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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Frogman
![]() Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
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#62 |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
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Man.. I did not no that there were so many dutchies here
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#63 |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
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I appreciate the modders effort in including the Dutch in the game. The Dutch navy, both merchant and war, played an important role in the Pacific War and deserve to be included.
Cheers, Kapteeni Rantala from Finland. P.S. Yes, I am a new rat on the boat. Be nice to me! |
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#64 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
Downloads: 47
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The Super Ship Power Pack for SH4 includes SH3's "N" class destroyer, two of which served with the RNethN: Hr.Ms. "Van Galen" and Hr.Ms. "Tjerk Hiddes".
The "C&D" class destroyer is also in the pack and this can be adapted to represent the "Admiralen" class, especially the first group: "Evertsen", "Kortenaer", "Piet Hein" and "Van Ghent". After the Navy's heavy losses in the NEI, it can be argued that the Merchant Navy was the ONLY weapon available to the Netherlands. Certainly the Dutch Merchant Navy's role was crucial to the ultimate success of the New Guinea campaign.
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#65 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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I am really prowd that the modders have made this and disappointed that
ubi have forgotten the dutch navy.
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#66 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Any good ideas for the traffic patterns of dutch shipping to PNG?
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#67 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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BTW, from the readme:
Quote:
You can do it "Bungo Pete" technique. The roster files stay, but they point to the actual Cleveland and Fletcher. You add a Sea folder for each ship as you have done, but only put the cfg, eqp, sil, sns, and shp files in there. This improves performance by not loading any new models. The only reason to clone the dat is if you changed the dat. I can make a "bungo pete cloned" version for you if that would help. I think Dido might be a better match, BTW. I will whip up a quick version for you with the eqp changed to look more like Java. Also, the Dutch DDs looks remarkably like early IJN DDs. But you are right, using the ship power pack makes more sense. tater Last edited by tater; 09-10-07 at 11:03 AM. |
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#68 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Here is a Dido based version of a Java CL---no dat changes, this points at the default Dido like "Bungo Pete."
![]() ![]() ![]() tater Last edited by tater; 09-10-07 at 12:03 PM. |
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#69 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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http://www.mediafire.com/?2vjx3xdqevm
That is a jsgme version for you. Note that the _sil files are from Dido, so the guns are all wrong. (most of Dido's guns don;t show up anyway, they point at SH3 guns never ported to SH4---looks like a new ship to add to my ship epq fixes mod!). So if you want the rec manual to show a more accurate version, you'll need new images. |
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#70 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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BTW, as you get some of the missions nailed down, I'd be happy to add them to my campaign. The only caveat would be that if you did a scripted mission for the campaign, it would be better if the ships started at the ports they began at for that engagement to avoid them appearing out of nowhere.
When over, they should steam to wherever they went (invasion forces to the beach, defenders back to port, etc). tater |
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#71 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I fixed the C&D Class DD included in the ship power pack, the files were not all named properly, and the guns are not right (the mod includes changes to some old SH3 gun files, but I think they all got moved to Library\ShipParts instead, so I don't think that change will work, need to test).
I changed the guns to a shielded 4.7 on deck (M01 and M04), and an unshielded superimposed above (M02 and M03). Looks pretty good. Anyway, the only problem I have is that the texture file puts a camo pattern on the DD, I tried to tone down the camo, but even though I eliminated it on the model, it still shows up. The paint in the dat is the base layer for the decks, etc, doesn't show the camo at all. Not sure where it is coming from. tater |
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#72 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
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I'd have to check my history of the Dutch Merchant Navy in WW2 to be sure, but the traffic to PNG was mainly between Brisbane and Milne Bay, though also to Port Moresby. The ships were mostly those of the KPM shipping line, which pre-war operated mainly in the NEI (interisland transport). KPM, incidentally, is officially "Koninklijke Paketvaart Maatschappij" or roughly "Royal Packetshipping Company" but was more popularly known as "Komt Pas Morgen"- or "Comes Only Tomorrow".
![]() Many of the KMP's ships were less than 3,000 tons gross. Some were still in service in Indonesian waters in 1976!
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#73 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
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Apart from the unshielded main guns (B and X), the torpedo tube mounts on the "Admiralen" were triple, not quadruple. Also, the first group had two 3" AA guns on a platform between the funnels, one to port and one to starboard, plus four 12.7mm AA MGs. There are lots of other differences: the mainmast should be mounted on the platform between the torpedo tube banks rather than the aft deckhouse; the aft funnel should be significantly shorter; the first group had two searchlights abreast the fore funnel, one to port and one to starboard- and that's for starters.
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#74 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Downloads: 8
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My goal was not a reworking of the dat for now, but rather a simple rework of the eqp files for ships already done to try and get a closer match.
The triple TTs are a problem since they don't exist in SH4. There are doubles, quads, and a quad "turret" version in game. It's not a big deal, really, from a submarine you'd not see the difference from the side, and they don;t actually work. tater |
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#75 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Regarding the DDs, I honestly didn't dig very much. The 1st post in this thread (with the mod) used fletcher for all of them, I merely subbed the C&D Class in a test. I certainly think Dido is a better substitute (until someone builds a real dutch CL) than Cleveland, however.
BTW, Dido has 2 textures, so I could have it only use the non-dazzle painted version if that is more appropriate (I didn;t even look at them, I just copied the Dido roster file and changed the names). tater |
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