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Old 04-29-08, 01:06 PM   #16
Sonarman
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Hopefully an additional benefit of the popularity of these surface mods will be to convince the devs/Ubi to do a surface game next time out.
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Old 04-29-08, 01:46 PM   #17
Xantrokoles
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Quote:
Originally Posted by Raptor1
I would also be more then happy to help a full Surface Ship Mod, With Destroyers, Cruisers, Battleships (Auxiliaries? Could be fun), and a full campaign
When you got a DD, CA,CL,BB campaign you all want a hovercraft, nuke sub, Aircraft campaign and then a tank game .....:rotfl:
Pease belive me that BB's are boring without AI torpedoes

When you compare it with Battlestations Midway, you will see the other game idea
This engine is for subs; small, divable, lowarmed subs

Quote:
Originally Posted by Sonarman
Hopefully an additional benefit of the popularity of these surface mods will be to convince the devs/Ubi to do a surface game next time out.
I think they take their announced break, didn't they?
And I don't think they will do another SH5, but this is not the theread for a discussion

@ Mikhayl:
Tu ne veux pas some torpedotubes or so?
they were a important weapon in my oppinion
And you are not now working on a Fletcher or so??? cause then I will defently stop my work!
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Old 04-29-08, 02:37 PM   #18
M. Sarsfield
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Quote:
I wonder if the torpedo would still spawn with 0° angle from your sub or 0° angle from its parent launcher object Z axis :hmm:
That's a cool idea. Hopefully, it isn't hardcoded. This is one of the last breakthrough areas for a really good surface warfare game.
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Old 04-29-08, 03:22 PM   #19
miner1436
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Your right... a BB with no torpedos comming at it would be invinceable. Maby a heavy or light cruiser would be a better choice.
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Old 04-29-08, 03:41 PM   #20
Raptor1
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Hmm, Yeah, A BB wouldn't be much fun, I think the most logical surface ship campaign would be an IJN DD/CL one, Mostly centered around the Solomons Campaign (Tokyo Express), and a USN DD/CL one trying to interdict the Tokyo Express (Like...TF1942!)
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Old 04-29-08, 04:07 PM   #21
miner1436
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Yea maby a Naka and Ashaio or a Fletcher and Brooklyn.
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Old 04-29-08, 06:08 PM   #22
Bubbe
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i've installed this mod with jsmge but i dont find the dd in the quik mission, or in the war patrol or in carrer.... CAN YOU HELP????
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Old 04-29-08, 11:57 PM   #23
John W. Hamm
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Quote:
Originally Posted by Mikhayl
Fully agreed Xantro, IMO all surface ships are boring, I made mine because I was bored, but I better like to run silent and being the "weak" & tracked one
Yes and Napoleon also thought the idea of a steamed powered ship was a horrible idea.

Initially IBM thought the personal computer would go overlike a Led Balloon.

I can give hundreds of examples... You guys stumbled onto something that has brought alot of promise... Just read the forums. Actually there is more than a few threads on wanting a festoyer Command 2, So I would say alot of others don't share that opinion or you can continue to minimize it i guess... based on your own personal opinions.

But I offer you this... if the poll on the other side continues to show a larger group wanting it than not, and you are both still unwilling to help make the mod then I beg you please at least make a how to guide, so that others can at least work on it.

I know you keep refering to the fact that, people should just learn it for themselves, but some people just are not as astute in being able to reverse engineer and understand it as well as others, however they can follow a guide with more ease.
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Old 04-30-08, 04:52 AM   #24
Xantrokoles
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Quote:
Originally Posted by Mikhayl
Fully agreed Xantro, IMO all surface ships are boring, I made mine because I was bored, but I better like to run silent and being the "weak" & tracked one
For the torpedoes I didn't really bother because I made it more like some "sail simulator" ship than a warship. But I was thinking, if you attach the torpedo tubes to a mobile launcher (like a gun turret), I wonder if the torpedo would still spawn with 0° angle from your sub or 0° angle from its parent launcher object Z axis :hmm:
And keep on, I don't plan any other ships myself !
PS : Seine Franzose ist klasse, and when the tank is done please make me a playable x-wing
:rotfl:
Ok I though about the torpedo launcher as a gun barrel...no problem until here
Then I need the torpedoes as ammo for the 'guns'
This might be a bigger problem

BTW
maybe we could make some...'harbour-enter-missions' with a yamato
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Old 04-30-08, 04:54 AM   #25
Xantrokoles
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Quote:
Originally Posted by Bubbe
i've installed this mod with jsmge but i dont find the dd in the quik mission, or in the war patrol or in carrer.... CAN YOU HELP????
go to single missions and switch to the american side..then choose a mission and select it (last ship)
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Old 04-30-08, 05:49 AM   #26
Bubbe
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yes i do this but i've only uss submarine...
I've exctract the file and put in mod folder, and activate with jsmge but i have not the clemenson...
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Old 04-30-08, 07:32 AM   #27
Bubbe
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HELP!!!
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Old 04-30-08, 07:59 AM   #28
Schroeder
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Odd, worked fine on my machine.:hmm:
Have you already tried to de install and install it again?
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Old 04-30-08, 08:02 AM   #29
Bubbe
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yes...
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Old 04-30-08, 08:39 AM   #30
Captain von Keldunk
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I've exctract the file and put in mod folder, and activate with jsmge but i have not

Hello
If you have folder "Playable_Clemson in your modfolder, move it to desktop,
open it, inside is USS Clemson folder, move it to your modfolder, enable with
jsmge, and enjoy.
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