitet for raiding and taskforce escort, and she is deffently suiteble for a campaign.(just remember no go to suply or drop missions)

What i would like.
Well kinda the same as on the Takao lol, but looking into that my self
Looked around into Keltos1`s Japanese sub folders and files (That mod bring some game changes that would be cool for these ships)

Japanese captain office. Japanese torpedoes and upgrades.

Pictures and a small movie about this great ship you have made will come soon

Tx for bringing her to us

Yes, I think I forgot to mention on this one not to do supply drops and insertions. You ask some of the "real" shipbuilders if they have a solution but I have not found one, and I do not know why. To make a ship 'playable' you basically have to make it a sub. So I don't know why the supply drop CTDs.

As for the Captains' Office I made that as part of the IJN Campaign. Unfortunately I have not finished the Campaign parially because I had to learn how to MOD (First time at this) and then ran right into a brick wall with real life.

If you look at the first post in the IJN Campaign thread you will see the office.
http://www.subsim.com/radioroom/show...t=ijn+campaign
Changed the map, flags, Submarine Aces board (As you see I put Capt Takao who made the names and ranks, and Keltos who made the subs. I then changed all German symbols on paperwork, medals box,etc to IJN. Did some research and found it was under "Imperial General Headquarters" and "Chief of the Navy".
The writing on the logbook is "Imperial Japanese Navy" per Wiki.

The medals were done by Capt Scurvy. If you look on the ship crewmanagement screen you will see the small version of the medals that will be issued to the crew when earned. He also used a combination of pics I found on the net and pics he found on the the net and made full size medals and a background award certificate.

A TON of research was given to me by Admiral Von Gerlach. He found all kinds of helpful info.

Keltos had someone that actually spoke Japanese that way going to do speech for us, but that didn't happen.

Both Keltos and I tried to get a IJN Sub on the Captain's desk, but it did a CTD. Later I tried again and got the Sen Toku on the desk (since it was one piece-tower was not separate and it worked until you returned from a mission and then it CTDed when entering port. I am thinking possible too many verticies? But just a guess. More likely I did something wrong, but it did work the first time starting the game.

As for you comment on torpedo upgrades, I deliberately took them out. The only torpedo was the Type 93 Long Lance used by ships. (Which by the way will cause problems with using surface ships and subs in the same campaign.)
Which brings me to one point, I left out a lot of stuff for IJN that is already done to keep the ships as compatible as possible. We changed a LOT of files for the Campaign so it will definitely cause problems with other MODS.

I know you asked for more compartments but it takes a while to renumber everything, and usually introduces mistakes. But it can be done. But by using the files from the Takao, I could put this out very quickly and at least have another IJN ship to work with. I know the damage model is not the best. I did not want to spend time on it until we tested and see what needs to be changed.

Anyway enjoy it.
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Old 02-07-12, 04:12 PM   #10
TBear
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About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk

When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.

What could be cool is

You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.

It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN

Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.

That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.

I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol lmao

Sir, you are the reson i keep firering up the good old SH 4

with respect

TBear

PS.

I have for a long time trying to get AI AAA gunners to MG other ships, just like a enemy surface ship do on you. So far i have failed, but have an idea its about playable guns. Have you at one time stumbled across a solution to that? having player surface ship MG enemy surface ships?

There must be some code line somewhere that could be changed.

My last attempt will be removing the playability of AA guns and simply have AI control all AA weapons and then se what the game does lol....
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Last edited by TBear; 02-07-12 at 05:01 PM.
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Old 02-07-12, 05:08 PM   #11
peabody
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Quote:
Originally Posted by TBear View Post


About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk

When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.

What could be cool is

You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.

It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN

Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.

That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.

I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol lmao

Sir, you are the reson i keep firering up the good old SH 4

with respect

TBear
In the Campaign that I was writing, I put in a lot of Task Forces. The Japanese felt that the way to win the war was to destroy our Waships and eliminate our ability to wage war against them. It never worked out for them.
They did not fight the war the way we did, we attacked their supply ships to prevent them from getting the raw materials they need.

With surface ships you would definately have your hands full.

I did the Furutaka instead of the Mogami because the Mogami has the same problem as the Kongo, it need some 3D work to create a bridge. The bridge on the Mogami is enclosed and even if you remove the windows, there is no floor or walls on the inside.
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Old 02-07-12, 05:48 PM   #12
Karle94
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Quote:
Originally Posted by TBear View Post


About the sub on the desk...realy dont have a prob with that one lol...its the overall visual, not about a small ship on a desk

When im testing ships im doing it vanilla and then only the ship. Most mods are from the allied side, so they will sometimes actualy have a negative influence if you are playing axis, so if im using mods ontop of your ships, its my own "minimegamod" that have been designed strictly for the Japanese(German) side, sailing suface ships.

What could be cool is

You could bring us the captain office, the briefings and journal GFX. Replacing the German GFX with the japanese. Im not entirely sure how it works, but browsing files it seems like abit re numbering since most of it are just backgrounds.

It should be posible including that with your ships and just have it work for vanilla 1.5 and then your ship. Bring more IJN with the IJN

Sorry if i sound "i want" like, not native english speaking, this i ask for with all the outmost respect for you and others that have worked on the Japanese campaign, if it is posible.

That is one of the resons i am one of those paitently waiting for the Japanese campaign. All i have done my self is to create a "light version" converting the German campaign into Japanese and added well alot of allied shipping places where there where none or just alitle.

I can not say how much i apriciate your work, and if you are in doubt on the next ship you might look at, well there is something somewhere about some small tiny itsy bitsy cruiser named mogami, but i might be mistaken lol lmao

Sir, you are the reson i keep firering up the good old SH 4

with respect

TBear

PS.

I have for a long time trying to get AI AAA gunners to MG other ships, just like a enemy surface ship do on you. So far i have failed, but have an idea its about playable guns. Have you at one time stumbled across a solution to that? having player surface ship MG enemy surface ships?

There must be some code line somewhere that could be changed.

My last attempt will be removing the playability of AA guns and simply have AI control all AA weapons and then se what the game does lol....
If you eleminate the playable AA guns the AI AA guns won´t shoot at anything. The playable AA guns are the ones that actually does the targeting.
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Old 02-07-12, 05:51 PM   #13
TBear
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actualy just came out of the museum, not 3 secs ago looking exactly on that. Also the problem with the Kongo, But heck if you take sucjestions...lol...

ISE early war that have 3d bridge and all

Much respect

TBear
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Old 02-07-12, 05:55 PM   #14
TBear
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Quote:
Originally Posted by Karle94 View Post
If you eleminate the playable AA guns the AI AA guns won´t shoot at anything. The playable AA guns are the ones that actually does the targeting.

yes just found out. Well it is just one of those things

Karle you know what is them problem with Takao and Furutaka with suply drops? I know i ask alot, but can you se where the bug is, i know peabody would apriciate it alot

tx in advance

TBear
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Old 02-07-12, 06:02 PM   #15
Karle94
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Quote:
Originally Posted by TBear View Post
yes just found out. Well it is just one of those things

Karle you know what is them problem with Takao and Furutaka with suply drops? I know i ask alot, but can you se where the bug is, i know peabody would apriciate it alot

tx in advance

TBear
I am as much in the dark as the rest of the community. How would you feel about playable American heavy cruisers? Pensacola, Portland and New Orleans. You know the old, beautiful ones that took one hell of a pounding from Japanese torps.
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