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Old 04-03-11, 12:36 PM   #31
peabody
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Quote:
Originally Posted by LtzS_Petersen View Post
*Bump*
Fine Ship!
More detailed then the Fubuki, looks really nice. And i can shot the Gun, thats what i need.
I copied the Campaign Data from the Fubuki Mod and changed the Name. It works fine.

Edit: Oh, not really...
When i launch the Boat in the first Mission, i get a CTD. Must something wrong with the Mission Objectives. But i really dont know what, with a new IX D it worked fine...
Supply missions don't work, another mistake on my part. I think it is missing the crew to man the raft.

Quote:
Originally Posted by chrysanthos
looks like my trick does not work anymore except from fuso and maya...i mean i change them to american side the names but i cant use them
The Maya and Fuso were built using a US sub so they work in the US side. The Asashio built much later was built using a German Uboat from the Uboat add-on, so it should be used in the Uboat add-on missions.

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Old 04-03-11, 01:07 PM   #32
LtzS_Petersen
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Oh, thx for your reply.
I tried the second Campaign, but when i received the Iron Cross after End of the Mission, i get a CTD.
Here a short Video from the first Mission.

Today i arranged an Open Ship at the Christmas Islands.

Will test the third Campaign too and report it here.
The 3D Model is much more detailed than the Fubuki, is it from the Stock Game?

Last edited by LtzS_Petersen; 04-03-11 at 03:30 PM.
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Old 04-03-11, 07:05 PM   #33
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Default Ship Will Not Run

Hello Peabody ,, Nice Ship .. However she wont sail because the billets are emptie of crew . When I go to my crew managemnt screen there are nor crew members present got any Ideas .. I am Using RFb now . Ill will try to disable and re-run to see if that changes it
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Old 04-04-11, 11:02 AM   #34
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Default checkin in

Ok I disabled the RFB and she works , However I cannot get the foward gun to work ,, Hmm Tricky thing . Ill go back and disable any mods and just have the ship working .. THANKs
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Old 04-04-11, 12:12 PM   #35
LtzS_Petersen
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I play with GFO, Real Environment+GFO Patch, and some smaller Mods. There she works fine.
As i read in any Threads before, peabody hasnt the Time to work on his Mods anymore. So we had to try out anything by ourselves.
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Old 04-04-11, 12:37 PM   #36
peabody
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I'll help when I can as far as suggestions, but I don't have time to rebuild the ships.

@kimuraijn: The times that I have run into 'no crew' is when there is a MOD enabled that changes the ranks of the crew. If you look at the sub/ship.upcge file, each station is manned by certain ranks. If these get changed there is nobody to man the posts. There may be other reasons, but this is the problem I had.

I am not sure why your gun does not fire.

@LtzS_Petersen Yes the ship is from stock.

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Old 04-07-11, 01:46 AM   #37
LtzS_Petersen
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O.k., as i seen in the Museum, there are many Quality Differences between the Models of the Destroyers.

Could you tell me, which files you had edited to make her playable?
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Old 05-08-11, 05:24 AM   #38
chrysanthos
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looks like asashiio does not match the yamato because i have them activated together so....the deck gun in yamato is missing only 1 surface ship i suppose i must have right?
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Old 05-08-11, 06:00 AM   #39
deceptiboat
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you shouldn't activate several playable ships together, because they edited the same file, example: careerstart, upgradepack, weapons, equipment, guns, etc. You can edit them manually to make them compatible, if you want
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Old 08-16-11, 12:33 PM   #40
christek
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Default Asashio in Campain?

I have installed this mod with JSGME, i can play the single mission fine but it is not in the u-boat campaign? I do not understand how to put it in. I love this boat and i feel it would be better than the powerful BB mods that are also availiable (more challenging in campaign). Could someone help me with this? It seems i do not have the right upc files?? Great mod btw!
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Old 08-17-11, 07:51 AM   #41
TBear
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just my opinion. The assahio and Fubuki are great ships, and i atleast can use them in campaign. But career are not only cool and fun. First. You have limitet ammo for limitet guns (can run out fast of AA shells to planes)

Second. It is in most cases imposible to take on large convoys you are outnumbered so severe that its a kamikaze choise engaging. Taskforces are well, that one give it self.

You are on the surface, you cant hide you have to fight both in and out and the DD`s are not the weapon for that. No armour, small guns.

3rd. Fuel. No DD have the range to keep pressing on and you will spend alot of time looking for the refit.

Yes DD`s are great fun, love em (espeicaly the fubuki)

Ok i have now shot down alot of fun, but will try to get it up gain

I have been testing the allied and axis DD`s that ws playable and all point above counts for both sides "though the fletcher" is doable with time and tactics. Main problem for the axis side (im a IJN freak) is that you have the 3 choises

using Keltos1 exelent japanese sub mod
Using the Yamspotato gigantic overkill
using the DD`s

The allied have it abit easyer since there are the cruiser class you can use, epsecialy the Cleveland.

From my experience the cruiser class is the tool for surface career in SH 4. It gives you ability to complete any mission if you use it smart. You stil have strength to compete, but engaging to much will kill you. It gives you fuel and range to keep gameplay up for the roam and you do have ammo for fun without it going to be easy.

I hope that others like me se it like this and instead of screaming gimme im trying to atleast get a heavy cruiser playable, added with som bits and bobs from Keltos1`s IJN sub mod to make a "complete" japanese surface experience in SH IV. Unfortently i hit a wall on the maya /Takao class, but i have asked one of the ship builders/creators for some help.

I hope i can complete the "project" and not give up. But this is not solely up to me since i need help...

Takao class (Maya before 1943)




Maya after 1943 (takao class modification Maya)


Be paitent



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Old 09-16-11, 01:12 PM   #42
chrysanthos
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i dont know if this is the right room but i must post it here because i found something....i was messing around on playble kongo upc file and i found this....

[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= Maya_IISternTorpedo
NameDisplayable= After Torpedo Room
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.019
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots= 3
CrewMembersSlots= 6
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 200
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 2, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 5, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached

is this the damage model works? and if yes what i need to change so the crew can at last repair damage...please reply when you can...thanks
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Old 09-16-11, 01:58 PM   #43
comotoasty
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Quote:
Originally Posted by TBear View Post

The allied have it abit easyer since there are the cruiser class you can use, epsecialy the Cleveland.

From my experience the cruiser class is the tool for surface career in SH 4. It gives you ability to complete any mission if you use it smart. You stil have strength to compete, but engaging to much will kill you. It gives you fuel and range to keep gameplay up for the roam and you do have ammo for fun without it going to be easy.
TBear, I agree with your assessment . I have been enjoying the Cleveland class crusier the last couple of days. However, I had to make some minor changes to make it more realist. First, I up'd the range to historical numbers. Second, I increased the hull stregth from 30 to 37. Last, I increased AA ammo.

Now I consider her to be the most playable of the playable surface ships. However, it seems that IJN aircraft are all over the place with unlimitted range, overage, and ammo. Do you know if there is anyway to adjust that?
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Old 09-16-11, 04:49 PM   #44
peabody
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Quote:
Originally Posted by chrysanthos View Post
i dont know if this is the right room but i must post it here because i found something....i was messing around on playble kongo upc file and i found this....

[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= Maya_IISternTorpedo
NameDisplayable= After Torpedo Room
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.019
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots= 3
CrewMembersSlots= 6
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 200
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 2, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 5, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached

is this the damage model works? and if yes what i need to change so the crew can at last repair damage...please reply when you can...thanks
The problem with the damage model is that the kongo.zon file is not using the same zones that are listed in the Kongo.upc file. That is why it is not working, and it take quite a bit of time to fix. At least on the Kongo I made playable that is the reason. It was one of the first mods I made and I did not know anything about how the damage works. Now that I understand it more, I do not have any free time to fix it.
Sorry.

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Old 09-17-11, 12:08 AM   #45
TBear
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Quote:
Originally Posted by comotoasty View Post
TBear, I agree with your assessment . I have been enjoying the Cleveland class crusier the last couple of days. However, I had to make some minor changes to make it more realist. First, I up'd the range to historical numbers. Second, I increased the hull stregth from 30 to 37. Last, I increased AA ammo.

Now I consider her to be the most playable of the playable surface ships. However, it seems that IJN aircraft are all over the place with unlimitted range, overage, and ammo. Do you know if there is anyway to adjust that?
This is actualy a hard one, and might end up in personal preferences.

Most planes i encounter are Mavis or emelys. If i get attacked by small planes it is normaly because somewhere out there you can find a carrier. I do have problems with planes, but i simply take the helm, zig zagging and control the gunners....

I think of it this way. You are in a big ship. They can se you, hear you from large distances you just have to plan your course acordingly...

TBear....BTW seems like TMO 2.2 and the cleveland are pretty ok....only mod i use with cleveland is TMO.....

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