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-   -   More screenshots, mods, etc (https://www.subsim.com/radioroom/showthread.php?t=157404)

sergbuto 10-18-09 10:36 AM

More screenshots, mods, etc
 
On second thought, I decided to make a new topic.

Moved these screenshots of the sub mod from the New screenshots & packshot for German Release topic to here.


My new ride

http://img110.imageshack.us/img110/1849/uboot01j.jpg


Getting some fresh air

http://img42.imageshack.us/img42/2204/uboot02.jpg


Dive, dive, dive!!!

http://img158.imageshack.us/img158/9520/uboot03.jpg


Be careful, guys! Do not run through walls and peri!

http://img42.imageshack.us/img42/6680/uboot04.jpg

http://img11.imageshack.us/img11/1736/uboot06.jpg


Please. do not forget me behind!

http://img197.imageshack.us/img197/5050/ubott08.jpg


Meanwhile

http://img197.imageshack.us/img197/3974/uboot09.jpg

No red triangle any more.

sergbuto 10-18-09 10:58 AM

Now sailing British V-class sub


http://img9.imageshack.us/img9/3555/vclass01.jpg

http://img39.imageshack.us/img39/8861/vclass02.jpg

http://img190.imageshack.us/img190/5012/vclass03.jpg


On the bridge

http://img23.imageshack.us/img23/853/vclass04.jpg

http://img23.imageshack.us/img23/8959/vclass05.jpg

http://img44.imageshack.us/img44/6075/vclass06.jpg


Crew is rushing to arm the deck gun

http://img18.imageshack.us/img18/2065/vclass07.jpg

http://img39.imageshack.us/img39/3158/vclass08.jpg


By the deck gun (BTW, the enemy boats are putting up the smoke screen)

http://img44.imageshack.us/img44/2302/vclass09.jpg

http://img39.imageshack.us/img39/7871/vclass10.jpg


The crew is preparing for diving

http://img190.imageshack.us/img190/6987/vclass11.jpg


Under the waves

http://img23.imageshack.us/img23/1927/vclass12.jpg

HEMISENT 10-18-09 08:49 PM

AAAAARRRRGGGHHH! Still no US release date! :damn:

Great pics Serge...thanks.

sergbuto 10-19-09 01:08 AM

On the bridge of Tribal

http://img9.imageshack.us/img9/7263/tribal01.jpg

http://img40.imageshack.us/img40/7391/tribal02.jpg

http://img14.imageshack.us/img14/2603/tribal03.jpg

http://img33.imageshack.us/img33/4686/tribal04.jpg

http://img40.imageshack.us/img40/9522/tribal05.jpg

Bartolomeus 10-19-09 02:04 PM

Great looking pictures!

Sledgehammer427 10-19-09 10:31 PM

where did you get this awesome mod?!

sergbuto 10-21-09 01:50 AM

Quote:

Originally Posted by Bartolomeus (Post 1191708)
Great looking pictures!

True :). Although, most of the screenes posted above are from the mods. One can't get those in the stock game.

It is almost worth having the game just for the way it looks. I wish SH5 would look like that. I especially appreciate nice touches like changing face expressions of gunners the moment they push gun triggers. Exactly like in real life.

sergbuto 10-21-09 01:51 AM

Quote:

Originally Posted by Sledgehammer427 (Post 1191910)
where did you get this awesome mod?!

I made it. :)

sergbuto 11-05-09 07:30 PM

Finally I am back home after travelling for a couple of weeks.

A bit of modding info.

-The easiest way to remove arcade radar on the screen is to replace the corresponding textures to make it invisible.

-It is possible to make so that for any ship (since all of them can be playable) the player will have a number of observation points by standing on the deck/bridge throughout the ship and keep the option of the rangefinder view. Or the rangefinder view can be replace by the binocle view on the bridge.

sergbuto 11-07-09 06:55 AM

It turned to be easy to destabilize PT-boats. Now, their movement on waves looks more realistic and the feel of standing on the bridge is more real.

Sonarman 11-07-09 07:14 AM

Quote:

Originally Posted by sergbuto (Post 1200331)
It turned to be easy to destabilize PT-boats. Now, their movement on waves looks more realistic and the feel of standing on the bridge is more real.

That's the best news I've heard yet, though it does beg the question why didn't Akella do it when they had so many complaints about the reduced motion of the boats?

sergbuto 11-07-09 08:11 AM

Quote:

Originally Posted by Sonarman (Post 1200336)
That's the best news I've heard yet, though it does beg the question why didn't Akella do it when they had so many complaints about the reduced motion of the boats?

In early versions of the game the boats did have more realistic motion as far as I can judge from trailers.

I have not come across a serious reason for justification of the reduced motion yet. Maybe, playing all the missions and the use of different weather conditions can answer this question. Otherwise, the only reason I can think of for now is that they were afraid to make a casual player sea-sick when using the bridge view.

sergbuto 11-07-09 06:05 PM

Observation point on Fairmile aft

http://img12.imageshack.us/img12/5365/fairmile01.jpg


DC drop

http://img692.imageshack.us/img692/1212/fairmile02.jpg


and it goes off

http://img682.imageshack.us/img682/3638/fairmile03.jpg

http://img4.imageshack.us/img4/2937/fairmile04.jpg


Crew killed during attack

http://img35.imageshack.us/img35/9854/fairmile05.jpg


I really like animations when the guys reload guns with new magazines.

sergbuto 11-08-09 07:37 AM

In the main menu window, where you can see one of the boats cruising in real 3D environment, the devs had an air attack scripted in original version which is not present in the release. I just uncommented that in the script and now one can see some action and crew firing the guns instead of just cruising.

Also, due to transparant scripting, one can specify different boats to be seen sailing in that main menu window and different weather conditions.

sergbuto 11-09-09 01:12 PM

I have found around 8 parameters (for given mass) which affect the boat stability and its movement on the waves to different degree. To establish the right combination of those, one really needs to have good knowledge and feel of how each boat was behaving out in the sea. Was the boat jumping on the water at full speed or was it more steady? How was pitching versus rolling, which one was more significant? How strongly did the boats roll when turning?

Sonarman 11-09-09 04:39 PM

Great to see that the devs have left this game so wide open for modders (may be its saving grace). Hopefully the ai ships physics and the sea state can also be altered to give larger waves etc? Particularly as the latest video (surface combat) made everything look very much "on rails".

sergbuto 11-09-09 04:53 PM

Quote:

Originally Posted by Sonarman (Post 1201331)
Great to see that the devs have left this game so wide open for modders (may be its saving grace). Hopefully the ai ships physics and the sea state can also be altered to give larger waves etc? Particularly as the latest video (surface combat) made everything look very much "on rails".

The AI ships physics can be changed the same way as for PT-boats although the allowed variation in parameter values may not be enough for sufficient change for large AI ships.

sergbuto 11-09-09 07:53 PM

It is relatively easy to adjust the waves but to make them nicer takes some work.

Here is a results of changes in some parameters to make quick and dirty adjustments and larger waves.

http://img199.imageshack.us/img199/8...gerwaves01.jpg

http://img30.imageshack.us/img30/107...gerwaves02.jpg

http://img30.imageshack.us/img30/237...gerwaves03.jpg

However, PT-boats do not take well at all those waves.

For stormy weather, more foam/white caps are needed. Not clear whether it is possible to get that.

Sonarman 11-10-09 05:30 PM

Thanks a lot for that Sergbuto :up:, there does seem to be quite a lot of variables at play in terms of seastate & boat physics it will be interesting to see what happens to this sim in the future once you guys really sink your modding teeth in to it. The forthcoming addon looks promising too with the addition of minefields and torpedo bombers, I hope the ball keeps rolling on this one for a while and we get further expansions including the Pacific which would certainly help sales stateside.

I do find it strange that they didn't add more coastline into the game, it really only shows up halfway through the fourth campaign, and even my old system manages it quite well, so I don't think it was a performance issue. Perhaps they just didn't see the importance of land in a sea game.

sergbuto 11-11-09 03:37 PM

Quote:

Originally Posted by Sonarman (Post 1201805)
I do find it strange that they didn't add more coastline into the game, it really only shows up halfway through the fourth campaign, and even my old system manages it quite well, so I don't think it was a performance issue. Perhaps they just didn't see the importance of land in a sea game.

For every mission, the playing map is only around 25 km^2. If the player sails outside the map, the mission is over. When the land is put on the map, this reduces the playable space even further. I guess that is why the devs do not use much land. There are only two small naval bases/ports depicted in the game for the Barents sea.


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