SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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04-02-14, 09:55 PM | #1 |
Best Admiral in the USN
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04-03-14, 07:06 AM | #2 |
Canadian Wolf
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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 Last edited by ReallyDedPoet; 04-03-14 at 08:04 AM. |
04-03-14, 08:26 AM | #3 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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04-03-14, 08:38 AM | #4 | |
Canadian Wolf
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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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04-03-14, 10:22 AM | #5 |
Canadian Wolf
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Yes, lurker is missed here. He did great things with the PTO and ATO : )
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04-03-14, 03:31 PM | #6 |
Canadian Wolf
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04-03-14, 04:10 PM | #7 |
Best Admiral in the USN
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04-03-14, 07:57 PM | #8 |
Canadian Wolf
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Here is what is being done with SH5's exe:
http://www.subsim.com/radioroom/showthread.php?t=181433 |
04-03-14, 10:12 PM | #9 | |
Best Admiral in the USN
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04-03-14, 10:52 PM | #10 | |
Admiral
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Personally, my idea of what SH4 should have been is long lost with the clutter of adding the German side of play to the game. Anyone whose looked under the hood of this game.....long before the U-Boat Missions Add-on, with its 5th patch.....the game was predestined to do double duty. I'm sure before the March 2007 release, there were plans in the works to add the German side to the game. You could see it from the very outset......the American Campaign was going to get the short end of the stick.
For instance, version 1.0 of the game had only the Metric Units of Measurement as the sole source of measuring!! So, with the best game simulation for American Fleet Boats we get the Metric System to measure with!?! I'm surprised the Fleet Boat crews didn't speak German as well! The Menu_1024_768.ini file is full of useless, leftover trappings of SHIII, even with the Add-on, there are many of these files not used in-game. What I'd like to see is a better game designed from the ground up devoted to Fleet Boats. Want to play the German side? You've got SHIII or V....but they should have started over with their design when thinking of an American Pacific War Simulation. I think you would have found a smoother running game, faster loading, with less useless files to run through. As it is, our modifications are just scratching the surface of what should have been a better game designed from within. Unfortunately it's not, we're just putting a fresh coat of paint on a decade old game engine.....and ten years passed is ancient history in computer terms.
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04-04-14, 12:13 AM | #11 |
The Old Man
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Amen to that. The most irritating part about trying to mod this game is figuring out which files do what when half of them do nothing at all.
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04-04-14, 08:45 AM | #12 |
Stowaway
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not only that but some files for things will effect changes while other identical files for other similar objects don't change anything at all if you change values so some other file or system must control that element of that ship. there is little o no continuity to what you need to change to make things change in the game.
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04-04-14, 08:53 AM | #13 |
Stowaway
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I don't know if I mentioned it before but the absolute sniper accuracy of enemy gunners in the game needs to be GONE.
there are those who claim gunners were fairly accurate because ships are more stable platforms then sub decks but to hit a conning tower at 5000m is impossible yet they do it with alarming success which is unrealistic to the most degree. the thing with setting this is the balance when they get closer they should be more accurate yet the game works on a system where every "x" amount of shots is a dead on hit then it "forces" a missed shot every "x" number of shots so you get forced misses at 1500m and a conning tower hit at 5000m in the first 3 shots even though it can be argued it should be hard to detect the tower at that range much less hit it with any accuracy. also no one has ever put realistic limits on low shooting so enemy guns aim way too low. battleships are a good example as they shoot down at you when at best they were limited to horizontal shots and the smaller guns should be the only ones targeting you. a complete overhaul of range detection, gun accuracy, effective gun range, and elevation limits, as well as looking over the hit points of shells should be done |
04-04-14, 07:25 PM | #14 |
Canadian Wolf
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Hi folks. I am on my way south ( Florida ) for the week with the family. I will check in when I can here, keep the discussion going! As mentioned previously, I plan to use that Reserve Post of mine to do up a summary of the discussions at some point.
On a related note I plan to finish Thunder Below while on vacation : ) |
04-05-14, 04:44 AM | #15 | |
Canadian Wolf
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SH4 Mod Wishlist-Community Input Appreciated
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Or as CS said above, they built most of SH4 on top of 3, so many things were overlooked or not done properly. |
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