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Old 09-16-07, 02:34 PM   #1
Lagger123987
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Default What if? varients for Asashio DD

Here's the varients I made for the Asashio class DD,
Improved ASW(change all AAA weapons to DC racks and throwers)




Improved AAA(change the torpedo mounts to 25mmx3 turrets and replace most AAA with triple and double barrel 25mm also replace the main guns to 4.7in singles)






Pocket CL(change the main guns to 6in singles, replace two AAAs for two racks)






the last one, Heavy AAA(change the main guns and torpedo mounts to 5in AA doubles, replace all AAA with 37mm doubles and 2pdr Quadtruples)






I even try to make Yamato a Sub killer, but I dont know how to change the AI on the Yamato to be mroe like a escort than a Battleship.
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Old 09-16-07, 05:49 PM   #2
sqk7744
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Looks Fantastic Lagger123987

I can't wait to test them out.

* Sorry, been tied-up with Kill Flags.
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Old 09-16-07, 06:04 PM   #3
leovampire
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Default Just an opinion not a sugestion

But the set up of depth charges on ships larger than a Light cruiser I wouldn't do. And don't take away too many AA gun's or an Alied attack on them means certain doom for the war ship. Maybe a Sub hunter class with all throwers and dropers would be a cool class to make all it's own. tater set up a new clas of sub hunter so he might be able to show you how to clone one for just that purpose. Remove all top side gun's and just use depth charges on it and as an escort for it a normal sub hunter.
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Old 09-16-07, 09:15 PM   #4
tater
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You need to make a new ship, Bungo Pete style.

http://www.subsim.com/radioroom/showthread.php?t=114033

Note that you could change a BB to type=4 (destroyer) this way and she'd act like a DD--if you gave her a new name like bungo pete it wouldn't change the real BB at all.

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Old 09-16-07, 10:03 PM   #5
Lagger123987
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Quote:
Originally Posted by tater
You need to make a new ship, Bungo Pete style.

http://www.subsim.com/radioroom/showthread.php?t=114033

Note that you could change a BB to type=4 (destroyer) this way and she'd act like a DD--if you gave her a new name like bungo pete it wouldn't change the real BB at all.

tater
Tater,How do I make a new ship?

Leo, I mostly do this for the fun of it.
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Old 09-16-07, 11:13 PM   #6
tater
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DL the bungo pete mod in that link and look at what he did.

Copy his mod, and replace his stuff with your own.

There is a Data/Roster/Japan/Sea/ directory, copy Asashio's file from the same Dir in the stock game there, and rename it. Rename it the same inside the cfg. Look at akikaze as a model. Note that for textures and models it points to minekaze---your new asashio will point to asashio.

In the Data/Sea/ directory Duc has a Akikaze folder---copy asashio's real folder there. Delete everything except what duc left in the akikaze folder. Use your new eqp as the eqp. Change the names of the files from DDAsashio.cfg to DDNewName.cfg (whatever your new name is). Do the same inside the cfg folder for the class.

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Old 09-16-07, 11:38 PM   #7
Lagger123987
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Quote:
Originally Posted by tater
DL the bungo pete mod in that link and look at what he did.

Copy his mod, and replace his stuff with your own.

There is a Data/Roster/Japan/Sea/ directory, copy Asashio's file from the same Dir in the stock game there, and rename it. Rename it the same inside the cfg. Look at akikaze as a model. Note that for textures and models it points to minekaze---your new asashio will point to asashio.

In the Data/Sea/ directory Duc has a Akikaze folder---copy asashio's real folder there. Delete everything except what duc left in the akikaze folder. Use your new eqp as the eqp. Change the names of the files from DDAsashio.cfg to DDNewName.cfg (whatever your new name is). Do the same inside the cfg folder for the class.



tater
ok, I'll try in the afternoon.
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Old 09-16-07, 11:40 PM   #8
tater
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The idea is that you don't need a new dat for a new ship, you can simply point the cfg at another model.

The devs used it for a few ships, actually. They have frighters with sailors on deck that aren't japanese, etc.

Note that you can do the same with Yamato, but in the cfg files in both the Roster, and Sea folders, change the type to 4, and they will happily act like DDs.

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Old 09-16-07, 11:45 PM   #9
Lagger123987
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Quote:
Originally Posted by tater
Note that you can do the same with Yamato, but in the cfg files in both the Roster, and Sea folders, change the type to 4, and they will happily act like DDs.

tater
:rotfl: Yamato on escort duty? I'll try that tomorrow too, kind of late here, but I'll let my co-worker do some of it for me while I'm busy on the farm.
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Old 09-17-07, 08:52 AM   #10
XLjedi
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I wonder if you put 16' guns on a destroyer, would it capsize or maybe do a complete roll when it fired? ...maybe like a kayak?
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Old 09-17-07, 11:08 AM   #11
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It should sink instantly if it works right, because a triple 16" turret weighs more than most destroyers!:rotfl:
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Old 09-17-07, 12:06 PM   #12
sqk7744
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This I gotta see

(ya know, if enough force is generated on the roll axis anything is possible ) Say a front and rear 16" gun+mount.
The DD also needs a high top speed to stay on plane vs. the weight of those puppies' as Sailor Steve mentioned

Will test your mod tonight Lagger123987


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Old 09-17-07, 08:28 PM   #13
Lagger123987
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Should I split the varients? I finally made a new ship.
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Old 09-17-07, 08:49 PM   #14
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Two things.

1. you'll note that the bungo pete mod should also include a Names.cfg inside the roster folder. You can add your new ship to that usuing the same formula as all the other ships:

Classname=what you want it called in plain english

2. Many times doing this you will get an error in the mission editor where it can't find the ship. It means you missed something.

New ship is called "ShipName."

In Data/Roster/Japan/Sea/ShipName.cfg you need the class name set to ShipName. You need the Type= set to what you want (4 is DD, 0 through 4 act like escorts).

In Data/Sea/ShipName/ShipName.cfg you need the class set to ShipName exactly as it is in the roster version I just talked about. The Type also needs to be exactly the same. All the files in the ShipName folder inside Sea need to also be called ShipName. ShipName.cfg, ShipName.eqp, ShipName_sil.dds(or tga), etc. Failure to have the cfg in there named right will give the same error.

The stock game uses a NDD_Name convention, but the class names are then DDName. I find this confusing, and it is easy to mess one up. Dump the _ and name the ship in a less complicated way to avoid having to check so often to get them to match up.

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Old 09-17-07, 09:47 PM   #15
Lagger123987
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Quote:
Originally Posted by tater
Two things.

1. you'll note that the bungo pete mod should also include a Names.cfg inside the roster folder. You can add your new ship to that usuing the same formula as all the other ships:

Classname=what you want it called in plain english

2. Many times doing this you will get an error in the mission editor where it can't find the ship. It means you missed something.

New ship is called "ShipName."

In Data/Roster/Japan/Sea/ShipName.cfg you need the class name set to ShipName. You need the Type= set to what you want (4 is DD, 0 through 4 act like escorts).

In Data/Sea/ShipName/ShipName.cfg you need the class set to ShipName exactly as it is in the roster version I just talked about. The Type also needs to be exactly the same. All the files in the ShipName folder inside Sea need to also be called ShipName. ShipName.cfg, ShipName.eqp, ShipName_sil.dds(or tga), etc. Failure to have the cfg in there named right will give the same error.

The stock game uses a NDD_Name convention, but the class names are then DDName. I find this confusing, and it is easy to mess one up. Dump the _ and name the ship in a less complicated way to avoid having to check so often to get them to match up.

tater
Yeah, that's why I keep getting the mess ups, but should I split the four varients? Two for the asashio, the two for the new ship?
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