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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6151 |
Navy Seal
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Heating up the cauldron for a run tonight on v0.72.
Have to make sure the soup is up to temp and bubbling with extra goodness!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6152 | |
Sink'em All
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Lock and Load, boss. ![]()
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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#6153 | |
GWX Project Director
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Sink'em ALL! ![]() |
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#6154 |
Seaman
![]() Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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“We must fight
We must shoot to kill For our enemies Have pointed the way To swifter surer Crueler killing.” |
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#6155 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
Uploads: 0
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Thank you!
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![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
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#6156 | |
Navy Dude
![]() Join Date: Feb 2011
Location: Texas
Posts: 171
Downloads: 58
Uploads: 2
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Thank you, Capn. Open question: It seems that most of the merchant ships do not have front and quartering views in my recognition manual; is that common to everyone or did I mess my install up? For me it's effecting the old ships, the added ones have views that work. Thanks again everyone! SilentPrey |
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#6157 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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So AI-ships can spawn planes now? Cool! Is there a way to adapt this feature, so that a player ship/sub can spawn planes?
For years now I've been trying to get my Takao-mod to be able to spawn recon planes from it simular to call them from airfields or carrier groups on the map. Any clue or advice will be very much appreciated! ![]() |
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#6158 |
CTD - it's not just a job
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This is a "spawn", not a "launch" of a plane. ie: Each AI vessel has an "AirGroup" with a set number of planes, and the ship is re-classified basically as a "Carrier", as can be seen by the re-naming of the Type=18 vessel Group to "Light Warship with Scout Planes" and the Type=19 Group into "Heavy Warship with Scout Planes". The AI submarines are now Type=17. In "Stock" trim, the Type=17 is an 'Elite Destroyer Escort', and that "behavior" translates now to the AI submarine taking on the "Attack!" tactic of a DE vessel, instead of the "Avoid!" tactic. Likewise, the Type=18 in Stock was 'Elite Escort Carrier' and the Type=19 was 'Super Fleet Carrier'. Therefore, these Warships now take on the "Attack!" behavior of said vessels (CV launch airplanes). You can count on an active air response from them when your submarine (or any other 'enemy') is detected. Airplanes will "spawn" as appropriate for the groups, which does include four of the IJN AI submarines... You will NOT "see" airplanes 'launch' from the catapults (yet), and if you are in too close (within the "spawn" radius) to the vessel, they will not generate a detectable, immediate air response. ~BUT~... it seems that if you go below "communication" depth, which is somewhere below periscope depth, but above crush depth, planes ~seem~ to spawn, but I cannot confirm this behavior...
In other words, you need to change your Takao into a Type=19 vessel with its "Type=" line in both of its CFG files. You also need to add an appropriate "AirGroup" to its Sea folder CFG file. You can copy the 'pattern' from a carrier, only you'd just have a few float planes in one group... Then the ~fun~ part (at least for me) is to change ~all~ the campaign files to match your new "calls" for the Takao. But, I don't think the technique would work for a player-controlled vessel... We are currently once again trying to find that "balance point" with this in FotRSU. This is our 2nd attempt at this, with the first try being too "light"... CapnScurvy may have a further / more-detailed response...
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"...and bollocks to the naysayers" - Jimbuna |
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#6159 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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Thanks for the quick responds.
Yeah, spawing would be just fine, I just want them to work simular to the campaign recon planes. I tried it with defining air groups in the cfg-file of the main directory: D:\Daten-D\Daten-Depot\SH4-Mods\0-EigeneMods\IJN-Takeda_HQv8\Data\Submarine\IJN_Takao\IJN_Takao.cfg " [AirGroup 1] StartDate=19400602 EndDate=19460101 Squadron1Class=FBA6M2N Squadron1No=1 [AirGroup 2] StartDate=19400602 EndDate=19460101 Squadron1Class=FBA6M2N Squadron1No=1 " by default the palyer ships (for actually being converted subs) is 200, so not sure, if a change of that value might cause it to crash ![]() Are you refering to its cfg-file in the roster path? Well, the tricky part is also, how to adjust the HUD in order to klick on your ship icon, get to radius and set its destination :/ |
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#6160 |
CTD - it's not just a job
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Yeah, the Type=200 for a player "sub" will preclude any airplane "spawning". You have to have a "Carrier" to launch airplanes, even if it is just a "spawn". btw, you only want the one AirGroup active at a time, but you could put 2, 3 or 4 (or more) planes in it. But AirGroup 1 could be say a Nakajima E8N, from 19380101 to 19420601, and then AirGroup 2 could be an F1M2, from 19420602 to 19451231. Both AirGroups can have more than one Squadron though, also...
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"...and bollocks to the naysayers" - Jimbuna |
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#6161 | ||
Admiral
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When I get around to it, I'll be looking at the ship measurements and redoing the RM to suit my idea of what an RM should look like. I've actually had a plan for some time to put measurements onto the RM ship pictures to coincide with the ability to use the Stadimeter to "pick" a spot on the target to get a measurement from....not just the mast. You'd have a dial to "set" the spots height figure, then take a reading from that spot, giving you a reasonably accurate Range to target. I know there are some measurements that aren't even close to providing an accurate measurement of Range if your using Manual Targeting, so a "make over" is needed for more than one reason.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6162 | ||
Admiral
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My advice is to forget thinking a ClassType=200 ship unit can spawn planes....they won't.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6163 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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So I would have to change the type to 19 as suggested above then? Did I at least put the air groups in the right cfg-file?
What campaign files would be involved? I don't want an AI version of my ship to spawn somewhere. I just can't let go of the thought how awesome it would be to send out your own planes to spot contacts ![]() |
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#6164 | ||
Admiral
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Yes, you put the [AirGroup] in the correct .cfg folder. However, just having the Takao in the Submarine folder means you're asking it to become a player controlled "sub"; plus the ClassType=200 designation...….changing the ClassType will lose your ability to control the ship unit.....which is what you want to do in the first place. You can't do both....you can't have a ship unit "player controlled" as a sub would be; and have it behave like an AI unit like an "AirBase" (Land or Sea) unit would be.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6165 |
CTD - it's not just a job
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Quite a few of us have had that dream, Senf-Man82 - and for a while too, I might add. Peabody did this a few years ago:
that is an animation attached to a node on the ship. It just keeps playing over and over and over... Tagging a game condition to "show" the animation would be an idea, make a sound maybe even, having it go faster at the initial "catapult launch", drop a bit as it comes off the ramp, then start the climb... but you still really don't have a "scout plane". Just an animation of a launch. Another idea is that the UBoat side of the game has that "calling" feature, to ask for assistance from a plane or another ship, but I haven't even looked into whether that's possible to do on the US side. Put that "call-in" together with the launch animation, and you could have a simulation of a scout plane... As I've mentioned to someone else, if you do it, you would be world famous, and all SH players the world over would be eternally grateful to you... ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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