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Japanese troop ship

Oldwheat I've done one using "VN's vn_freighter2" seams about right, works well:wiggle: Create a dp with a couple of "8 cm & some 13 mm AA guns" and your good to go:rapture: Prewar and into late 1942 none combatant's were lightly or not armed at all:faint:

Skipsan:kilroy:
 
Thanks guys.. Another related question= Is how can you hand-edit a mission to make the ships not evade? I'm tired of seeing a convoy start to 'do-se-do' in a half-assed square dance when they are attacked & my MB won't load missions properly for whatever reason ( I suspect Sander's plane limit fix )..
 
Can't help you there OW....i would suggest using the MB in your backup copy to do this, then send the file to your custom install. I don't use that limit fix because in my view it creates more headaches than it solves.
 
Oldhweat open the mission file with word pad space down to your ships note there names. Open there dp's and check to see if the gunstation's are active or if they have one at all. No active gunstation = evasion [ chicken with it's head cut of sort of thing]:faint:

This has solved the problem for me in the past :amen:

Skipsan:kilroy:
 
I have to agree with bearcat about not using the 100 plane limit fix and keeping a fully working copy of CFS2 for your mission building. However, if you must try to hand edit the waypoints then do this:

Open the mis file with Notepad and scroll down to the waypoints section of the convoy you want to modify. The Turn versus Do Not Evade command is the first command following the waypoint number. Ships marked as Turn will look like this:

waypoint.0=1,1, (followed by the location and speed data)
waypoint.1=1,1,

Ships marked as Do Not Evade will look something like this:

waypoint.0=1,67108864, (followed by the location and speed data)
waypoint.1=1,67108864,

A route with a mixture of Turn and Do Not Evade waypoints might look like this:

waypoint.0=1,1, (followed by the location and speed data)
waypoint.1=1,67108864,
waypoint.2=1,1,
waypoint.3=1,67108864,

Now here's the catch. I don't think your "Do Not Evade" number will be 67108864. I suspect it will be some other 8-digit number. Although, even if your Mission Builder inserts a different number it may not matter. Unless your copy of CFS2 changes that number when the mission loads (and it might) a mission made on my system should still work properly on yours.

Frankly, I haven't wasted time testing this element as I think the whole thing is not worth the effort. I find it much easier just to keep a working version of MB.

The gun stations versus no gun stations controls whether the ships sail north or stay on the convoy route, not evading versus not evading.
 
I tried the Usio Landing Ship, but it is almost impossible to sink. I chose to stay with the stock version, using Nibbio's dp with gunstations assigned, so it stays on course. It's tougher than the other stock merchantmen and with 1 4" and 6 25mm guns it puts up a decent amount of AA fire.
 
Daihatsu DP Mod

Since uploading isn't possible at the moment, please try this small mod to the existing Usio Daihatsu Landing craft DP File - just copy and paste:

--------------------------------------------------

// DP Mods (c) sc7500 04/09

[BOXES]
box.0=%box_name.0%,-1.78,0,4.32,1.79,1.09,6.86
box.1=%box_name.1%,-1.8,-0.01,-2.47,1.8,1.1,4.33
box.2=%box_name.2%,-1.8,-0.03,-6.96,1.8,1.24,-2.46
box.3=%box_name.3%,-1.58,-0.73,-0.01,1.58,0,6.29
box.4=%box_name.4%,-1.6,-0.74,-6.98,1.6,-0.01,0.02

[SYSTEMS]
system.0=%system_name.0%,500,-1
system.1=%system_name.1%,500,-2
system.2=%system_name.2%,500,-3
system.3=%system_name.3%,500,-4
system.4=%system_name.4%,500,-5
system.5=%system_name.5%,500,-6
system.6=%system_name.6%,500,-7
system.7=%system_name.7%,500,-8
system.8=%system_name.8%,125,-9

[BOXMAPS.0]
; Box = deck_for
boxmap.0=60,-1
boxmap.1=40,-6

[BOXMAPS.1]
; Box = deck_mid
boxmap.0=30,-2
boxmap.1=25,-7
boxmap.2=5,-9

[BOXMAPS.2]
; Box = deck_aft
boxmap.0=60,-3
boxmap.1=40,-8

[BOXMAPS.3]
; Box = hull_for
boxmap.0=100,-4

[BOXMAPS.4]
; Box = hull_aft
boxmap.0=100,-5

[EFFECTS.0]
; System = deck_for
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=50,LIBRARY,fx_ship_l,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_m,

[EFFECTS.1]
; System = deck_mid
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_m,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_m,

[EFFECTS.2]
; System = deck_aft
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_m,
effect.2=50,LIBRARY,fx_ship_l,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_l,

[EFFECTS.3]
; System = hull_for
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_m,

[EFFECTS.4]
; System = hull_aft
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_m,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_s,

[EFFECTS.5]
; System = deck_for_sinker
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_l,

[EFFECTS.6]
; System = deck_mid_sinker
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=50,LIBRARY,fx_ship_m,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_airexpl_l,

[EFFECTS.7]
; System = deck_aft_sinker
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_m,
effect.2=50,LIBRARY,fx_ship_l,
effect.3=70,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_guns,

[EFFECTS.8]
; System = 7.7mm Gun
effect.0=30,LIBRARY,fx_smkpuff_s,
effect.1=60,LIBRARY,fx_wtrexpl_m,
effect.2=80,LIBRARY,fx_wtrexpl_l,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,2,

[GUNSTATIONS]
; 7.7mm Gun
gunstation.0=0,-9,1,0.1,762,2,0.05,1500,1,20,1d1*12,0,1.5,1.45,0,0,0,-180,180,90,-8,0

[guns.0]
gun.0=1000,0,0,0,0,0,1,1000

[MISC_DATA]
unit_family=7
category=24
allegiance=4
min_speed=0
cruise_speed=12
max_speed=15
entered_service=4/1/37
crew=3
priority=3
hardness=2

[EXTRA.0]
location=0.0,0.0,8.0
effect=fx_wake_ss

[STRINGS]
"box_name.0"=deck_for
"box_name.1"=deck_mid
"box_name.2"=deck_aft
"box_name.3"=hull_for
"box_name.4"=hull_aft
"system_name.0"=deck_for
"system_name.1"=deck_mid
"system_name.2"=deck_aft
"system_name.3"=hull_for
"system_name.4"=hull_aft
"system_name.5"=deck_for_sinker
"system_name.6"=deck_mid_sinker
"system_name.7"=deck_aft_sinker
"system_name.8"=7.7mm Gun

; DPED Version 1.10

------------------------------------------

Let me know how it works for you !
SC

:kilroy:
 
Apples and oranges....just like a Higgins boat, the Daihatsu is a single-purpose landing craft, not a troop ship. A troop ship is large enough to carry troops, supplies and multiple landing craft. The Landing_ship_No1 is a medium size, multi-purpose landing and troop-carrying craft and it carries multiple Daihatsus, making it a better choice for this thread.

Shadow Wolf, you can use the same "softening" technique on the Landing_ship as recommended by sc7500 for the Daihatsu. The SYSTEMS section in the dp is all you need to focus on:

[SYSTEMS]
system.0=%system_name.0%,500,-1
system.1=%system_name.1%,500,-2
system.2=%system_name.2%,500,-3
system.3=%system_name.3%,500,-4
system.4=%system_name.4%,500,-5
system.5=%system_name.5%,500,-6
system.6=%system_name.6%,500,-7
system.7=%system_name.7%,500,-8
system.8=%system_name.8%,125,-9

Of course, the LC is much larger than the Daihatsu, so the system parts life points can be increased to 1000 or so.
 
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