ShipPack 1.0

meanwhile it be but repaied texture have to it adjust FC I it I don't know.meanwhile Big Grin
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dimlee Wrote:
vanir Wrote:Dude, only a Heavy Cruiser can stand up to several anti-armour aircraft guns (pretty much anything from a MK-101 or Vickers-S or bigger). Converted PT-gunboats and MGB's used to run around the Pacific and Mediterranean sinking destroyers and light cruisers every chance they got, with twin 20mm deck guns and half a dozen .50's....

well, many interesting things happened in WWII... once P-39 wing has managed to disable steering and engine of (approx.) 5,000GRT tanker (Baltic Sea)... the vessel didn't sink though but grounded.
...and there was a story re-told zillion times by Black Sea Navy pilots about MBR-2 navigator who shot Bf-109 using flare pistol...
but when I imagine massive sinking of destroyers and cruisers by means of 20mm and .50's in real combat operations (not at firing range)... it reminds me famous discussion on UBI about Mustang-a-tank-buster... sorry. :wink:
Oops, oh sorry. By "sank" I meant put out of action wrt converted PT gunboats and yes of course in the Pacific. Mostly they attacked Jap barges afaik but still there are stories of leaving destroyers floating wrecks with small calibre fire. I was kinda economising this thought with the Tse-tse Fly's 6-pounder (Molins Gun) which has about 68mm case hardened penetration at 500yds from memory. In some spots that'd go through the deck of the Scharnhorst, let alone a destroyer which afaik this armament was intended capable of sinking (and destroyer-escorts).
I don't have armouring figures for destroyers off hand but I can say definitely most anti-armour guns will penetrate at least parts of several heavy cruisers just based on figures, turrets and decking for example. The MK-101/103 penetrates at least 30mm with AP rounds but over 50mm with tungsten cores (its muzzle energy is about that of the latest Mauser MK-30 using APDS shells). The Vickers-S penetrates around 50mm. But weapons designed for aerial combat like the MK-108 or the Oldsmobile 37mm of course couldn't do much to an armoured ship of any kind, penetration of case hardened armour for the 37mm T-9 is only around 25mm for example when fitted with AP rounds.

I simply wished to demonstrate that (small) ships of the line are definitely vulnerable to aircraft gunfire, considering the capabilities of some of the weapons carried. Generally of course in practise the targets were often transports and the objective to kill passengers and crew, hence the "strafer" variants of several US attack-bombers (though the B-25 did get a 75mm gun and I don't think it was for Jap tanks...).

Naturally however overall conclusions are symbiotic with those of the learned gentlemen here. Bombs really for sinking ships. Big ones or AP types, later rockets for things like transports. Big guns on aircraft aren't really very efficient for hard targets to begin with, and questionable in effect.
Just I think, a mistake to think one is invulnerable to aircraft gunfire in something like a destroyer, depending on the guns likely to be mounted.
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archie1971 Wrote:what would you he said on German landing float?
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You should make more ships with this general concept, supplies etc... but use it for USSR for use on the Volga....

Who else agrees???


TS
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vanir Wrote:...

Naturally however overall conclusions are symbiotic with those of the learned gentlemen here. Bombs really for sinking ships. Big ones or AP types, later rockets for things like transports. Big guns on aircraft aren't really very efficient for hard targets to begin with, and questionable in effect.
Just I think, a mistake to think one is invulnerable to aircraft gunfire in something like a destroyer, depending on the guns likely to be mounted.

agree. thanks for clarification. 8)
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DITO
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Any progress on sink time FC ?

A few posts ago it looked like you were onto something. I'm patient don't worry, just asking in case you've finished and forgot to share (you're on so many exciting WIPs you could loose track of what is released and what isn't).

Thanks for any reading, hope you won't be upset :oops:
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rollnloop Wrote:Any progress on sink time FC ?

A few posts ago it looked like you were onto something. I'm patient don't worry, just asking in case you've finished and forgot to share (you're on so many exciting WIPs you could loose track of what is released and what isn't).

Thanks for any reading, hope you won't be upset :oops:

Sink times are done and they will be included in new version of ShipPack, probably during next 10 days.

And you are completely correct that I don't know what I'm doing. I don't have any plan when I'm working, I don't make notes during work and I have complete mess on my PC as a result. I think that it would need team of ten people working overtime to finish all the things I started. :lol:

FC
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HundertzehnGustav Wrote:what are the tools neded to make a contribution?

i had a look at the shippack files, and i would like to point out one thing that got me puzzled.
-the german and RN destroyers are 120 km/hour fast... seems a bit fast to me, i venture a guess of a max speed of 50 to 55 km/h? I could look up speeds in no time....

I have a request
can you rename the Carrier0 to GrafZeppelin?
can you rename the Carrier1 to CVEGeneric?

Otherwise, i can only say good job, i especially appreciate the Armament of the cargoes! :!: Big Grin

For importing new ship in game you need to know Java but that's the easy part and I can import new ship for you.

For the rest you only need to edit hier.him files and add new ship in ini files. Check structure of ShipPack and you will see how to do it. In new ShipPack there will be 5 generic slots for advanced users who will be able to use these slots for their new ships without doing anything in Java code.

You are correct about speeds, I made a mistake there. I overlooked a fact that speed in technics.ini is half of max. speed , I thought that this is max. speed.

As you are trying to do something yourself than your request is my command. Here is how to change the names of ships.

1. Find technics_ru.properties file. It should be in Il2/Mods/xxx/i18n folder
xxx is name of some of basic mods folders, this is different for every user.

2. Find section # --- [Ships] --- , you will see a list of ships there

3. Add something like this
Carrier0 Whatever 110G Wants

4. Go to Il2,open FMB and enjoy.
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FC
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Thanks for update FC Big Grin
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[Image: grab0004kopie.jpg]

new ships -trooptransport Big Grin Big Grin
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YES !! A troop transporter !!! We need it !!!!

It is possible to make a ship ... more cruise ship (Pacific Princess ??? Big Grin ) like that :

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Troopship are very big and have a very high hull.

It would be GREAT if you could raise his height !!
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You guys are doing such a great job with these ships. I it seems a shame to try to sink them.
Big Grin
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Yes, it's right !! But you can protect them !!!

@ archie1971 : about TroopShip, do you try to work from AURORA Soviet Cruiser ?

I don't know if it is possible: if you remove all turets and AA guns and if you make a very fine skin, the Aurora cruiser will become a very good troopship ?

What do you think about it ?
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good idea I will try it , but I meanwhile I'm playing entirely of fabric . but I am learning hard in 3D MAX studio
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hi people
finish am already texture for Fisherman .Shall I there let here flag or of what?

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