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Old 02-17-08, 04:39 AM   #481
Kaleu. Jochen Mohr
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Quote:
Originally Posted by A6Intruder
Quote:
Originally Posted by Lagger123987
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
"Yawn" in something else than this mod. But if you are a great modder, give us a mod for vosper and elco! Until then please do not talk rubbish.
Kind regards
i agree
this mod has been fun (even with the darn GUI), if you havnt tested it then please shut yer yap
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Old 02-17-08, 06:09 AM   #482
Lord_FLB
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Ahoi Mikhayl,

me again...:p
I've been thinking about to give the S-Boat for a later Version (end of war) 2 Aft-Torpedos - because the Type S-700 has these one... It's only an idea!!! Do you think it's possible to give the S-Boat this possibility? In fact the S-Boat still will be for SH3 AI a Sub TypIIA - and Type II has no Aft-Torpedos!
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Last edited by Lord_FLB; 02-17-08 at 06:24 AM.
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Old 02-17-08, 06:24 AM   #483
Boris
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I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.

So, instead of complaining, maybe you should help.
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Old 02-17-08, 08:34 AM   #484
A6Intruder
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Hi,
after two attacks on destroyer, i have not found any merchants until now, i was wrecked two times. The acuracy of enemy AI-ships is much to heavy to stay alive in a ship who can not dive. In special if you have GWX as ground-platform.
Please do some tweak on this for your next release because it is going to frustrate me.
I found an other bug into the uzo. If you lock a target, a few seconds later it is unlocked. With this issue it is nearly impossible to hit a target in such a fast vessel.
I also miss the distance of my target. I could not find it in uzo-screen.:hmm:
And last not least the personalscreen is very dark, maybe you could make it some lighter.
Kind regards
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Old 02-17-08, 08:38 AM   #485
USS Sea Tiger
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Default Concur with the above

Sure,, this is not for everyone,, Some prefer DD's and bigger, but for me, I really am enjoying it. I enjoy the developing of all new tactics to do the same job, Busting convoys. I personally think this is a masterful creation in its early growing pains.

This is what it is all about!!!

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Old 02-17-08, 08:45 AM   #486
Lord_FLB
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Quote:
Originally Posted by Boris
I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.

So, instead of complaining, maybe you should help.
Ahoi,

I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster... Thanks for your friendly words!!!
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Old 02-17-08, 09:05 AM   #487
Boris
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Quote:
Originally Posted by Lord_FLB
Quote:
Originally Posted by Boris
I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.

So, instead of complaining, maybe you should help.
Ahoi,

I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster... Thanks for your friendly words!!!
Shhit man, lighten up. I was just quoting a line from "Predator".
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Old 02-17-08, 10:17 AM   #488
Lord_FLB
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[/quote]
Ahoi,

I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster... Thanks for your friendly words!!![/quote]
Shhit man, lighten up. I was just quoting a line from "Predator". [/quote]

Ahoi Boris,

ufff..... so never mind... no prob then - missunderstanding... !!!
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Old 02-17-08, 11:12 AM   #489
sh3rules
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Quote:
Originally Posted by Lagger123987
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
Constructive criticism at its finest.
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Old 02-17-08, 11:36 AM   #490
chris
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Quote:
Originally Posted by latemail
Quote:
Originally Posted by Mikhayl
-The plan is to have a customized GUI to better fit the mod in the future, and it will be based on OLC's one, then there really won't be a point to keep the standard GUI :hmm:

And to give you a feeling how this GUI will look like (hopefully), here are two screens (still with faked dials and buttons!), but the second screenshot shows


- the dials and buttons with red check marks >>>> already inserted and functional
- the dial with the green check mark >>>> easy to add (today )
- the buttons with the question mark >>>> there is tricky work to do


The first step is to get all things work properly, then rework the graphics ....




(I will add a button for closing the selected tube as well)



you get access to the menu via the left "OLC"-button at the bottom


more to come .........
Fantastic work!

Is it possible, to integrate the RPM gauges in there?
Good luck and go ahead.
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Old 02-17-08, 12:40 PM   #491
latemail
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Quote:
Originally Posted by chris
Is it possible, to integrate the RPM gauges in there?
Good luck and go ahead.

Hi speed-fans,
after three days off-line there is a lot to read


.... the speed of development of this mod fits to the speed of the SBoot

.... and which dial is it you´are talking about? RPM = Revolutions Per Minute ? is it part of the stock-game ? or do you mean the Speed-Dial showing normally values from 0 to 20 ?
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Old 02-17-08, 01:04 PM   #492
latemail
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Quote:
Originally Posted by Mikhayl
Hi Latemail
I guess Chris was talking about the RpM gauges that you can see in the command room. Anyway, there's no much room left for this or the speed dial so ...
^

oops ... never realised them before ...

but I agree, it´s not much room for two more gauges left ....... we will see in the end / maybe
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Old 02-17-08, 01:17 PM   #493
Boris
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Quote:
Originally Posted by latemail
Quote:
Originally Posted by Mikhayl
Hi Latemail
I guess Chris was talking about the RpM gauges that you can see in the command room. Anyway, there's no much room left for this or the speed dial so ...
^

oops ... never realised them before ...

but I agree, it´s not much room for two more gauges left ....... we will see in the end / maybe
How's the new GUI going so far anyway?
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Old 02-17-08, 01:51 PM   #494
Einzelganger
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Great fun this, good job on it !

Just wondering if anyone is playing with GWX ? I got sunk pretty fast by an Eelco from a big distance. In stock, this might be really fun.

Keep up the good work on this project
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Old 02-17-08, 02:17 PM   #495
USS Sea Tiger
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Default New control panel

I realy like the concept control panel shown in Chris's post.

With that it would really give the "feel" of running the boat.

For Mikhayl,, Yes, I would agree with you to reduce the detection of a boat sitting still. The primary ambush tactic they used was to sit still in a barrier line on moonless nights and wait like a spider on a net.

I do think the detection range visual is a little to easy for the dd's to find us early war,, however, by 1943 onward and radar, well, S-boats lost the stealth factor by then. Not sure how to tweek this.
One other tactic that is not incorporated into the mod, nor do I know if it even can, Smoke screens. there were 4 smoke generators on her stern, and when turning and running, they made smoke to hide themselves. Not sure how you could mod that at all,

another note, they were capable of 48 knots for short run times, though I can find no definition for "short" anywhere.

I am working on a tiger skin for these,, teeth and all. OK so it never existed, but I just would like it so I am making it.

my two cents worth,
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