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12-05-20, 02:29 PM | #31 | ||||||
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I don't remember all the trick I did to bypass these problems, it was several months ago, but I do remember that I had to carefully inspect all airbase layers from all the campaigns and set them accordingly. I also remember that I had to create new (clone) airbases in Final years campaign because of this but I dont remember exactly why... You can download the archive and inspect the files for your self if you like, it can be opened with winrar or 7zip...
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12-05-20, 03:58 PM | #32 |
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It seems that airplane radars can detect AI units without problems. They managed to attack and sink German freighter in the middle of the night and in extreme weather conditions with visibility no more than 300m and I set their WP significantly off course...
But I just couldn't make TDW patches for AC to work again from some reason.
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12-05-20, 05:05 PM | #33 |
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...and I can confirm that regular catapult ship can be cloned to AC and it may launch airplane, outside of 3D rendering area of course... We dont have in SH5 appropriate plane type for this purpose though.
EDIT: This plane I mean...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 12-05-20 at 05:16 PM. |
12-05-20, 05:44 PM | #34 | ||||||
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12-05-20, 06:03 PM | #35 | |||
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Among the other things, that means that we can get Tempest fighters equipped with air-to-air radar to intercept and destroy V-1 flying bombs in late '44 For that to work, TDW's "dogfight" patch should be enabled. Do you have any experience with that? BTW, I think you should equip your air raid sirens with radar for them to work at night as well as during daytime. Quote:
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If possible I would prefer not messing with ship types. CAM and MAC ships can be set as escort carriers with little consequences on generic traffic composition, as far as they are given historically plausible start end dates, but scout plane-equipped battleships and cruisers spawning in place of carriers woudn't be right Aircraft units and 3D models are the least problem. We cam extract that biplane from the ship unit and make it in an air unit or, if need be, we can create a more detailed 3D model for the same use |
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12-05-20, 06:24 PM | #36 | |||
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12-05-20, 06:33 PM | #37 | |||
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12-05-20, 07:07 PM | #38 | |||||
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For example: Code:
[Unit] ClassName=RAFNortholt ;-50087.640000 6186482.280000 3DModelFileName=data/Land/LAB_LargeAirBaseGB/LAB_LargeAirBaseGB UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19400618 EndDate=19400622 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=5 [AirGroup 2] StartDate=19400801 EndDate=19400908 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=6 Quote:
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On a side note, I have checked the Wikepedia article on CAM ships, and it states that those vessels were armed with a single 'Hurricat' fighter. The biplane in your screenshot is definitely not a navalized Hurricane, so either the modder who created that ship equipped her with the plane that looked more plausible to him ignoring the real historic armament, or Wikipedia is wrong and more than one aircraft type could be launched by those catapults Last edited by gap; 12-05-20 at 07:58 PM. |
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12-05-20, 07:55 PM | #39 | |
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EDIT: Walrus on CAM ship is set as equipment (from Flieger.dat file), replacing it with Hurricane would just require cloning Flieger.dat and replacing model in cloned file. EDIT 2: Catapult would require changing too if we are to be 101% correct, it was copied from a warship model apparently and is correct for float planes, but Hurricane-launching CAM ships didn't have a crane attached to their catapults (there's no point as you wouldn't be able to reuse ditched Hurricane anyway) Last edited by kapuhy; 12-06-20 at 07:00 AM. |
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12-06-20, 09:05 AM | #40 | |
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If I can add something, I think that being requisitioned/MoWT vessels, MAC ships would have been painted overall gray. I am sorry to say that because I like more black hulled ships, but in this case I am afraid that the black paint is totally out of place... One more note: if set in game as escort carriers, CAM ships will fly the white ensign. Nonetheless the red ensign would be more adequate for them, as in reality they were commanded by a civil shipmaster*. I think that a switch of flag can be done by changing the flg node into an eqp node, and by specifying the red ensign in ship's .eqp file. _________ * There was another class of catapult-armed ships designed collectively as 'Pagasus-class' which, similar to CAM ships, could launch an Hurricane or a Fulmar but - unlike CAM ships - they were manned by military crew and officers. For this class, composed of only five vessels, the RN ensign would be okay. |
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12-06-20, 09:31 AM | #41 | |||
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You are right! Thank you! I was too lazy last night to go trough the museum...
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12-06-20, 10:53 AM | #42 | |||
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The only minor issue would be CAM and MAC ships flying the naval ensign rather than the merchant one, but in my previous post I already suggested an easy workaround to "force" them using the red ensign. |
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12-06-20, 12:07 PM | #43 | ||
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I like this whole concept of actually functional catapult ships, this wasn't the case in any previous SH title to the best of my knowledge... I'll think about it for some future Wolves updates...
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12-06-20, 01:01 PM | #44 | |
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Anyway, after your suggestion, I will be adding "filler" air groups to fill the possible intervals between an "active" air group and the next one. These air groups will do nothing but spawning one (or whatever is the minimum safe number) unarmed and short-ranged aircraft. Filler groups will also be used at the beginning and/or at the end of the whole air group sequence, in case a base is not active since day one and/or until the last day of the campaign that it will be used on. To keep on with my previous example, after the aforementione changes the cfg file looks like this: Code:
[Unit] ClassName=RAFNortholt ;-50087.640000 6186482.280000 3DModelFileName=data/Land/LAB_LargeAirBaseGB/LAB_LargeAirBaseGB UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19390801 EndDate=19400617 Squadron1Class=Trainer Squadron1No=1 [AirGroup 2] StartDate=19400618 EndDate=19400622 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=5 [AirGroup 3] StartDate=19400623 EndDate=19400731 Squadron1Class=Trainer Squadron1No=1 [AirGroup 4] StartDate=19400801 EndDate=19400908 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=6 [AirGroup 5] StartDate=19400909 EndDate=19450930 Squadron1Class=Trainer Squadron1No=1 ;****************** THE END ****************** I am actually surprised that no one before has thought about that. Unfortunately we don't have a similarly good solution for scout plane-equipped battleships and cruisers, since converting them into carriers would mess too much taskforce layers and probably their AI too. |
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12-07-20, 03:17 AM | #45 |
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A bit on a side from this discussion, but I wonder, if the general rule for capital ships in U-Boat infested waters was to sail at high speed and not stop for anything in order not to become an easy target for a torpedo, how do you regularly recover your scout plane?
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