Launching V2 missiles from Submarines

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RyansPlace

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Module Question:

What could be more a annoying than have a dozen submarines parked off your shores and pummel your infrastructure with rockets? So i'm attempting to create a module that allows V2 missiles to be fired from submarines.

hoover17.jpg


The language 00_buildings.txt uses for rockets is:

Code:
    rocket_site = {
        show_on_map = 1
        base_cost = 6400
        icon_frame = 12
        rocket_production = 5
        rocket_launch_capacity = 1
        max_level = 5
        shares_slots = yes
        value = 1
        infrastructure_construction_effect = yes
    }

How do I apply that language to a naval module?
View attachment 594967
 

ecpgieicg

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Does this work? Perhaps with show_on_map, and icon_frame, cuz why not. (Without the UI on map, you wouldn't be able to use the rockets even if it does work.)

But if it doesn't, it means rocket_production is not processed by the game (not surprised) and you can't make ship modules into buildings.

I think wunderwaffe is on the dev's long term plan. So stay tuned in and make that suggestion when time comes. Maybe they will add it in or add the relevant mod support in.

I think you can make any planes cv friendly. Unfortunately, rockets need rocket site and can't go on cv.
 
Last edited:

Col.Klink

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Module Question:

What could be more a annoying than have a dozen submarines parked off your shores and pummel your infrastructure with rockets? So i'm attempting to create a module that allows V2 missiles to be fired from submarines.

hoover17.jpg


The language 00_buildings.txt uses for rockets is:

Code:
    rocket_site = {
        show_on_map = 1
        base_cost = 6400
        icon_frame = 12
        rocket_production = 5
        rocket_launch_capacity = 1
        max_level = 5
        shares_slots = yes
        value = 1
        infrastructure_construction_effect = yes
    }

How do I apply that language to a naval module?
View attachment 594967


HIstorically the ONLY country to develop the technology required to do that was Japan. It produced several submersible aircraft carriers that post war the USA would take the design of and modify it for firing missiles based on the V2.


It's such a powerful technology that the sub alone should take a monumental volume of effort to develop, just as v2s do and nukes.
 
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Riekopo

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Normal V1/V2 rockets don't even work right currently and haven't since launch. They don't seem to do any damage when I use them. They don't have the necessary historical range. You can't choose exactly where you want to place the launch sites. Which means they end up not being able to reach your target and can end up right on the Frontline. You can't produce the historical numbers that were produced in my experience. And they have the V2's as static sites when in reality they were mobile units able to shoot and hide.
 
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elektrizikekswerk

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HIstorically the ONLY country to develop the technology required to do that was Japan. It produced several submersible aircraft carriers that post war the USA would take the design of and modify it for firing missiles based on the V2.
While the I-400 is obviously a valid predecessor for a sub to launch ballistic missiles the Germans were (according to German Wiki) quite... creative as well.
Through google translate:
During the Second World War, German researchers developed the A4 (V2), the first ballistic missile. Towards the end of the war, a V2 version was developed in the Peenemünde Army Research Institute, which was to be towed behind a submarine in a launch container. Each submarine was supposed to pull up to three of these 36 meter long containers manned by ten soldiers through the North Sea. The container would have been brought to the surface off England and the rockets would have been fired. Prototypes had already been tested on the Baltic Sea coast before the project had to be abandoned in 1945 when Peenemünde was evacuated. At this point, three containers were already under construction.

I won't say that this was a great idea (I genuinely don't) but imho this disqualifies Japan from being the "ONLY" one.


That being said I think for future "Wunderwaffen DLC" this could be an option - given they actually fix the ballistic missiles. @Riekopo has some valid points here...
 
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GSP Jr

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They do, they also watch what mods are popular. It's another way to see what their customers want more of.
 
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pheonicia

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Module Question:

What could be more a annoying than have a dozen submarines parked off your shores and pummel your infrastructure with rockets? So i'm attempting to create a module that allows V2 missiles to be fired from submarines.

hoover17.jpg


The language 00_buildings.txt uses for rockets is:

Code:
    rocket_site = {
        show_on_map = 1
        base_cost = 6400
        icon_frame = 12
        rocket_production = 5
        rocket_launch_capacity = 1
        max_level = 5
        shares_slots = yes
        value = 1
        infrastructure_construction_effect = yes
    }

How do I apply that language to a naval module?
View attachment 594967
It might be best to ask this in the modding subforum for the best chance of someone who can tell you how to do it/if you can do it to see the question.
 
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GSP Jr

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Do devs actually look at suggestion though? I don't think they even pay attention to bug reports outsider of patch week.
If you fill out the suggestion or bug reports properly and post in the appropriate forum they will see it.
Having screen captures, dumps, or saved games when needed increases the chances to be taken seriously.

If it is more of a rant in the main forum, it most likely gets ignored.
 
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George Parr

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HIstorically the ONLY country to develop the technology required to do that was Japan. It produced several submersible aircraft carriers that post war the USA would take the design of and modify it for firing missiles based on the V2.


It's such a powerful technology that the sub alone should take a monumental volume of effort to develop, just as v2s do and nukes.

That's a bit of hyperbole. They didn't design "submersible aircraft carriers", they designed subs that could carry up to three recon planes folded in a water-proof area. And they were also not the only ones with that technology. The French Surcouf carried a plane as well. Germany also laid down four u-boats that could carry such a plane in 1939, but ended up scrapping them after the war started. So at least three nations had the technology for it, two of which already at the start of the war.

That's also quite a bit different from what is required here for the firing rockets from submarines, which the Nazis did indeed test.
 
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Goshawk

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If you fill out the suggestion or bug reports properly and post in the appropriate forum they will see it.
Having screen captures, dumps, or saved games when needed increases the chances to be taken seriously.

If it is more of a rant in the main forum, it most likely gets ignored.

If you go check the bug forum, you will find out most of the bugs reported receive no replies or fixes. Interestingly, during patch week, you will see plenty of replies from dev team.
 

ecpgieicg

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If you fill out the suggestion or bug reports properly and post in the appropriate forum they will see it.
Having screen captures, dumps, or saved games when needed increases the chances to be taken seriously.

If it is more of a rant in the main forum, it most likely gets ignored.

They have QA personnel looking at the forum. There is no guarantee that there is enough personnel to read through reports systematically. It's more than just reading the reports. They presumably have to compile their own and do their own testing for each real bug.
 

RyansPlace

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Does this work? Perhaps with show_on_map, and icon_frame, cuz why not. (Without the UI on map, you wouldn't be able to use the rockets even if it does work.)

But if it doesn't, it means rocket_production is not processed by the game (not surprised) and you can't make ship modules into buildings.
It doesn't work and spit out unrecognized token errors. I assume I can add code to the defines file or create a separate script, but that's new territory for me.
Code:
[17:17:02][persistent.cpp:52]: Error: "Unexpected token: rocket_production, near line: 1133" in file: "common/units/equipment/modules/mtge_00_ship_modules.txt" near line: 1133
[17:17:02][persistent.cpp:52]: Error: "Unexpected token: rocket_launch_capacity, near line: 1134" in file: "common/units/equipment/modules/mtge_00_ship_modules.txt" near line: 1134

It's such a powerful technology that the sub alone should take a monumental volume of effort to develop, just as v2s do and nukes.
To be historically accurate/balanced, it requires a new rocket tech with a shorter range and a reduced damage yield that would likely be added to the end of the rocket tech branch.

If you fill out the suggestion or bug reports properly and post in the appropriate forum they will see it.
Having screen captures, dumps, or saved games when needed increases the chances to be taken seriously.

If it is more of a rant in the main forum, it most likely gets ignored.
I'm new to this forum. Could you link me to the suggestion/bug report forms?

Wait, firing nebelwerfers, aka rockets, underwater? 12 meters under water?

No, from what i've read on Project Ursel, the sub had to be surfaced to fire. It makes sense given the angle the launch tube is mounted.
 

GSP Jr

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I'm new to this forum. Could you link me to the suggestion/bug report forms?

Suggestions instructions are here: https://forum.paradoxplaza.com/foru...uggestions-please-read-before-posting.944793/

Bug Report Instructions are here: https://forum.paradoxplaza.com/foru...idelines-on-how-to-write-a-bug-report.942103/

Both of those instruction links are sticky posts in the respective forum.

Please note Ryan, you must own the game and have done the 'Register Your Game' with your forum ID to have access to those forums.

Check this link for how to register/link Steam and PDX and forums: https://forum.paradoxplaza.com/forum/threads/can-t-play-the-dlcs.1398744/#post-26659890

Welcome to the HOI IV forums Ryan.
 
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Normal V1/V2 rockets don't even work right currently and haven't since launch. They don't seem to do any damage when I use them. They don't have the necessary historical range. You can't choose exactly where you want to place the launch sites. Which means they end up not being able to reach your target and can end up right on the Frontline. You can't produce the historical numbers that were produced in my experience. And they have the V2's as static sites when in reality they were mobile units able to shoot and hide.

This and V2s somehow get intercepted by planes. They are worse than useless; they hurt you from the cost of researching them and building the bases.
 
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Mister Analyst

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Module Question:
The language 00_buildings.txt uses for rockets is:

Code:
    rocket_site = {
        show_on_map = 1
        base_cost = 6400
        icon_frame = 12
        rocket_production = 5
        rocket_launch_capacity = 1
        max_level = 5
        shares_slots = yes
        value = 1
        infrastructure_construction_effect = yes
    }

How do I apply that language to a naval module?
View attachment 594967

Rocket sites are tied to the text file rocketsites.txt found in \HOI4 Game Files 193\Hearts of Iron IV\map. The rocketsites.txt assigns only 1 pre-determined province per state. The first entry in the file is 1={3838 } which means state id 1 (Corsica) and province id 3838. Since provinces are fixed static positions, I am not sure what coding is needed to get rockets onto moving ships.
 
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