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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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The Akizuki in game has a quad torpedo mount (just 4 TTs), but it should have a quad torpedo "turret" as the game calls them (4 TTs in a "camelback" looking housing).
Another ship, the large minelayer, has no guns. Based on what pics I could find, it looked like a brit double mount was what they needed (4.7" double T) and I've added those. Obviously mostly eye candy, but easy enough to make a mod of if anyone is interested. Other folks might have ides for simple eqp file fixes to extant ships that could be added. tater |
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#2 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
Uploads: 0
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i would be interested,anything thats historical i like to get, there are probably other "fixes" people would like to have.
As for me, im not that good of a skiper yet, i hardly see a ship, but when i do i want it to look good, that is befor it disapears benethe the waves ![]() |
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#3 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
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I also would be interested...
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#4 | |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#5 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
Downloads: 272
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I noticed the New Mexico class BB is not rendered as it was in WW II. It still has the casemate guns. They were removed and plated over long before WWII.
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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That's beyond simple eqp file changes I think. If they are there, I bet I could NULL them, but there would be holes.
Any other ships with missing guns, or wrong guns? tater |
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#7 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
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ok i dont really know what im talking about here, but if i remember corectly, a while back befor 1.3 was realeased ships did not engage other ships fully, only 1 turet or something used to fire, and the battleships did not fire at all at subs or something is this fixed in 1.3, if not could you posibly fix it, or is it already fixed by someone else, or is unfixable?
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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BBs fire at me.
I remember some of those posts though. Like DDs only shooting 1 gun. That's outside the eqp files. If someone figures it out, other stuff could be added, this was just a really clean fix to a couple ships that I have already done for my campaign, and I figured they might be globally interesting to folks. |
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#9 |
Medic
![]() Join Date: May 2007
Posts: 160
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I did basically know that it would be more than a quick little fix, but i figured i would post anyway.
I have not really looked on the ships closely enough but do they have anchers?(spelling probably wrong) if not maybe you could add that in. |
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#10 |
Seaman
![]() Join Date: Apr 2005
Posts: 40
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Would I be interested in a Tater eqp ship fix pack? Definitely!
Some more ideas, can't help it, I am an idea guy. These are based on stock game 1.3 patch, which I run. Forgive me if any of these ideas end up making you waste your time trying to get something to work that won't. Auxiliary subchaser: Did you get a cloned trawler to work? If so, that would be a great addition to a ship pack. Ditto on the German AMC, did you get its flag fixed? As either an IJN AMC or with guns removed as a "Large Modern Split" Maru, it too would be a nice addition. Minesweeper: would like the 4.7" single turrets back. One of the patches got rid of them for the same kind of unshielded gun on the subchaser. Wierd, the turrets show up in the museum, but not for me in game. Medium European Composite Freighter: this Maru comes with 5.5" gun turret, that's light cruiser armament. Given that this is a model of a then-50 year old merchant ship, that gun is way too much. Medium European Composite deserves to be very indifferently armed, like maybe a 3" popgun aft. Neutral nation sampan/junks: representing local traffic in China/SE Asia waters operated by locals, who had no desire to alert the IJN if they saw a sub, assuming they had a radio, which they probably didn't. I don't believe that the sampan/junk models have a flag? Maybe they could be Russian to act as generic neutral vessels. Or, here's thinking out of the box for ya, maybe nationality="Environmental", but gawd only knows what that would mess up. |
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#11 | |||||
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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![]() Quote:
![]() The primary problem with adding these to this "fix" mod would be that they are not stock ships. Course adding a couple type=0 ships doesn't hurt the stock game any, they are not any slower so it won't foul up random groups of patrol craft. The goal would be to make this a change that only changes ONE file type for people, the ship eqp files. Adding new ships means roster changes, which can start to interact with other mods. Quote:
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, nematode, I can make a quick "Bungo Pete clone" of Akizuki, and set her to be a Light Cruiser. Mess with the EQP and delete the DCs, instant Yubari
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#13 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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REgarding sergbuto's NAMC flag fix, that changes the dat, but I think changing the type would result in problems due to the way it deals with the AMCs.
His DLs can be found here: http://hem.bredband.net/serbut1/ tater |
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#14 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
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The Okinoshima had 4 5.5" guns 2X2 and while all over the place in SH4 she was sunk by a sub on Mat 11 1942.
I have added the Tsugaru also sunk by a sub on June 29, 44 to the Okinoshima class so there will be two although this one had 4 5inch guns DP and was slightly smaller I would add any improvenemnts that increased historical accuracy. Wulfmann
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#15 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, I tried the jap double 5, but it didn't fit well. I picked the guns by what seemed to fit the spot on the ship without clipping anything, not by perfect accuracy of type. As long as they look OK, and shoot a shell that hurts a sub they are fine. Certainly better than stock with no guns at all, lol. Better 3d modders can do a definitive fix.
Roster changes to reflect sinkings are certainly possible. My goal with this quick mod will be to ONLY touch the eqp files in the name of modularity. At some point an overarching ship mod would be useful though, no question! OTOH, since the 2 bigger minelayers were sunk by subs, perhaps having them in game to be sunk by a PLAYER sub isn't so bad even if past their historical lives ![]() I probably need to double check how many I have in my campaign as I check the contents of groups. I tend to add it to many groups, but with a VERY low chance of occuring (under 5%, frequently 1%). Still, there are likely too many. tater |
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