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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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![]() ![]() The "flaw" with the Alaska is that it have virtual no protection below the waterline. Even the Takaos "puny" guns would be able to penetrate below the waterline. Yes practical torpedo range...if you ended up fighting one who is bigger than you you do what you can to run. Firering spread salvo of torpedoes is something that would be viable in sutch scenario, simply to make the enemy slow down for manouvers. The Takao is also abit faster than the Alaska... As statet, The Takao is no mach for the Alaska, you need to get up in Tirpitz size...... I have mangeded to sink the Alaska ingame. I was shot up so bad that the ship would be ready for the junkyard. (problem here is how a player manouver vs AI) Ingame as a gamer i know how to tacle the big ships. Given the time i can sink them to. Right now the problem with the game Takao is that it only have 2 tubes. That is changing and it will get all 8 tubes in the future. If you know what you are doing, night time and bad weather is where the full potentional of the Takao class shows. It is a ship class made for one thing. Agression. I would love to have more armour on it, but as you do i try to stay as close to data as posible. The project are focusing on two things right now adding all 8 tubes Rework the secondary guns so they engage ships and not only aircraft. (loose the AA gain 8 more surface guns) This is a 50-50 thing. The guns are DP guns, but the game use them strictly for AA as player ship. Just changing them to the other purpose.. Also working on zones.....and are beginning to se some compleetness with the UZO to firecontrol conversion.... Alaska ROX, byt my heart belongs to Takao ![]() ![]()
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#2 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#3 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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![]() Quote:
please enlighten me and peabody......almost feel sad posting these now ![]() ![]() ![]() ![]() ![]() PS. One thing i noticed, is that the Alaska like all playable surface ships have the "bismark" syndrome. If you can manualy gun good. You can with 3 or 4 well placed salvos remove the rudders. In general someone should create a tutorial on how to use surface ships. And specificly on how to use the diffrent ships. Most allied CVA`s and BB`s are broadside duke them out ships. But especialy the Japanese CVA`s require some thought and werry strict ways of using them to avoid the "grand" explosion. This battle against the Alaska could have ended werry fast. But because i know the Takao inside out i could manouver wisely and end up in a 100% torpedo solution. But to do that there is alot of rudder movement and tactical use of the guns. On the surface there is no where to hide, its all about how you use the tool provided. I did the same test using the Furutake class. I didnt even get within 8000m before i blew up. my basic rules 1. Never end up broadside to broadside 2. Always keep all guns on target using angle(remember rule 1). (im using the UZO for this, cant wait for my firecontrol to get done) 3. Stay at range. 8500-10.000 4. Remember to use Torpedoes 5. 65% hull damedge are the limit. Need to have something left for the return trip Happy hunting ![]()
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress Last edited by TBear; 03-05-12 at 07:21 AM. |
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#4 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
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You truly are a piece of work! Just kidding. If you think the Alaska is a tough nut not to crack, imagine the Montana.
Ckeck post 122 in this thread: http://www.subsim.com/radioroom/show...=186531&page=9
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#5 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=151990 Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#6 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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TBear,
Here are your 8 tubes, I need to reposition the doors and the animations for the doors and then I will post it for you. ![]() ![]() ![]() I am going to put a Readme in the MOD so you will know what I added to the MOD to do this. So you will know what 'extra' files are needed and what files have been edited. 1-4 will be port. 5-8 will be starboard and then I will test it to make sure I didn't mess up. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#7 | |
Medic
![]() Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
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![]() Quote:
![]() ![]() ![]() TBear
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IJN rules, but peabody makes it float! "TAKAO" Status: work in progress |
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#8 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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hi tbear
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