The Reluctant Admiral
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
The Reluctant Admiral
I am closing down the ideas, debate, and decision side of the Yamamoto's 'What Might Have Been' Thread and am opening the Reluctant Admiral Thread to handle the actual creation of the Mod. My thanks to Juan, BK, FatR, and others for being so strong in their thinking, ideas, and proposals.
To make sure we are clear, the purpose of this Mod is to change the Japanese IJN along the lines Admiral Yamamoto wanted where he wins arguments that were historically lost and culminates with him taking the office of Naval Minister instead of C-in-C Combined Fleet in August 1939. In this capacity he would have had the power to MAKE the Navy more into his own image. The biggest changes are seen in the changing of the 4th Circle Plan (no 3rd and 4th Yamato) to something more 'air-minded,' massive change in Japanese Naval Fighter production and development lines, and some LCU/Industrial changes to reflect the first two points.
The IJA is not changed whatsoever. It is the Navy that makes the changes for good or for ill.
Due to the interest in the brainstorming process, I have decided to make this Thread a 'How To' for those who might want to take a crack in creating a Mod of their own. Let me start by saying I HATE TECHNOLOGY but am not too scared of the Editor. My experience with it so far hasn't been too bad and I find the thing darned near logical in how it goes about working.
The question I plan to start with (for experienced Modders) is fairly simple. Can different people work on a Mod at the same time? There are 11 separate files within the Editor for a unique scenario (thank you Michael). Is it possible for a person to work on new ships while another works on aircraft creation while yet another works on LCU changes?
This question needs to be answered first before we move on.
If the answer is YES then I would throw out the following. Can we have people work in their sphere's of interest? Let me make the following proposal:
1. I THINK I can handle the new ships, changes to existing ships, and the copy/paste of additional ships to an established class.
2. FatR and BK have been highly active with aircraft. Would either or both want to help in actually designing what they have written and researched?
3. Juan will help (already offered) with his Mod changes involving ship ammo, Sub choice in numbers of TTs fired, etc...
4. There will be Base and Industry changes (Naval Shipyards, Aircraft, and Engines) due to our work as well.
5. LCU changes shall occur as well.
These are the major areas of work. My intention is to post onto this Thread questions, observations, and educational thoughts regarding the Editor and Mod creation. If we get into a heavy discussion about something then we shall tangent. Pending on what it is, the debate could stay on this Thread or go back over the 'What Might Have Been' Thread.
This is the rough vision. What do people think?
To make sure we are clear, the purpose of this Mod is to change the Japanese IJN along the lines Admiral Yamamoto wanted where he wins arguments that were historically lost and culminates with him taking the office of Naval Minister instead of C-in-C Combined Fleet in August 1939. In this capacity he would have had the power to MAKE the Navy more into his own image. The biggest changes are seen in the changing of the 4th Circle Plan (no 3rd and 4th Yamato) to something more 'air-minded,' massive change in Japanese Naval Fighter production and development lines, and some LCU/Industrial changes to reflect the first two points.
The IJA is not changed whatsoever. It is the Navy that makes the changes for good or for ill.
Due to the interest in the brainstorming process, I have decided to make this Thread a 'How To' for those who might want to take a crack in creating a Mod of their own. Let me start by saying I HATE TECHNOLOGY but am not too scared of the Editor. My experience with it so far hasn't been too bad and I find the thing darned near logical in how it goes about working.
The question I plan to start with (for experienced Modders) is fairly simple. Can different people work on a Mod at the same time? There are 11 separate files within the Editor for a unique scenario (thank you Michael). Is it possible for a person to work on new ships while another works on aircraft creation while yet another works on LCU changes?
This question needs to be answered first before we move on.
If the answer is YES then I would throw out the following. Can we have people work in their sphere's of interest? Let me make the following proposal:
1. I THINK I can handle the new ships, changes to existing ships, and the copy/paste of additional ships to an established class.
2. FatR and BK have been highly active with aircraft. Would either or both want to help in actually designing what they have written and researched?
3. Juan will help (already offered) with his Mod changes involving ship ammo, Sub choice in numbers of TTs fired, etc...
4. There will be Base and Industry changes (Naval Shipyards, Aircraft, and Engines) due to our work as well.
5. LCU changes shall occur as well.
These are the major areas of work. My intention is to post onto this Thread questions, observations, and educational thoughts regarding the Editor and Mod creation. If we get into a heavy discussion about something then we shall tangent. Pending on what it is, the debate could stay on this Thread or go back over the 'What Might Have Been' Thread.
This is the rough vision. What do people think?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Trade-Offs
Another note to the above. This Mod is not a SUPER Japan Navy Mod. It will be as REALISTIC as we can make it. There are trade-offs throughout the Mod. An example would be the advancement of the advanced Zero models at the cost of the Jack for the war. Jiro was tasked with several 'most important' projects and so to work on one he must toss the other.
Once we have settled on the Industrial improvements then that amount of supply will be withdrawn from Japan's starting stockpile. If we add 100 Heavy Industry then 100,000 supply shall be taken off of Japan at the start of the war. All of us know Japan could not infinitely expand itself. Building more is nice but the resources, oil, supply, and fuel are finite and we must reflect that issue.
Once we have settled on the Industrial improvements then that amount of supply will be withdrawn from Japan's starting stockpile. If we add 100 Heavy Industry then 100,000 supply shall be taken off of Japan at the start of the war. All of us know Japan could not infinitely expand itself. Building more is nice but the resources, oil, supply, and fuel are finite and we must reflect that issue.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Step One
Choices occur the moment you open the Editor. First you have to base the Mod off of something and I want it to be Scenario One for the starting point. I will then name it The Reluctant Admiral and save it under Scenario 70.


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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Main Menu
Here are the pages of options within the Editor. I moved it to ship classes just because this is where I plan to begin the work.


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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
The Fourth Circle Plan--Reluctant Admiral
Admiral Yamamoto comes fully prepared into the office of Navy Minister in August 1939 in time to finalize the 4th Circle Plan in September 1939. The plan builds the following warships:
3 Shokaku-Class Carriers with Air Groups of 30 Zero, 24 Dive Bombers, and 24 Torpedo Planes. Arrival Dates: May 1943, June 1943, and Nov 1943.
There is no Taiho in this scenario. The Japanese bank on the proven design of the Shos that are far less costly (steel) then the experimental Taiho and faster to build.
Needs: Can anyone come up with three names for these CVs? I would like to keep the Kaku at the end of the name so it is easier to know the parentage of these ships. So this means you need a descriptive Japanese word in front of Crane. Ideas could be 'White Crane' which would be something--kaku. Any Japanese speakers/readers out there with ideas?
2 Kawachi-Class Battlecruisers carrying 9 12.1" Guns. Arrival Dates: June and Nov 1943.
These fast ships are created to escort Yamato and Musashi. They (in the real war) would make FINE CV Escorts or cruiser-killers.
2 Tone-Class Scout Cruisers (Iwaki and Hikari) due to arrive in Oct and Nov 1942
Much debate here but, using the proven design, the Japanese create these two to help with air search for their CVs.
6 Agano-Class CLs mounting 6 6.1" Guns. Arrival Dates: Agano/Noshiro present Dec 7th, Yahagi Apr 42, Sakawa June 42, Oyodo Jan 43, and Niyodo Mar 43.
No Sub Scout Cruiser. The Japanese keep it simple by adding the Oyodo and Niyodo as the 5th and 6th DD Flotilla Leaders.
Destroyers:
6 Additional Moon-Class AA DDs
16 Additional Yugumo-Class DDs
DDs will come in at a slightly faster rate owing to consolidation of Japanese DD building as well as larger orders allowing for streamlined and more efficient use of time, dockyards, and slipways.
The Japanese Naval Shipyards see expansion in several sites starting in 1937. Two large slipways are added and a shipyard is built in Shanghai. These changes make the hulls added onto the Order of Battle Que possible. Keep in mind that the slipways and expansion are paid through by pulling valuable supply/resources out of the Japanese starting total.
3 Shokaku-Class Carriers with Air Groups of 30 Zero, 24 Dive Bombers, and 24 Torpedo Planes. Arrival Dates: May 1943, June 1943, and Nov 1943.
There is no Taiho in this scenario. The Japanese bank on the proven design of the Shos that are far less costly (steel) then the experimental Taiho and faster to build.
Needs: Can anyone come up with three names for these CVs? I would like to keep the Kaku at the end of the name so it is easier to know the parentage of these ships. So this means you need a descriptive Japanese word in front of Crane. Ideas could be 'White Crane' which would be something--kaku. Any Japanese speakers/readers out there with ideas?
2 Kawachi-Class Battlecruisers carrying 9 12.1" Guns. Arrival Dates: June and Nov 1943.
These fast ships are created to escort Yamato and Musashi. They (in the real war) would make FINE CV Escorts or cruiser-killers.
2 Tone-Class Scout Cruisers (Iwaki and Hikari) due to arrive in Oct and Nov 1942
Much debate here but, using the proven design, the Japanese create these two to help with air search for their CVs.
6 Agano-Class CLs mounting 6 6.1" Guns. Arrival Dates: Agano/Noshiro present Dec 7th, Yahagi Apr 42, Sakawa June 42, Oyodo Jan 43, and Niyodo Mar 43.
No Sub Scout Cruiser. The Japanese keep it simple by adding the Oyodo and Niyodo as the 5th and 6th DD Flotilla Leaders.
Destroyers:
6 Additional Moon-Class AA DDs
16 Additional Yugumo-Class DDs
DDs will come in at a slightly faster rate owing to consolidation of Japanese DD building as well as larger orders allowing for streamlined and more efficient use of time, dockyards, and slipways.
The Japanese Naval Shipyards see expansion in several sites starting in 1937. Two large slipways are added and a shipyard is built in Shanghai. These changes make the hulls added onto the Order of Battle Que possible. Keep in mind that the slipways and expansion are paid through by pulling valuable supply/resources out of the Japanese starting total.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Shadow Program--Reluctant Admiral
The other major area of ship building influence within the Japanese Navy will be an acceleration of the Shadow-Carrier conversions. Though not major (on average 3 or so months) this will reflect the increasing awareness of the value of the CV PRIOR to December 7, 1941:
Fleet Carriers
Junyo Feb 42
Hiyo May 42
Light Carriers
Shoho Operational Dec 7th
Nisshin March 42
Ryuho Sept 42
Nisshin is converted on the slipway and while fitting out. This will leave the Japanese player several valuable CS to use as Scout Carriers or be converted into CVLs during the war. Player choice.
Fleet Carriers
Junyo Feb 42
Hiyo May 42
Light Carriers
Shoho Operational Dec 7th
Nisshin March 42
Ryuho Sept 42
Nisshin is converted on the slipway and while fitting out. This will leave the Japanese player several valuable CS to use as Scout Carriers or be converted into CVLs during the war. Player choice.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Modding a Ship Class
We start with fairly simple stuff in working on the Agano-Class CLs. I made a slight change to the vessel's design:


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- AganoClass.jpg (224.24 KiB) Viewed 1467 times

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Creating a New Vessel
After making the slight changes in the Agano-Class I then move over the specific ships. I changed the arrival dates for all four of the original ships: Agano, Noshiro, Yahagi, and Sawaka. For the first two ships I placed them available on Dec 7th and changed their starting location to Baubeldaup (Sp?). The latter pair got a differing arrival date.
Was perplexed to begin with on how to bring those 6.1" guns into the existing page and then figured out to simply click on the class. It automatically brought up the new specifications and I was ready to run. Pretty handy and rather intuitive to use.
In moving to Oyodo I simply changed her class to Agano and made sure it was the right version of the ship.
Niyodo is a new ship so I simply added her in the line above Oyodo and typed the name in the box to the right. The name filled in without issue and then I simply went to the Agano-Class, clicked on it, and VIOLA the ship is (more or less) ready to deploy. I then provided the location for her to start, left the Captain random, and imputted her arrival date.
I had NEVER created a new ship before and it was frightfully easy!
Questions:
1. How do I assign the air group to her?
2. Same but different question with Oyodo. It pulls up Oyodo's air group of 2 Pete but what if I just want the Agano's?
How does this work?
Here you are:

Was perplexed to begin with on how to bring those 6.1" guns into the existing page and then figured out to simply click on the class. It automatically brought up the new specifications and I was ready to run. Pretty handy and rather intuitive to use.
In moving to Oyodo I simply changed her class to Agano and made sure it was the right version of the ship.
Niyodo is a new ship so I simply added her in the line above Oyodo and typed the name in the box to the right. The name filled in without issue and then I simply went to the Agano-Class, clicked on it, and VIOLA the ship is (more or less) ready to deploy. I then provided the location for her to start, left the Captain random, and imputted her arrival date.
I had NEVER created a new ship before and it was frightfully easy!
Questions:
1. How do I assign the air group to her?
2. Same but different question with Oyodo. It pulls up Oyodo's air group of 2 Pete but what if I just want the Agano's?
How does this work?
Here you are:

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- Niyodo.jpg (214.92 KiB) Viewed 1468 times

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Useful?
Is this idea for a Thread proving to be any use to people? Thought it could be used as an educational tool but if it is stupid please let me know.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: The Reluctant Admiral
ORIGINAL: John 3rd
The question I plan to start with (for experienced Modders) is fairly simple. Can different people work on a Mod at the same time? There are 11 separate files within the Editor for a unique scenario (thank you Michael). Is it possible for a person to work on new ships while another works on aircraft creation while yet another works on LCU changes?
This question needs to be answered first before we move on.
If the answer is YES then I would throw out the following. Can we have people work in their sphere's of interest? Let me make the following proposal:
1. I THINK I can handle the new ships, changes to existing ships, and the copy/paste of additional ships to an established class.
2. FatR and BK have been highly active with aircraft. Would either or both want to help in actually designing what they have written and researched?
3. Juan will help (already offered) with his Mod changes involving ship ammo, Sub choice in numbers of TTs fired, etc...
4. There will be Base and Industry changes (Naval Shipyards, Aircraft, and Engines) due to our work as well.
5. LCU changes shall occur as well.
Yes, they can, but you want to make sure that its clear who is doing what, and what changes have been made in the version theyre working on, so you dont end up duplicating work.
Having one person stick to one file (devices, aircraft, ships) at a time is probably a reasonable solution. If there are two people who need to work on things in the same area (ie, you doing the ships and me doing torpedo changes), then it should be done one at a time.
I'm fine with working in the torpedo and ammo changes once you're done with the rest of the ship changes. I'll ask for the scenario files I need when the time comes.
ORIGINAL: John 3rd
We start with fairly simple stuff in working on the Agano-Class CLs. I made a slight change to the vessel's design:
A word of caution if you want to keep things realistic - be very, very careful with ship changes more significant than light AA and radar. While a design with 3 x 2 x 6.1in for the Agano was plausible, such a change would have resulted in a ship some 200-400 tons heavier (or more if you used new, armoured turrets), which would mean a higher durability and possibly lower fuel efficiency and top speed, unless more power is added, which once again throws everything else off.
That said, its a good change and makes for a much better CL.
ORIGINAL: John 3rd
I had NEVER created a new ship before and it was frightfully easy!
Questions:
1. How do I assign the air group to her?
2. Same but different question with Oyodo. It pulls up Oyodo's air group of 2 Pete but what if I just want the Agano's?
Have a look at the "Air Groups" tab, and find the "Agano-1" group. You can then clone and rename that, change the "Location" field, and also change the leader if it has one (to avoid duplicates).
If however you're leaving air changes to someone else, I'd suggest you just point out to them the airgroups you need added and they'll do it along with all the updates to air group upgrade trees. This way you avoid confusion.
I think this thread is a great idea - I wish I had the patience to write out detailed descriptions of things like you do!
RE: The Reluctant Admiral
Thanks all the way around Juan. I'll keep moving forward on the ships. Can you send me your file on the Kwachi you posted on the deisgn Thread? It looked perfect.
QUESTION: How do I cut and paste in the Editor? Could you walk me through it so I don't screw it up?
QUESTION: How do I cut and paste in the Editor? Could you walk me through it so I don't screw it up?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Duhhhh...
I was originally meaning for ships such as new DDs and then I answered my own dumb question by simply remembering what I did with Agano-Class. You type in the new name of the ship and then click the class for it and everything (more or less) fills in. This IS fairly simple to work with.
Does the same apply for LCUs? Is there a 'standard' (for instance) Naval Guard unit? If you then create a new Naval Guard you simply follow the above procedure? Is it that simple? Cannot be---can it?
Does the same apply for LCUs? Is there a 'standard' (for instance) Naval Guard unit? If you then create a new Naval Guard you simply follow the above procedure? Is it that simple? Cannot be---can it?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Duhhhh...
BK---I SEE you lurking on the Thread! What do you think?
Juan--How about I send you the file and you could place Kawachi into it?
Just noticed when I save the file it always asks for Save As. I place it into my 070 slot. Is that normal?
Juan--How about I send you the file and you could place Kawachi into it?
Just noticed when I save the file it always asks for Save As. I place it into my 070 slot. Is that normal?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Duhhhh...
It is that simple for ships (dont forget to fill in nationalities and other things however), LCU's are a little more complicated.
You can either create an empty unit and then after you've filled in the "TOE ID" field, hit the "Use TOE" button just above the device list. If your LCU has a custom TOE, just create it in the device list and whatever it starts with will be considered its TOE.
Or you can clone (done with "copy" with the unit selected in the list, and then move to an empty slot and hit "paste") an existing unit and edit the name.
Regarding Kawachi - its probably easier if you place it as its only one ship class. Heres the data;

How you do the upgrades is up to you, but I'd give it Type 21 radar in mid '43 and Type 22 radar in late '43. Look at some of the other BBs to see how this is done. As for numbers of light AA, I'd consider maybe having some 40-50 barrels of 25mm by the end of '43, and increasing that to around 70-80 by early '45.
You can either create an empty unit and then after you've filled in the "TOE ID" field, hit the "Use TOE" button just above the device list. If your LCU has a custom TOE, just create it in the device list and whatever it starts with will be considered its TOE.
Or you can clone (done with "copy" with the unit selected in the list, and then move to an empty slot and hit "paste") an existing unit and edit the name.
Regarding Kawachi - its probably easier if you place it as its only one ship class. Heres the data;

How you do the upgrades is up to you, but I'd give it Type 21 radar in mid '43 and Type 22 radar in late '43. Look at some of the other BBs to see how this is done. As for numbers of light AA, I'd consider maybe having some 40-50 barrels of 25mm by the end of '43, and increasing that to around 70-80 by early '45.
RE: Duhhhh...
Think I'll stay away from LCUs for the moment and will concentrate on the Fleet instead.
Thinking on your Agano comments, I shall slightly modify tonnage appropriately.
Thinking on your Agano comments, I shall slightly modify tonnage appropriately.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Kawachi
Juan can you add how you did the two upgrades for them? I'm curious to see how you modify the design as the war passes.
Once I've seen that it will serve to help with my design of the Tone-Class Scouts. Will certainly modify them a little but mostly keep them the same as the original CAs. The Shokakus we have already talked about.
How do you import the ship art to the box?
Once I've seen that it will serve to help with my design of the Tone-Class Scouts. Will certainly modify them a little but mostly keep them the same as the original CAs. The Shokakus we have already talked about.
How do you import the ship art to the box?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Kawachi
Ship art is done by hitting the "Browse" button in the top right, and directing it to your AE folder. Then check the "View Back" box and viola, the ship shows up. If youre going to use my Kawachi art, just enter the same number as I have in the "Bitmap" field.
I dont have screenshots of the ship for the upgrades, but I'll write out which fields differ from the picture I posted for the upgrades.
Switch to device numbers over 10 by hitting the "11-20 >>" button.
A quick way to copy over everything from the last upgrade is to copy the class into the next slot, then make changes, and then copy that into the following one, and so on. So in this case you'd copy slot 1783 into slot 1784, make your changes to that, and then copy 1784 into 1785, and make the changes to that. This saves you from having to reenter all the fields that dont change, and thus reduces the chances of input errors.
Slot 1784
Month - 10
Year - 43
Upgrade - 1785 (The next one in the upgrade line)
Weapon 5 - Device 1682 - Num 12 - Turrets 3 - Facing Right Side - Ammo 36 - Armour 0
Weapon 6 - Device 1682 - Num 12 - Turrets 3 - Facing Left Side - Ammo 36 - Armour 0
Weapon 7 - Device 1682 - Num 10 - Turrets 2 - Facing Right Side - Ammo 36 - Armour 0
Weapon 8 - Device 1682 - Num 10 - Turrets 2 - Facing Left Side - Ammo 36 - Armour 0
Weapon 9 - Device 1702 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Weapon 10 - Device 1703 - Num 1 - Turrets 1 - Facing Right Side - Ammo 0 - Armour 0
Weapon 11 - Device 1703 - Num 1 - Turrets 1 - Facing Left Side - Ammo 0 - Armour 0
Slot 1785
Month - 9
Year - 44
Upgrade - 1785 (As this is the last ship in the upgrade series, link to itself)
Weapon 5 - Device 1682 - Num 15 - Turrets 3 - Facing Right Side - Ammo 36 - Armour 0
Weapon 6 - Device 1682 - Num 15 - Turrets 3 - Facing Left Side - Ammo 36 - Armour 0
Weapon 7 - Device 1682 - Num 14 - Turrets 2 - Facing Right Side - Ammo 36 - Armour 0
Weapon 8 - Device 1682 - Num 14 - Turrets 2 - Facing Left Side - Ammo 36 - Armour 0
Weapon 9 - Device 1682 - Num 9 - Turrets 1 - Facing Right Side - Ammo 36 - Armour 0
Weapon 10 - Device 1682 - Num 9 - Turrets 1 - Facing Left Side - Ammo 36 - Armour 0
Weapon 11 - Device 1702 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Weapon 12 - Device 1703 - Num 1 - Turrets 1 - Facing Right Side - Ammo 0 - Armour 0
Weapon 13 - Device 1703 - Num 1 - Turrets 1 - Facing Left Side - Ammo 0 - Armour 0
Weapon 14 - Device 1701 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Also, a design note - I have added "6 mm" of armour to the 10cm/65 mounts in my mods, to represent splinter shields on these weapons. Stock AE does not include them, so if you want to conform to that just reduce the armour value for these mounts to 0. Alternatively, if you'd like to include this changes to all capital ships, I can change them for you when I make the rest of my changes.
If you wish to, use "414" for the "Bitmap" field for the first of the class. This is an art variant with less AA and antenna's for an earlier war look.
I dont have screenshots of the ship for the upgrades, but I'll write out which fields differ from the picture I posted for the upgrades.
Switch to device numbers over 10 by hitting the "11-20 >>" button.
A quick way to copy over everything from the last upgrade is to copy the class into the next slot, then make changes, and then copy that into the following one, and so on. So in this case you'd copy slot 1783 into slot 1784, make your changes to that, and then copy 1784 into 1785, and make the changes to that. This saves you from having to reenter all the fields that dont change, and thus reduces the chances of input errors.
Slot 1784
Month - 10
Year - 43
Upgrade - 1785 (The next one in the upgrade line)
Weapon 5 - Device 1682 - Num 12 - Turrets 3 - Facing Right Side - Ammo 36 - Armour 0
Weapon 6 - Device 1682 - Num 12 - Turrets 3 - Facing Left Side - Ammo 36 - Armour 0
Weapon 7 - Device 1682 - Num 10 - Turrets 2 - Facing Right Side - Ammo 36 - Armour 0
Weapon 8 - Device 1682 - Num 10 - Turrets 2 - Facing Left Side - Ammo 36 - Armour 0
Weapon 9 - Device 1702 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Weapon 10 - Device 1703 - Num 1 - Turrets 1 - Facing Right Side - Ammo 0 - Armour 0
Weapon 11 - Device 1703 - Num 1 - Turrets 1 - Facing Left Side - Ammo 0 - Armour 0
Slot 1785
Month - 9
Year - 44
Upgrade - 1785 (As this is the last ship in the upgrade series, link to itself)
Weapon 5 - Device 1682 - Num 15 - Turrets 3 - Facing Right Side - Ammo 36 - Armour 0
Weapon 6 - Device 1682 - Num 15 - Turrets 3 - Facing Left Side - Ammo 36 - Armour 0
Weapon 7 - Device 1682 - Num 14 - Turrets 2 - Facing Right Side - Ammo 36 - Armour 0
Weapon 8 - Device 1682 - Num 14 - Turrets 2 - Facing Left Side - Ammo 36 - Armour 0
Weapon 9 - Device 1682 - Num 9 - Turrets 1 - Facing Right Side - Ammo 36 - Armour 0
Weapon 10 - Device 1682 - Num 9 - Turrets 1 - Facing Left Side - Ammo 36 - Armour 0
Weapon 11 - Device 1702 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Weapon 12 - Device 1703 - Num 1 - Turrets 1 - Facing Right Side - Ammo 0 - Armour 0
Weapon 13 - Device 1703 - Num 1 - Turrets 1 - Facing Left Side - Ammo 0 - Armour 0
Weapon 14 - Device 1701 - Num 1 - Turrets 1 - Facing All Sides - Ammo 0 - Armour 0
Also, a design note - I have added "6 mm" of armour to the 10cm/65 mounts in my mods, to represent splinter shields on these weapons. Stock AE does not include them, so if you want to conform to that just reduce the armour value for these mounts to 0. Alternatively, if you'd like to include this changes to all capital ships, I can change them for you when I make the rest of my changes.
If you wish to, use "414" for the "Bitmap" field for the first of the class. This is an art variant with less AA and antenna's for an earlier war look.
RE: Kawachi
Cool. I've not done anything like that before. Will try it right now with the Tones. We'll see what happens...
Will work on the Kawachi tomorrow when I don't have two little sets of hands trying to help!
Will work on the Kawachi tomorrow when I don't have two little sets of hands trying to help!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Tone-Class
HAH! This is fairly simple if one takes the time to be careful:


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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.



