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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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If I get the chance tonight after kids are down, etc, I will work on the 2d half of 1942.
As I go through I've been trying to also make sure that japanese shipping isn't going to ports where they do not belong. There were a few convoys that left from Port Moresby, for example (!?!). I guess their merchant marine wasn't notified that the invasion was canceled after the Battle of the Coral Sea, lol. |
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#32 |
Lucky Jack
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Tater,
Just read you description and I love the idea of ships going into harbor and coming out again. That is just brilliant. Many a maru would go into safe harbor and subs would wait for them. Fantastic! I'm all over this to night! Keep going, this game starves for what you have done ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#33 | |
Canadian Wolf
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#34 |
Ace of the deep .
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Keep up the good work..............i mean , great thanks
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#35 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Great job on this! How are the Battle of Java Sea and Sunda Strait scenarios? Are they even in the game? Are they even worth doing, given the complete lack of Dutch warships?
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#36 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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There is a dutch navy mod, but since it requires some new ship stuff I haven't added it in. Perhaps laters I'll do a supermod like RFB, but only concentrating on the campaign files, and any ship changes needed.
I borked the Campaign_LOC.mis in the last file, I need to update the DL ASAP. |
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#37 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Version 0.62 up.
Fixed my screwy campaign_LOC that caused no ports on map! Added some 42b layers (that means stuff to Truk, etc from sept 42 through aug 43). Toned down the earliest convoys a little more. Many will be convoys in name only. Direct link to DL: http://mpgtext.net/subshare/962Improved%20Campaign%20Layers%20v0.62.rar tater Last edited by tater; 06-13-07 at 12:48 PM. |
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#38 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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This is a great mod.
Thank you ![]() ![]() ![]() |
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#39 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Tater,
Just did another patrol, all the harbours were gone. Is this intentional? I could end my mission at Java, but no harbour there (on the map).:hmm: The zigzagging convoys and the speed of the warships and takgroups make life in an S class miserable.......... ![]() as I said, great mod ![]() Bando |
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#40 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, I screwed up the harbor file and it was blank!
New versions (0.61+) correct that. Version 0.62 here: http://mpgtext.net/subshare/962Impro...rs%20v0.62.rar tater |
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#41 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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d/l now, thanks
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#42 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, aside from obvious bugs like me blowing up the harbors file (thanks for catching it!), I am really interested in feedback on:
1. Contact reports. How are they? Too few now? 2. Traffic volume. Seeing too many of X vs Y? Go on patrol and see nothing but liners in one area? That sort of thing. The nature of the zig-zags vs radiused waypoints is that the ships will follow the same path. Too many too close together might be a problem. Tried to keep em thin, but there are many many groups, might have missed some. 3. Truk and Palau. If you are checking that out, let me know if there are crashed ships on the nets, etc. These might just evolve into what I really want to see, I'm waitign for 1.3 to decide. Also, I'd recommend playing with the ship speed correction mod since without it the AI is far more likely to crash, etc. tater |
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#43 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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tater |
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#44 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#45 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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[quote=taterIf you need to switch targets near shooting range you then need to set up very fast.
tater[/quote] Shooting the MK 10 is not a big help either. These were supposed to be the more reliable fishes at the start of the war, but they are not. (in my opinion) Everytime I d/l your upgraded versions I start a new career from manilla in an old S class. So trying to figure out what was different with the last one. All in all the amount of traffic is dense (early in the month -dec 41) near manilla and the convoys I encounter are mostly on the same spot as the previous campaign layer tweaks you did. That's fine with me, cause they all have the long legged zig zag applied and as said before, that's very challenging in the S class. Haven't been to Truk as of yet, will go there later on. What I'm trying to do now is finding a way to have Beerys RFB mod, Ducimus TMaru's AI tweak to get the DD more of a challenge, all the eye candy tweaks from kriller, this mod, and a lot of others into 1 mod. So far I've experienced a lot of CTD's, but I'm not giving up. I've installed an Nvidia 8800 today, I'm sailing now with external view enabled for the moment, my jaw is lower than it has been ever before. Despite all the complains about the game, the graphics are, .........well GREAT Loving this game, loving the mods, loving the modders most ![]() Regards Bando |
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