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Old 04-02-14, 08:07 PM   #16
Admiral Halsey
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I'd be willing to help test the stuff out.
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Old 04-02-14, 08:38 PM   #17
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Quote:
Originally Posted by TheDarkWraith View Post
So what's stopping you from leading the charge and starting the REing of SH4? Every new beginning starts from something small

You say you don't know how or lack the skill? Now seems like a great time to learn something new. Every discovery you make and share with others has the potential to lead to more discoveries by others doing the same thing.

Don't fear the unknown, embrace it with open arms

The more people you can get working on your RE project then, theoretically, the faster the job will get done. It takes just one person to stand up, to speak out, to take charge...to inspire others to do the same.
I remember when Dave, leovampire for new members here, came onto the scene with SH4 in the very early days. He started with a couple of small mods ( a map or ship mod may have been his first ), asking a lot of questions, and progressed ( rather quickly ) to making some of the best environmental mods the game has seen. So good the developers used the concepts in the 1.4 patch, and gave him credit.

I am comfortable working converting-editing sound and image files, and also with text editing to an extent, that sort of thing. But there are many here capable of much more than I am in my opinion. And for that I do salute them.

Modding to me is similar to writing. Part of the reason one writes is because they want things to be or end a certain way. That is the reason I have always enjoyed the Silent Hunter Series It can be twisted and tuned in many different directions.

You can make it how you want it. Either by asking someone to do something for you, by using mods created by others or by doing it yourself. The longer I am here at SUBSIM I tend to lean toward the latter, at least as it relates to putting the finishing touches on a particular install. Similar to what Webster states above:

Quote:
I like to think of the best mods as a buffet line where you take what you like and plug it in without it being bundled with increased difficulty.
Thanks for the encouragement by the way.
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Old 04-02-14, 08:38 PM   #18
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"I would love an indestructible rudder mod so the damage you receive affects the engines only."

I forget who told me, but apparently the fleet boats are type XXI U boats for the damage data (again SH4 is really SH3 with assorted ships and gadgets hastily carelessly sloppily converted to US pacific war). In the zones.cfg file;

[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None

I changed that to;

[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1500
Destructible=no
Armor Level=250
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None

Haven't had a rudder destroyed since.
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Old 04-02-14, 08:43 PM   #19
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Quote:
Originally Posted by Sniper297 View Post
"I would love an indestructible rudder mod so the damage you receive affects the engines only."

I forget who told me, but apparently the fleet boats are type XXI U boats for the damage data (again SH4 is really SH3 with assorted ships and gadgets hastily carelessly sloppily converted to US pacific war). In the zones.cfg file;

[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None

I changed that to;

[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1500
Destructible=no
Armor Level=250
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None

Haven't had a rudder destroyed since.
Nice
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Old 04-02-14, 09:22 PM   #20
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By the way, I reserved the second post for a reason. I will eventually compile a brief summary of what was discussed and try to make some sense if it.

Keep the input and discussion going folks. Thanks.
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Old 04-02-14, 09:31 PM   #21
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Quote:
Originally Posted by Admiral Halsey View Post
I'd be willing to help test the stuff out.

Thanks AH.

Whatever happens, now or in the future, testers are always needed.
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Old 04-02-14, 09:55 PM   #22
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Quote:
Originally Posted by ReallyDedPoet View Post
Thanks AH.

Whatever happens, now or in the future, testers are always needed.
No problem.
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Old 04-03-14, 07:06 AM   #23
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Another thing that could be mentioned is modding tools available for SH4, and there are a bunch. From this thread: Here

Plus there is this thread from SH3: Here

What are we missing or what has been added to the mix not listed in those threads? Particularly the one for SH4.

----------------

- jimimadrid's various applications:SH4 Menumaker . JTxE Textenabler . SH_Keymapper
- Darkwraith's SDL Editor, can be used for SH4:Here
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Old 04-03-14, 08:26 AM   #24
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Depending on your skill it will take you around 2-5 years Or you can move on to something that has a better game engine, has much more flexibility and capability, and currently offers many of the things you are wanting. The choice is yours.
Probably porting all the pacific stuff over to SH5 would take also 5 years and still you would have gained on some things, lost on some others.
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Old 04-03-14, 08:38 AM   #25
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Probably porting all the pacific stuff over to SH5 would take also 5 years and still you would have gained on some things, lost on some others.
That is what I was thinking.

From a game-play side of things there have been huge strides, but the other part is modelling, adding new units, that sort of thing. And I would suspect if that happens in earnest, it will be for the ATO. Which will be great, SH5 is not going anywhere on my desktop.

But the PTO side I don't think would be a priority, so I think there is much value in working with what we have regarding SH4.
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Old 04-03-14, 08:40 AM   #26
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I wish that people would start to port over the great mods from SH3.

I wish I could one day play U-boats and American subs in the same game, with all up to date mods on board.
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Old 04-03-14, 09:00 AM   #27
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Quote:
Originally Posted by GlobalExplorer View Post
I wish that people would start to port over the great mods from SH3.

I wish I could one day play U-boats and American subs in the same game, with all up to date mods on board.
Yes, this has been mentioned as well at SUBSIM, open up the entire ATO-PTO
Theatre

I agree, there are many great mods for SH3, and if something like the .exe can be disassembled, those changes ( if there are any to be discovered ) could also be applied to the ATO in SH4.
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Old 04-03-14, 09:40 AM   #28
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Anyone think Ducimus would be willing to tell us his knowledge of the game?
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Old 04-03-14, 09:46 AM   #29
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Anyone think Ducimus would be willing to tell us his knowledge of the game?
Possibly

Be crazy not to respect what has been done and learned from those who have modded SH4. The game today that we have is because of modders past and present.
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Old 04-03-14, 10:05 AM   #30
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Quote:
I wish that people would start to port over the great mods from SH3.

I wish I could one day play U-boats and American subs in the same game, with all up to date mods on board.
I take it you are referring to SH5, because for SH4 we already have Operation Monsoon which ports over to Sh4 the uboats (even minelayers) and also merchant fleet mod and a huge amount of other stuff.
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