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Old 08-05-10, 08:03 AM   #736
keltos01
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[QUOTE=peabody;1460243]
Quote:
Originally Posted by keltos01 View Post

Well, I must have copied the wrong ID because it has a 2pdr shell on it. Not the right ammo for that gun!!
Peabody


that's why it didn't make much of a difference from the 25 mm single AA !!!

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Old 08-14-10, 02:20 AM   #737
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Default testing C2 in mission

in 1944, had kaitens and nice torps on board, spotted a battle group with 2 CA Kent in it though I only saw one at first



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fired both Kaiten from 9000 yards ... don't know it any hit since I then fired Type 95 torpedoes...

hit one near the bow, the other one near the stern and clipped a DD unwillingly (remember : 8 bow tubes !!!)





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they could've done much more damage to the USN fleet in RL had they had better tactics....
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Old 08-15-10, 03:24 PM   #738
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Default Sen Taka

1944 out of Penang







the Sen Taka ... 19 knots submerged like driving a racecar

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Old 08-15-10, 03:30 PM   #739
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I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
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Old 08-15-10, 08:40 PM   #740
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Quote:
Originally Posted by tater View Post
I'm looking forward to an IJN campaign. Looks fun.

Will you abuse the player with too many "special missions" later (resupply, etc)?

BTW, it is possible to have missions where you pick up men... Not downed airmen, but that is indeed a model to use. I made a "survivor" to rescue that was on a boat. You could then evacuate isolated islands, etc.

IJN submarines were also used for air crew rescue, for example in the Slot (the raid that used Vals—which did not have the range to RTB to Rabaul—for example.

Cool stuff!
Thanks Tater, I wish I knew more so I could work faster. It's taking forever, but I guess you have been there, testing new ideas, some work some don't.

I tried to get a sailor on land a long time ago, I was not successful. I know it can be done somehow because of the men on the docks and even the bands, although I have not seen a band.

Survivors in lifeboats, great idea. So tell me how far off I am. I would either try to make the lifeboat link to a survivor OR I would make the sailor in the boat a Unit_Survivor. I think maybe make the sailor a unit_survivor?
So am I even close?

There will be supply missions with a slight twist (nothing spectacular) but not like it was historically. In fact I suppose not a lot of it will be very historical, let's face it, the Japanese subs did not make a big impact on the war. They did sink some ships but not like you will be doing in this campaign.

I ran into a problem today that kind of caught me by surprise. The Sen Toku sub used the 25mm triple barrel flak gun and the gun is not in the sub folder, it is in the ShipParts. I had cloned it a while ago and Keltos made sights and a new texture, and a little redesign. (ship guns have solid circles not sights on the guns) I had left the IJN sailors on the gun. Today I discovered that when you submerge then surface the sailors are gone. I am assuming since they are from ships, when the ship goes down they get destroyed. It was quite a surprise to find out I had nobody to man the guns if I submerged. But I did find some from a German gun that are close enough to work on that gun. They had to be sitting. But just another example of something I expected to go quickly turning into a pain.

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Old 08-15-10, 09:28 PM   #741
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Look at names.cfg. Survivor is simply a unit type.

You can put a DC on a merchant, make him a type=0, and he'll use DCs.

Make a fishing boat—of a landing craft—a survivor and see if it works. When you rescue, of course, the survivor disappears.

Gotta be a way to test it. My test mission was to rescue a crew off a beached (on a reef) Pig Boat, then sink the pig boat.

Lemme dig up what I have.

BTW, I will get the WIP landing craft for you. Even if some bits change, the name, file structure, etc won't change so it won't break missions (my WIP has one set to the landing craft type, and another set to a coastal craft (104).

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Old 08-15-10, 11:51 PM   #742
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Quote:
Originally Posted by tater View Post
Look at names.cfg. Survivor is simply a unit type.

You can put a DC on a merchant, make him a type=0, and he'll use DCs.

Make a fishing boat—of a landing craft—a survivor and see if it works. When you rescue, of course, the survivor disappears.

Gotta be a way to test it. My test mission was to rescue a crew off a beached (on a reef) Pig Boat, then sink the pig boat.

Lemme dig up what I have.

BTW, I will get the WIP landing craft for you. Even if some bits change, the name, file structure, etc won't change so it won't break missions (my WIP has one set to the landing craft type, and another set to a coastal craft (104).

tater
So if I understand you, you are making the boat a survivor and when saved, the boat and the men disappear? I thought you made the men in the boat survivors and I didn't know how you kept them in the boat.

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Old 08-16-10, 12:10 AM   #743
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Sorry, it was a LONG time ago. I set a few bp-cloned boats to Type106=Survivor
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Old 08-16-10, 01:05 AM   #744
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Quote:
Originally Posted by tater View Post
Sorry, it was a LONG time ago. I set a few bp-cloned boats to Type106=Survivor
I know what you mean. I have done things and then later forget what I did to make it work.
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Old 08-16-10, 02:18 AM   #745
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Quote:
Originally Posted by peabody View Post
I know what you mean. I have done things and then later forget what I did to make it work.
Peabody
me too
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Old 08-16-10, 10:24 AM   #746
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surfacing !



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Old 08-17-10, 04:45 AM   #747
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Default finishing the Sen Taka Fast Attack Sub

Sen Taka Fast Attack Sub :





Snorkel on board




Snorkel raised


new loadout picture :



People...





things on board




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Old 08-20-10, 04:58 AM   #748
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Default researching IJN ammunition

Ammunition for the Type 92 7.7 mm machine gun :

Incendiary :



Explosive :



Class of
Ammunition Type of Projectile Position of Color Mark Color Shape of Nose

7.7-mm Navy rimmed Explosive Incendiary Primer cap Dull red ?
7.7-mm Navy rimmed Incendiary Primer cap Green Pointed

The 7.7-mm rimmed Navy round is of two kinds—one is a combination high-explosive and incendiary, the other only incendiary. Both types of the Army ammunition—the semi-rimmed and the rimless—are loaded either with an incendiary bullet or with a strictly explosive bullet (see illustration on page 32).

These bullets are not fuzed, but explode or ignite when the copper jacket is ruptured on impact with the target. The explosive bullet may be recognized by its flat nose, but the incendiary has the pointed nose of an ordinary bullet. The explosive bullet is capable of blowing a 3-inch hole in a sheet of aircraft Duralumin.

http://www.lonesentry.com/articles/j...ets/index.html
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Old 08-20-10, 08:20 AM   #749
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That seems far-fetched to me. Many US planes were hit by literally hundreds of 7.7mm rounds.

I think in game, they should be bee stings to shipping
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Old 08-20-10, 09:25 AM   #750
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Peabody is making us the appropriate ammo.

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