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Any mod for BSM to increase the ranges of all guns?

Any mod for BSM to increase the ranges of all guns?

I was wondering if there does exist a mod that would increase the ranges of all the guns, making the game a bit more realistic. I mean like increasing cruiser's fire range from 1.3 miles to 2.6 miles and similar stuff...

Artas1984
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Re: Any mod for BSM to increase the ranges of all guns?

http://battlestations.eu/index.php/en/f … pic?id=674

This mod does that while trying to keep the game playable. Problem with massively increasing ship range to realistic range is that your ships can fire their guns and hit anything anywhere on the map.

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Re: Any mod for BSM to increase the ranges of all guns?

The 1.0 version is the final mod?

http://www.megaupload.com/?d=RH9IK7Y5

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Re: Any mod for BSM to increase the ranges of all guns?

I played this mod. The most crucial thing i noticed is the increased damage. Yamato was invincible! I thought that the hardest ship challenge would be "hunt for the cruiser", but i was surprised by he outcome. Here is how it was: i sank all the ships, only the CA was remaining. I had 2 Fletcher DD remaining. One of the DD i did send to the stern of the CA, the other DD was cruising it's normal way, so that the CA would hunt him. Now, the CA opened fire, and i was controlling the torpedo tubes and steering to avoid it's shells, leaving my artillery AI controlled. While i was evading shells of CA and was launching torpedoes at it, after several shots the CA suddenly exploded. WTF? Torpedoes were on their way, but did not reach it yet. So basically i sank the CA with my 5 inch guns? The explosion was sudden, like i critical hit. Is this your job?
In the previous mission i sank a CA with Yamato the same way, but this is Fletcher, not Yamato - don't you think that sinking a CA with DD that way is ridiculous?

Also, what is that RIDICULOUS annoying sound when shells are being launched? PIP PIP...

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Re: Any mod for BSM to increase the ranges of all guns?

Death by magazine explosion is hardcoded in single player, that may explain why 5" shells sank the CA. I set the armor ratings for the Japanese as close and best as I could to real life, which resulted in low deck armor making it vulnerable to magazine explosions. This is offsetted by the large range and fire power of the 8" guns of the tone which it cant take advantage of very well due to the halved radar vision for the mini map. so if you sink most of the enemy DD's and left the CA for last his minimap vision sees just about as far as yours does. End result is the automated fire stuff pretty much cant take advantage of all that extra range so you can close the gap on him without him firing at you. It makes scout airplanes, and forward DD's to screen as forward radar more important then in standard BSM.

The Pip pip noise error... I dont recall that when I went over my final sweep of glaring issues. it only goes off if I missed a sound file for a map hmmm.... ill probably fix it one of these days.

PS: the MOD also works in MP with the stock maps but finding someone with the mod and wanting to play online is another issue.

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Re: Any mod for BSM to increase the ranges of all guns?

This mod does not increase artillery ranges at all, but other things.

So there are no mods those would increase the range of artillery? Could you make one? Could you simply double the ranges of artillery in the upcoming 1.1 mod? So like from now i ask you to do this - a request has been issued.

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