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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 02-23-09, 12:07 AM   #286
Sledgehammer427
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*cough*here*cough*
http://www.bismarck-class.dk/hilfskr...uzer_menu.html
try that one on for size!

Don't die of a heart attack, but i almost forgot that one
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Old 02-23-09, 03:13 PM   #287
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Yea I have tons of pictures from that website site, but only a few like 5 actually show the gun placement. And they do not have any blueprints/profile drawings.
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Old 02-23-09, 05:53 PM   #288
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OK folks - time to start a debate about balancing armour values v gun penetration values. Question is do we;

1) Reduce all armour values to match the stock AP values for guns (best AP value is 65 for a 16IN gun).

or

2) Modify both the armour values and better balance the AP values for all guns ?

For reference I've been checking out data here;

http://www.combinedfleet.com/f_guns.htm

Now given that stock largest armour value is 96 (for Yamato and many other BB's) and that the Yamato's maximum armour value in RL is around 25.6 inches, that means if we divide 96 by 25.6 we get around 3.75. So if we then multiply armour values for the turrets of,, say, the Bismark, we get a proposed armour value in game of 64 mm.

Trouble is that I'm not sure if the game accomodates the effect of range on penetration. If not, then we need to acheive some sort of compromise i.e. if we use 96 as a base value, combined with the above link, then the Yamato 16IN guns should be able to penetrate it's own armour thickness at somewhere between 5000 and 10000 yds... but not over 10000 yds. So should we set the Yamato's armour value to 96 for turrets and the AP value for the gun to somewhere just below 96 ?

Anyone got any other thoughts ideas on this front ?
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Old 02-23-09, 06:07 PM   #289
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i like the second!
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Old 02-23-09, 09:45 PM   #290
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start with the second, and if it starts acting wobbly, go to the first.

also, remember, you can make custom missions to gauge armor effects on certain distances.
Rockin Robbins used the idea above to lecture torpedoes' uses.
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Old 02-23-09, 09:50 PM   #291
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Sledgehammer: Poly sent me some of our playable ships with his damage model and some other changes, I will send you them when I get home tommorow. I think you are going to like them! As progress on your end of the mod?
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Old 02-23-09, 10:23 PM   #292
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slow, tedious. Homework, college apps (dont ask, my counselor can pull strings like the greatest puppeteers) and the like have been really getting in the way.

EDIT:
interesting model I just found of the Atlantis. its a R/C Model, but I'm sure you can think the same of the other hilfkreuzers
http://www.bismarck-class.dk/shipmod...ntis_bull.html
notice how the guns are virtually undetectable until you see the flaps opened. that ship was really heavily armed!
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Old 02-23-09, 10:45 PM   #293
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Yea I know the feeling!
I have been out of school for a week(break) and the week before b/c I was sick, and today, I was just in shock at how much I missed!

Good Luck with your stuff, especially with the college crap
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Old 02-24-09, 05:51 AM   #294
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Folks -urgent update re: my damage models -the Bismark I sent out is goosed (I made an errorin zones.cfg). Effect is Bismark will take a critical hit when it shouldn't. I need to track down the error and fix it (takes some time).

Just as a pointer to testing any dmagae models;at present we can't get visible damage to display. If an error is made in zones.cfg or a zone is added to the .zon files which is not delcared in zones.cfg, then physical damage will appear ... trouble is that the ship then goes critical shortly after. So if you're testing one of my damage models and you see holes appearing in the external view - it means I've screwed something up
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Old 02-24-09, 06:12 AM   #295
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hmmm

i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool
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Old 02-24-09, 07:40 AM   #296
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Poly could you pm me your email addy and mail me your bismark plz!
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Old 02-24-09, 10:28 AM   #297
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Quote:
Originally Posted by mickey117
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool
It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying.
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Old 02-24-09, 04:53 PM   #298
ivank
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On the most of the German raider the guns were hidden behind flaps; is it possible to have such flaps in game, so that when you hit Battle Stations they fall down exposing the guns, and when BS is shut off they go back up?
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Old 02-24-09, 09:38 PM   #299
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...perhaps...
make the guns be so that when they are unmanned, they are covered.
then when the men appear on the gun, the flaps disappear?
I cant make a fake "deck" to place them on, but thats my idea.

that or dont even bother, just set them up on the main deck and pretend they arent there (we pretend that the XVIII is a XXI and a modified sargo is a Narwhal, so why not)
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Old 02-24-09, 10:58 PM   #300
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Did you get my e-mail shammer?
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