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Old 08-16-08, 02:28 PM   #1
peabody
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Quote:
Originally Posted by Bramtyr
;20mm Twin loadout definition
[Equipment 2]
NodeName=M01
LinkName=20mmGBDouble
StartDate=19380101
EndDate=19451231
Loadout=20mm Twin


I did more experimenting around of what works and what doesnt.

Large and medium bunkers function, small bunkers are just an empty cupola and are non functioning. Replacing them with a 3-inch gun might be easy since the model exists? I dunno. The Large and Medium bunkers will fire upon japanese warships to at least 5000 meters in daylight conditions, but the warships only sometimes return fire. I need to double check if their return fire is even directed at the batteries or not. Since the warships seem to take a brutal pounding, the need for a light bunker might be a moot point- maybe use that as a smoke pot.

I am seeming to have no luck getting either the US fighter or US divebomber to attack japanese ships.

For using burning ships as a smokepot effect, i've had better luck dumping half a dozen smaller ships, dugboats and fishing trawlers with their internal cargo set up as 'fuel' onto land. The only problem is that the map is then covered with sunken ship icons, and i think the engine will clear them out once they are beyond visual range.
For your planes, obviously make sure they have a loadout, and set them to 'Elite', they will attack. I made a Bismark Sea battle which was mostly planes.

Using another gun will have to be checked out. I tried to substitute a gun in the AA and it crashed.

I thought of burning planes but they don't work, one fireball and that's it, and it won't work to simulate gun file explosions because they won't spawn within 20 miles.

Edit: I wonder if you could take funnel smoke from a ship make an object and place it on land? Or maybe attach it to the empty gun bunkers. Tried it, didn't work

woops I was busy experimenting forgot to thank you for the file, I appreciate it.

Peabody
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Last edited by peabody; 08-16-08 at 02:48 PM.
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Old 08-19-08, 12:06 AM   #2
Bramtyr
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Peabody, do you know if aircraft will attack each other?
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Old 08-19-08, 12:11 AM   #3
peabody
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Quote:
Originally Posted by Bramtyr
Peabody, do you know if aircraft will attack each other?
I tried it once and they just flew by each other.

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Old 08-20-08, 01:20 PM   #4
Bramtyr
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well crap.

Know how to increase warships' and coastal guns' nighttime detection/engagement range? i need it to about 6000 yards/meters nightime, fair conditions.

i'm still pretty sure they engage each other. all my tests have been in on Wake Island with its oversized harbor facilities... so there is still a chance the warships at sea are engaging the harbored ships in the lagoon.
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Old 08-20-08, 01:53 PM   #5
peabody
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Quote:
Originally Posted by Bramtyr
well crap.

Know how to increase warships' and coastal guns' nighttime detection/engagement range? i need it to about 6000 yards/meters nightime, fair conditions.

i'm still pretty sure they engage each other. all my tests have been in on Wake Island with its oversized harbor facilities... so there is still a chance the warships at sea are engaging the harbored ships in the lagoon.
You could try the Data\cfg folder for the Sim.cfg file that may give you what you need, I don't know if it will affect coastal gus. There is a [Visual] Light factor setting???????
I don't know for sure, I have had trouble finding stuff in this mess. There are so many things the game doesn't even use and so much duplication of files it is crazy!!

Good luck

Peabody
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Old 08-28-08, 12:11 PM   #6
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in the data/ land folder you will find the coastal guns, i cant remember which one but the sim or zon file will have the range for the gun. it wont fire if target is out of range. i dont think anyone has ever checked to see if the guns were set at the correct ranges so i suggest you have a look, you may have a mod fix there.
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Old 08-28-08, 06:52 PM   #7
peabody
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Quote:
Originally Posted by WEBSTER
in the data/ land folder you will find the coastal guns, i cant remember which one but the sim or zon file will have the range for the gun. it wont fire if target is out of range. i dont think anyone has ever checked to see if the guns were set at the correct ranges so i suggest you have a look, you may have a mod fix there.
One of the probelms is the AA platforms. In the Land folder and in the Mission Editor they list four guns and you select from a dropdown list. But of the four guns listed only one actually exists in gunsradar.dat, the 2pdrQuadruple and it doesn't work worth a hoot. The other guns don't even exist and when you use them and place a platform it is empty.
I tried putting in some other 'similar' style guns (AA) and they didn't work. Didn't even appear and one crashed the game.

Thank you for the info on the range setting. I was thinking it might be in sensor settings, but I think it makes more sense to check the range first..

Peabody

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