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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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I dunno about the zones....what we should look into is how the aircraft seem to emminate from carrier groups then see if we can reverse engineer it for player units.
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#17 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Ok guys , you can get an airbase to move by altering the cfg file so maybe it would be possible to get it to follow you. Also has anyone obtained the rank 8 in the uboar campaign? I modded my saves and it allows you to control german cruiser groups , german aux cruisers , jap heavy cruiser groups , jap bb broups and what i think are either carrier or just scouter groups
![]() U can move these groups anywhere within a certain radius , the ones with a plane on move on their own. There must be some way to alter this to simulate our ship/sub mounted scout |
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#18 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 11-03-08 at 02:48 PM. |
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#19 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Ive thus far not been able to find where any info relating to these groups are within the data folder , Im hoping theyre not hard coded into the game as this could be rather problematic. Edit they can also engage and destroy enemy ships and in turn be destroyed (note the red cross over the german cruiser group) you are notified if either of these events happens
Last edited by tomhugill; 11-03-08 at 02:55 PM. |
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#20 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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I will ask in another thread, maybe we can get an answer. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 11-03-08 at 04:06 PM. |
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#21 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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because she aint no deckguns for defence i just thinking if we could add 2 or 3...can you show me how? i can make it if you tell
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#22 |
Stowaway
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one could make torpedo animations e.g. a torpedobomber that takes of the flight deck and attacks the target. i dont know if one could disable the impact effect and attach secondary weapons to a torpedo(=airplane,tried that some time ago,but i do not remember if it worked,it was a minor project...),otherwise one would always have Kamikazes.but it can be done,one has a combat-capable carrier.
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#23 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Could it be possible to add to your own map symbol the launch abbility for a reconn plane?
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#24 |
Admiral
![]() Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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about 9 min in shows sub launch ,,https://search.yahoo.com/yhs/search;...homerun_portal
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#25 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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What I meant was, in game sh4 1.5 - how to adjust the contact for your own boat/ship on the nautical chart, that you could launch a reconn plane like you can by klicking on certain japanese map symbols? How could this be done?
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