SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-29-13, 01:22 PM | #2161 | |
Black Magic
|
Quote:
|
|
06-29-13, 01:47 PM | #2162 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
If possible, better making the game to read airgroup's veterancy level from file rather than making them random. There are notable battles which we might put in campaign, where the training level of shipborne aircrew of involved carriers is known. My two cents
|
06-29-13, 01:54 PM | #2163 |
Black Magic
|
That's a little more involved. Do-able, but much more involved I'd have to add new entries to the carrier's .cfg file to let you specify veterancy levels and the dates they apply for the airgroups...
|
06-29-13, 02:05 PM | #2164 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
Think about it |
|
07-01-13, 08:29 PM | #2165 |
Black Magic
|
v1.0.118.0 released. See post #1
Starting with v1.0.118.0 Added a new patch to the SH5.exe: Carriers spawning aircraft when they have a contact detected. |
07-02-13, 02:28 AM | #2166 |
Black Magic
|
v1.0.119.0 released. See post #1
Starting with v1.0.119.0 Fixed bug in the Carriers spawning aircraft patch that caused waypoints of units that weren't based from a carrier or were based from a carrier but the carrier had no contacts to be incorrectly set. Added the ablility of the carrier to spawn more than two units. It can spawn 1 additional unit also (for a total of 3). This is a variable in the SH5 patch file that is currently set to 1. Carrier on Carrier battles are awesome Each launches aircraft from far out and causes havoc to each's battlegroup. What a sight They continue launching aircraft at each other also. You gotta see it! Trying to attack a carrier with a sub is next to impossible now if you are detected. I'm going to try to code in the carriers launching scout aircraft at certain time intervals. The scout aircraft would patrol a box of say 20km around the carrier. They would do their box then return to the carrier if they found no contacts. |
07-02-13, 02:33 AM | #2167 |
Navy Seal
|
Pwiuu...sounds awesome!
__________________
|
07-02-13, 04:01 AM | #2168 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
|
|
07-02-13, 09:05 AM | #2169 |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
The whole carriers idea is immensely cool! Thank you for your hard work, TDW!
Do you have any other plans when it comes to patching the sh5.exe or editing the AI? I love looking forward to your updates and knowing that there's something great heading our way. |
07-02-13, 09:16 AM | #2170 |
Black Magic
|
Things in the pipeline:
- ships that were able to fire torpedoes getting that ability - going to be a tough one no doubt but I think I can pull it off. I'm not talking about making them into a submarine type but leaving them as a ship type and adding a new controller to the game to allow ships to fire torpedoes. - saving all map marks to a file at game end and restoring them at game start - defining different sets of engine ratios for diesel and for electric (gaps idea) - these would be in the .cfg file of the unit Any other ideas |
07-02-13, 09:28 AM | #2171 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
I was going to say this: ...but you have anticipated me |
|
07-02-13, 09:32 AM | #2172 |
Black Magic
|
almost forgot about this one also that I have been working on for some time now:
- adding a new entry to each scope's display that would show the elevation of the scope in tenths or hundredths of a degree. This would enhance my real nav mod as you would be able to use the scope as a sextant. |
07-02-13, 10:21 AM | #2173 | |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
Quote:
Is there any hope of reverting the crew management system to the old one from sh4? Having immortal crewmen is quite immersion-breaking. I would also like to recruit new crew members, and allocate them to compartments, like in the old system. I assume this would mean a lot of work, but having seen the wonders you can achieve, it's not easy to persuade me you wouldn't be able to do this. |
|
07-02-13, 10:26 AM | #2174 | |
Black Magic
|
Quote:
|
|
07-02-13, 10:49 AM | #2175 | |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
Quote:
|
|
|
|