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Old 10-13-08, 01:08 PM   #31
tonibamestre
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By the way,do you think would be possible to add movement to the anchor of these ships? ( raise and lower would be cool in order to get resting into a harbour). Also another interesting feature would be the adition of some exterior lighting.

Best regards.
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Old 10-13-08, 02:24 PM   #32
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@tonibamestre: I was thinking of getting flood and search lights, and if at all possible get an archor. But I just dont know how
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Old 10-13-08, 03:49 PM   #33
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in s3d, i believe you can make the anchor swing on those ships that don't have very secure anchors, i forget what the property is, and how to use it because S3D still don't work
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Old 10-13-08, 07:28 PM   #34
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Putting these here even tho it equally applies to the KM mod as well.

I don't know how much modding has been done of the various auxilary units which are available to you on-map. It appears that you have more control over these assets (i.e. more of them show up) as you move up in renown gained.

Thus would it be possible to give the player command control over other units? Say that you start your patrol in a surface raider (one of the pocket BBs), and a heavy cruiser is stationed right outside the harbor, with an ocean-wide movement circle. You just order him to tag along (or, rather, you order him to the next waypoint and you match his speed). For larger numbers of units it may be too unwieldly, unless you can set a full task force (i.e. more than one ship) to be attached to the AUX icon.

Then there's Condor search planes, and Sunderlands if you are a British H-K group looking for subs to sink.

I'm starting a related thread in the main SH4 mod forum.
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Old 10-18-08, 12:58 PM   #35
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A little fun!

I was just having a little fun with the KGV class, Dido class, and Fiji class warships in a pre-pre-pre-test release version! Here are my stories:

1) King George V Class BB: I left Pearl Harbour in 1942, heading towards my objective(randomly chosen! NO OBJ's yet in game!) After 2 weeks on sailing towards Cape Town I met my 1st enemy ship worth my 10, 14in guns. A Japanese light cruiser escorting 2 liners!(Newly added in T.S.W.S.M.) At a distance of 7591meters I opened up! The guns take some time to engage and they take way to long to reload! But the 3 ships were sent down within 15mins! After 15 days of raiding convoys and racking up 120,453tons of ships sunk, I turned home! and met my last target. A task force. At 1st the escorts were sent down fast but the 2 battleships soon sent me down
Total Tonnage sunk: 153.532t
2) Dido Class CL: I left Freemantle in 1943, and sank after repeated air and land attacks outside on German Norway!(Yes I traveled the whole way! and yes I used the Panama Canal!)
Total Tonnage sunk: 0t
3) Fiji Class CL: I left Freemantle in 1944, and headed towards Tokyo. I ran into a convoy with 1 CL and 5 DD escorts, sank 1 DD with 2 torpedos!(YES! CL's, DD's and some CA's have torpedos!) and crippled 1 other DD, before sinking by the bow, and capsizing just before I fully disappeared.
Total Tonnage sunk: 5,671t
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Old 10-18-08, 04:53 PM   #36
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I have an idea: how about creating missions where you protect convoys? You could create a convoy route in the campaign layer and have the player spawn nearby. It would be up to them to stay close to the convoy at all times until it reached its destination. Air attacks & surface raiders could be spawned periodically along the route to keep things interesting.
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Old 10-18-08, 09:10 PM   #37
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IABC, that is a great idea!
where was i when god was giving out creativity:rotfl:
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Old 10-18-08, 09:23 PM   #38
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You where in the bathroom. He passed you after calling your name 3 times.
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Old 10-18-08, 09:31 PM   #39
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Quote:
Originally Posted by iambecomelife
I have an idea: how about creating missions where you protect convoys? You could create a convoy route in the campaign layer and have the player spawn nearby. It would be up to them to stay close to the convoy at all times until it reached its destination. Air attacks & surface raiders could be spawned periodically along the route to keep things interesting.
Thanks a great idea. But maybe as a single mission for now. I think that would be a huge FPS killer!
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Old 10-19-08, 04:40 AM   #40
tonibamestre
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Default Commanders room

Hello Ivank,
Im interested a lot about your great job concerning this 2 mods,so I wanted to ask if there is any chance to implement Captains room on each unit with certain detail or so.What your opinnion is about?

Cheers.
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Old 10-19-08, 11:30 AM   #41
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Quote:
Originally Posted by tonibamestre
Hello Ivank,
Im interested a lot about your great job concerning this 2 mods,so I wanted to ask if there is any chance to implement Captains room on each unit with certain detail or so.What your opinnion is about?

Cheers.
I like the idea, I was thinking the same thing just last night
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Old 10-19-08, 01:10 PM   #42
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Quote:
Originally Posted by ivank
Quote:
Originally Posted by iambecomelife
I have an idea: how about creating missions where you protect convoys? You could create a convoy route in the campaign layer and have the player spawn nearby. It would be up to them to stay close to the convoy at all times until it reached its destination. Air attacks & surface raiders could be spawned periodically along the route to keep things interesting.
Thanks a great idea. But maybe as a single mission for now. I think that would be a huge FPS killer!
One way to limit the FPS impact would be to model the convoys after the small, high-speed transport convoys that the Allies ran sometimes. 4-6 ocean liners or fast freighters won't create much of a hit on the average PC. This would have the added advantage of shorter transit time - no steaming at 5 Knots with 30 tramp steamers.
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Old 10-19-08, 01:35 PM   #43
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Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by ivank
Quote:
Originally Posted by iambecomelife
I have an idea: how about creating missions where you protect convoys? You could create a convoy route in the campaign layer and have the player spawn nearby. It would be up to them to stay close to the convoy at all times until it reached its destination. Air attacks & surface raiders could be spawned periodically along the route to keep things interesting.
Thanks a great idea. But maybe as a single mission for now. I think that would be a huge FPS killer!
One way to limit the FPS impact would be to model the convoys after the small, high-speed transport convoys that the Allies ran sometimes. 4-6 ocean liners or fast freighters won't create much of a hit on the average PC. This would have the added advantage of shorter transit time - no steaming at 5 Knots with 30 tramp steamers.
I just did a quick test, sailing along 10 freighters the largest time compression my 2,6 GHz dualcore could reach without getting a big lag was 4k, with 5 freighters 6k.
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Old 10-21-08, 10:26 AM   #44
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Ghost ship

On August 9, 1942 HMAS Canberra was sunk. Not many people know though her ghost kept haunting the Pacific for many more years, looking for Japanese ships. When encountering those she tried to ram them, her limited intelligence not enough for her to understand ghosts can't ram things...



Or maybe it's just a collission model refusing to work
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Old 10-21-08, 10:43 AM   #45
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Dont worry mate i havnt been able to solve the problem of the spontaniously combusting Admiral Scheer , although the kgv damage model seems to be rather sweet. Damage shots to follow
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