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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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I am releasing the Brooklyn Light Cruiser.
![]() I included a Single Mission to attack a Japanese Convoy, with 2 DDs to assist, so make sure of your target. Make sure you don't fire the torpedo, you WILL explode. ![]() There is a readme for install if you need it. Simply extract to your MODs folder and enable with JSGME. Thank to W4lt3r for the range fix included. Also have raised some of the ammo levels. It has one playable front Turret and two playable AA guns. One note: While I was searching the net for the range of the ship without refueling, I discovered that the Brooklyn never served in the Pacific. Don't know why it was included in the game, but I was 90% complete with it, so I finished it. http://files.filefront.com/USS+Brook.../fileinfo.html Hope you enjoy it. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#2 |
Samurai Navy
![]() Join Date: Sep 2006
Location: Suomi Finland
Posts: 572
Downloads: 131
Uploads: 0
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Fantastic work!
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#3 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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great job! cant wait to use it! I was going to make it but instead started the Fiji class
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#4 |
Stowaway
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first time i got around to trying a playable ship
![]() a few questions though, i was wondering if the lack of range finder was done on purpose and if so why? i mean they would have someone to calculate a range estimate so blindly shooting isnt the way it was done. how do you use the other AA turrent? i tried clicking on the AA gun again but it doesnt change position. |
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#5 | |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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Incidently the General Belgrano was the ex USS Phoenix, a Brooklyn class ship, and IIRC was at Pearl Harbour on 7th December 1941.
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#6 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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Great fantastic work bud....
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#7 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
![]() Edit: if you are talking about the range finder on the gun itself, it is there, mouse wheel. As for the playable turret. The turret is a 'deckgun' and only one is playable. If you select the AA next to it, you will have two buttons to select. One starboard, one port. Both the same type of gun Twin 20mm but different sides of the ship. @MrBeast: Thanks for the info. @Ivank and Nokia. Thank you hope you enjoy it. I wish I knew more about doing damage on these things but unfortunately I don't. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 08-31-08 at 04:45 PM. |
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#8 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
Uploads: 0
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Talk to Rucco, did you ever find the issue with using these in the Campaign? Right now the Iowa is resigned to "war patrols" and missions which is kinda lame :P I want to unrealistically start off with the USS Iowa in 1941
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#9 | ||
Stowaway
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the binoculars dont show the range on its screen so its hard to judge a starting range. the AA gun, im using 1.5 with no other mods and i only have 1 AAgun button next to my deck gun button. as for the mod, yes i like it a lot. one suggestion though, simply remove all torpedos, by having zero inventory, you cant accidentally shoot one because you dont have any. also since your using deck guns at long range you should double the zoom level on deck gun sight so its visual sight can see the ships your shooting way off on the horizon, as it is now they are barely visable to me yet im under fire from them so i think that needs to be looked at. also what do you mean when you say "I wish I knew more about doing damage on these things but unfortunately I don't." what kind of damage? hit points and armor or ship damage modeling? |
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#10 | |||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Ok, UZO and TBT are the same thing right? No problem, like I commented, left out on purpose, but easy to put in. Wasn't thinking of using for range. I hardly ever use the deck gun on the sub so I didn't even think of it. The deck gun zoom increase, I have never tried, so I don't know how to do it, I will look and see if I can figure it out. The AA buttons I have two here, and I'm stock 1.5 except for ROW sound effects. Here's my hud, blue buttons for port and starboard. Anyone else reading this if you have this problem let me know. I'll try to figure out why. ![]() Yes on the damage question, the areas and how to figure out where and what type and so on, I know some have been working with it and I understand the concept, just not how to "put it all together" with zone types and where those zones are. And I understand they are a handful to deal with. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#11 | |
Stowaway
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as for the damage zones try PM "swdw", he is working on this: http://www.subsim.com/radioroom/showthread.php?t=131623 hes also working with rfb team so im sure you two can compare notes |
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#12 | ||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Thanks for the info, learned something new. I'll check out that post. Thanks again. Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#13 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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When getting into action, the only turret that will fire shells would be the playable one, I
suppose? Others will make no fire at all, even by AI? P.S. Great job Peabody, THANKS for a wonderful cruiser! |
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#14 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Make sure you do 'fire at will' for both deckguns and AA (flak) in case a plane comes over, although you usually get a screen when a plane approaches asking if you want to dive or engage. If you get the popup the man the guns and fire at will are selected automatically so don't press them again or you will be telling them to cease fire. All the guns including the AA work, not just the playable ones. Just make sure you don't fire a torpedo by accidently hitting the enter button, you will blow up. I am going to try to do a fix for this so at least it doesn't hit you own ship. I may have it go ahead and fire but move it away from the ship. Edit: one additional note. Because of the position of the guns on the side and rear, be aware of your heading so you can turn to allow all guns to be able to aim at the target. A straight in approach and the side guns can't hit the target so they don't shoot. In real life they used a technique called "cross the T" They would try to cross in front of another ship (expecially BBs) so you could bring ALL your guns to bare, but the enemy could only use the forward turrets. And even though you gave them a broadside shot, the distance to actually hit you had to be very accurate, because you are not very wide, so some zigzagging and it was hard to hit you. But in the game it doesn't seem to work very well. So I usually use a slight angle so the side guns can shoot and it is usually enough on this ship so the rear turrets can shoot too. On some playable ships the rear turrets can't turn as far forward as these do. Thank you for your comment. Now you will like it even better with all the guns firing. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 09-01-08 at 11:37 AM. |
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#15 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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AWESOME!
![]() Just tested USS Brooklyn in war patrol. So this will be quite a 'brief' report due to emotions. I've chosen the mission to take US agent to Singapore :rotfl: Of course, in terms of strategy and tactics this was a suicidal voyage, but I wanted to see the cruiser in battle, trying to break through enemy forces. Notwithstanding that I didn't manage to fulfill primary objective (poor James Bond ![]() USS Brooklyn-class criuser had been sunk, but before it... she shot down 4 planes, sank 3 freighters, a medium-size passenger liner and after that Brooklyn faced 5 IJN destroyers. Some of them were escorting a convoy, some were in coastal guard. The cruiser sank 3 of them, but other two finally killed me. P.S. I need to note that the reason of my ship's death was it's 'submarine' damage model. I was left out of all engines in the very beginning by suffering just 2-3 hits in the hull. These hits were not direct, but somehow this totally disabled all my turbines with no chance to repair... P.P.S. Peabody, could you tell me pls... can I leave this mod while having career saved record? It seems conflicts may occur. Anyway, tnx again for the ship! ![]() |
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