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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Version 1.0
http://www.mediafire.com/?etdnc4jtldb New link: http://mpgtext.net/subshare/744Fixed%20IJNAF%20Bomb%20Loads.rar This only alters the .cfg and .eqp files for each IJN aircraft. Bomb loads are changed for all planes, and a couple have minor range changes based on Rene Francillon's excellent book Japanese Aircraft of the Pacific War. A few of the DC loadouts are lower than they really carried because the IJN air-dropped DC was about 1/2 the size of the type in SH4. There are many alternate possible loads for the larger aircraft I have not included in this version (mixed bomb sizes on 1 plane, etc). I also have not included torpedo loads on the H6K and H8K because any load added will be seen by submarines, and it was more of a specific strike package, not a regular maritime patrol load as far as I can tell. This mod also reduces the Zero's bomb load to, well, zero. Operationally it would have been very very rare to come across a bombed up Zero. The only bomb use I have ever read of (aside from a single 250kg on kamikaze planes) was the use of air to air WP bombs, not A6Ms used as fighter bombers. Future plans include reworking air groups on CVs, changes and additions to air bases, etc. -----------------------------------------------------------------------------' I've tested it, but please inform me of any issues so I can fix them! One area I guessed on was the type= for the bombs. 250s were type=2, 500s type=3, and so forth, so I set 100s to type=1. Seems to work. Last edited by tater; 06-01-07 at 04:02 PM. |
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#2 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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What's the loadout of G4M Betty in your mod?
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I only have 2 right now.
3x250kg, and 5x100kg. G4M could only carry 800kg of bombs, and the model has 5 hardpoints for bombs. A torpedo load would also be historical, but again, for maritime patrol this would be grossly atypical, and all I really care about is how it interacts with the subs. If there was a way to weight the bomb loads, or even make some that would only appear in scripted units, but not in airgroup random spawns, I'd do that. |
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#4 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
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Your mod sounds great. Indeed torpedos were never carried for maritime patrol missions.
Lets not forget that aircraft are listed as cause of loss for only 5 USN subs throughout the whole WW2 (+ 6 subs were lost to "cooperative attacks by aircraft and surface ships") so I support any mod that makes them less lethal and more realistic. This is not Atlantic ![]() |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The problem globally with air assets in this game is the airbase paradigm used.
Elanaiba suggested in a post that the airbases actually interact with each other, even if the player is not around! HE said messign with them too much, and the air war can get unbalanced (!?). Anyway, I have a mod where I have changed the airgroups. Instead of generic small, normal, large, and floatplane bases, I have fighter sentai (small), single engine bomber (normal) sentai, multiengine bomber sentai (large) bases, plus a floatplane base with ONLY floatplanes, and a flyingboat base with only H6Ks transitioning to H8Ks over time: 9xH6K for a while, then 8xH6K, 1xH8K, then 6xH6K, 3xH8K, then 3xH6K, 6xH8K, then all H8K. Then I build up more planes via mulitiple bases. A base with 18 fighters and 9 bombers I would replace with 2 small airbases (18 fighters) and one large base (9 bombers). If I actually put planes where the IJN had airdromes, there would be far far more planes than you see now, at least as counted by airgroup numbers. It's pretty complicated, actually. Also, I think a dv post said that the airstrike.cfg probability is of your boat being SPOTTED by aircraft, it doesn't change the chance of planes being spotted by YOU. I'm going to test this. If true, many more planes is not a problem really, as long as they most don't home on you like a harpoon missile. |
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#6 |
Canadian Wolf
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Nice work tater
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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One thing I am not skilled in is cloning the 3d stuff.
If it were possible to clone the 100kg bomb, and downgrade it to 60kg (in damage, the 3d model doesn't matter, honestly), that would be very cool indeed. Ditto with the air DC. Make a copy dropped from 450kg to 250kg in terms of damage. Then we'd have many more realistic load choices. I had to use 2x100kg for the Pete because that's all I had to work with---and I figure the Pete is a stand in for all floatplanes, some of which later in the war could have carried a 100 under each wing. More planes, with less lethal payloads is a good thing, IMO. Subs should want to be submerged during the day. |
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#8 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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We are going to try this. Did an intercept on a Task force,then an end around for second attack,the bees during day lite ,were swarming,. It was a Carrier TF,even so,it seemed aircraft carried to many DCs. We now have two 40mm mounts,for,& aft. Going flank,& zagging,We must have shot down twenty.To many ?
![]() Last edited by donut; 05-30-07 at 11:56 AM. |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Where in NM are you? I'm in ABQ.
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#10 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Actually, the CVs are a pet peeve of mine.
I have a test mod on this, but it is very harsh. The mod reduces all the CV airgroups to 3 Zeros for CAP. No other planes. The Akitsu Maru gets no planes at all (it was an aircraft ferry, not a CVE). The reality is that CV operations were not a constant TO and landing with a few planes in the air all the time that we see in SH4. It was pretty all or nothing aside from CAP operations. (launch a full strike, or don't launch a full strike) I might do this mod, but include a single B5N to give CVs some teeth just to force you down. |
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#11 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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Howdy
CK.PM.
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#12 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Well done tater, this was a needed mod!!!
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#13 |
Loader
![]() Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
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tater,
Is this compatable with RFB v1.27?
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill. *****Semper Fidela's********* MudMarine, USMC 1972-1985 Aviation |
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#14 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Should be, RFB only changes some dds files.
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#15 |
Electrician's Mate
![]() Join Date: Sep 2006
Location: Iowa
Posts: 135
Downloads: 32
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great work Tater........thanks Bud
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