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#46 | |
Eternal Patrol
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Location: Waterbury, CT. USA
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#47 |
Navy Seal
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Changing a merchant to type=13 CTDs.
Hmmm. tater |
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#48 |
Navy Seal
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Yeah, exactly ^^^ they shoot AA and deck guns at ships. It must be in the sim (?) for the DC, actually.
Somewhere the DC "guns" have somethign that says "only types 0-4 can shoot me!" I looked, but haven't figured it out. Quite a few merchants got Y throwers, too. They didn't actively try and prosecute subs, they just spazzed out and fired them, lol. tater |
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#49 |
The Old Man
![]() Join Date: Apr 2007
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Be advised, S3D does not implement every single bit/byte in all game files (in which case it just preserves it). Specifically, certain Node chunks and also properties chunks contain data that you can't see/change in S3D yet. I don't know if there's parts that you need that are not editable right now though.
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#50 | |
Eternal Patrol
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#51 |
Navy Seal
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Got Type 13 to work (was a mission error, I was rushing). Didn't shoot the DC or hedgehog, so it really is just types 0-4.
tater |
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#52 |
Lieutenant
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ATM I am stuck in the middle of a patrol. If the IJN doesn't get me first and my patience holds, I will install and use w/ TM on the next patrol. It sounds like a nice improvement; thanks a bunch.
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#53 |
Navy Seal
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Anyone have a clue why even the stock Y gun only shoots in 1 direction? Ain't much of a "Y" is it, more like a "/" gun.
BTW, Kaibokans with 10ish throwers and 120 DCs are scary. Even with stock sensors. tater |
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#54 | |
The Old Man
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The main disadvantage of the Y-gun is that it must be mounted on the centerline of a ship's deck, which may otherwise be occupied by superstructure, masts, or gun turrets. The K-gun, made standard in 1942, replaced the Y-gun as the primary depth charge projector. K-guns could be mounted on the periphery of a ship's deck, thus freeing up valuable centerline space.I don't think that piece was focused on IJN DC throwers, but I suspect they may have reached the same conclusions as the Allied navies on this point. Makes me think - when you added your supposedly "Y" guns, did you put then on the centerline with unobstructed firing arcs to both sides? If not, maybe that could explain why they only fired in one direction?
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#55 |
Navy Seal
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The STOCK Y gun is broken. The only reason the subchaser seems to fire on both sides is that one Y gun point left, the other points right.
Actually, DCs have no collision node, so they ignore hull anyway. You can place them inside the superstructure, they'll still shoot. The simple work around is to alternate them, but it means that you can never have a single Y thrower on a ship, always 2, one shooting to port, the other to starboard. tater |
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#56 |
Navy Seal
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Punt for Peto.
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#57 |
Ace of the Deep
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Thank You! This helps a Great Deal!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#58 |
Navy Seal
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If it's true that the IJN never threw the 162kg type 2, then I can alter the stock K and Y guns to fire the lighter type 2 (mine is 110kg). This would give 2 more variants in load.
DCRack-SH4 = 18 Type 2 DCs (162kg warhead) DCRack_TYPE95_1 = 18 Type 95 DCs (100kg warhead) DCRack_TYPE95_2 = 10 Type 95 DCs DCRack_TYPE02_1 = 18 Type 2 DCs (110kg warhead) DCRack_TYPE02_2 = 6 Type 95/2 DCs -- parachute retarded 95s at ~100kg (I left them damage light to avoid sterns getting blown off on shallow drops) KGun (stock) = 11 Type 2 DCs (162kg warhead) KGun_JP_02 = 6 Type 95 DCs (100kg warhead) KGun_JP_03 = 10 Type 95 DCs YGun (stock) = 10 Type 2 DCs (162kg warhead) YGun_JP_02 = 6 Type 95 DCs (3 per side of Y) (100kg warhead) YGun_JP_03 = 10 Type 95 DCs (5 per side of Y) YGun_JP_04 = 8 Type 2 DCs (4 per side of Y) (110kg warhead) YGun_JP_05 = 12 Type 2 DCs (6 per side of Y) (110kg warhead) If I changed the those stock throwers to the 110kg version, I could set the loads 12 for the K, and maybe 10 for the Y. The difference I have between the type 95 and smaller type 2 is pretty much only the fall speed, the damage values are nearly identical. As such, they can certainly be mixed up to make the loads variable on the escorts. Example: An Subchaser has 2 Y throwers. It could carry a total of 12, 14, 16, 18, 20, 22, or 24 DCs in the throwers in addition to the 2 roll racks. If the Y racks worked properly, you could have loads with 1 missing as well, but you always need 2 right now, one shoots port, one starboard. The 2 roll racks could possibly carry (with loadouts allowed missing a rack): 10, 18, 20, 28, 36. That means if we made some variant loadouts for the SC, you'd not know if it carried 22 total, 60, or something in between ). There is another way that this mod mixes up the loadouts, BTW, and it's already there, not just an idea like loadouts. The DC capabilities is already built into the eqp file as a date-based evolution. So a ship might have no K throwers, then in August 1943, it gets 2 throwers holding 12 DCs. When the campaign or mission builder sets that escort, he has a choice for the configuration date of each ship. It could be mid 1944, and I can specify that a certain convoy escort has a April 1943 cfg date. it will NOT have the K throwers. There is no reason to expect each to be the latest and greatest. This requires no addition work aside from the campaign editing. tater |
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#59 |
Ace of the Deep
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Actually--I can't be sure Japanese K-guns didn't throw the heavy charges. I assumed that based on what the Allies did (and possibly made an a**of me
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#60 |
Navy Seal
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I've not had a problem, I have several ships with various types aboard at once, and they have different fall speeds, so I can tell.
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