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Old 09-01-07, 08:04 PM   #241
Rattail
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I think the developers should reward them in some way for their hard efforts. I would have given up on this game long ago if it wasn't for the good work the modders have put into it! Thanks guys! (and gals?)
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Old 09-02-07, 12:30 PM   #242
billko
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by switch.dota
They've come to RELY on modders to finish their game for them
I disagree. My understanding of it is this:

Theres two parties responsible for Sh4. The developers, and the publisher. The publisher is Ubisoft, the developers are ultimatly at the whims of the publisher. The publisher is the guy with the cigar in his mouth, worried only about the bottom line. To minimize his expenditures, and maximize his profits. Anything else to the publisher, is not important.

The developers on the otherhand, are the guys who make these games because they love these games. If left to their own devices, SH4 would probably still be in development, and would be released in alot better condition. However, the publisher, mr suspender man with the chomping on his cigar, didn't quite leave them alone to do their magic and imposed deadlines to meet. Sh3 was given 2+ years of development time, SH4 was only given, what... 11 months, if that?

If i was to point fingers, id point them at the Publisher. The developers who cruise this forum, are not the cause, they're in the same boat as we are.
I see you have the mindset of a developer. If left to my own devices, I'd *never* release any code that I'd written because there's always something you could fix, something you could do better, or some cool new feautre you could add. But pressure from the powers that be can make you release something that you have to hang your head about. I've been there, done that.

Bill
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Old 09-04-07, 02:53 PM   #243
tater
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Werner,

I was checking the NSM torpedo.sim so I could use your changes in the hardcore torpedo mod, and I noticed the mk14 still has the impulse set to -3000.

All the other torpedos have positive values, however.

What were you thinking of doing with them?

tater
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Old 09-04-07, 03:25 PM   #244
DeepIron
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Quote:
If i was to point fingers, id point them at the Publisher...
I'd certainly agree with Ducimus... Over the years I've developed code on a number of projects for clients and it's pretty much the same story... DEADLINE = MORE $$$ whether or not it's "finished" production quality code...

But be the devil's advocate, I think that sometimes the dev bite off more than they can chew and are too optimistic about delivering the goods... This is most evident in the gaming industry where playability generally loses out to eye candy... Got to get out there with the biggest viusal "WOW" factor it seems.

Thank goodness that SH4 is SO incredibly modable...

Just my 0.02...
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Old 09-04-07, 11:41 PM   #245
WernerSobe
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Quote:
Originally Posted by tater
Werner,

I was checking the NSM torpedo.sim so I could use your changes in the hardcore torpedo mod, and I noticed the mk14 still has the impulse set to -3000.

All the other torpedos have positive values, however.

What were you thinking of doing with them?

tater
youre talking about standalone NSM or that in TM? NSM in TM differs a little bit. However impulse should be -3000 for all torpedoes. It makes ships being pushed up uppon impact instead of being sucked down.
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Old 09-05-07, 12:09 AM   #246
tater
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I was looking at stand alone classic. I haven't messed with it at all, I was just checking it vs the hardcore torp mod to make a NSM compatible .sim file.

I think the values I saw for the others was 2000.

I'd check, but my folks are in town and right now my game machine is in the guest room.

tater
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Old 09-05-07, 12:51 AM   #247
billko
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Quote:
Originally Posted by tater
I was looking at stand alone classic. I haven't messed with it at all, I was just checking it vs the hardcore torp mod to make a NSM compatible .sim file.

I think the values I saw for the others was 2000.

I'd check, but my folks are in town and right now my game machine is in the guest room.

tater
Sounds like you should switch bedrooms!

Bill:rotfl:
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Old 09-05-07, 03:02 AM   #248
WilhelmTell
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Quote:
Originally Posted by WernerSobe
[...] However impulse should be -3000 for all torpedoes. It makes ships being pushed up uppon impact instead of being sucked down.
Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?



Nevertheless it is a great mod !
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Tell
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Old 09-05-07, 04:05 AM   #249
LukeFF
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Quote:
Originally Posted by WilhelmTell
Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?
You aren't supposed to use torpedoes against small craft.
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Old 09-05-07, 04:49 AM   #250
Seadogs
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by WilhelmTell
Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?
You aren't supposed to use torpedoes against small craft.
Great screen shot though!
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Old 09-05-07, 05:09 AM   #251
vindex
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Quote:
Originally Posted by Seadogs
Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by WilhelmTell
Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?
You aren't supposed to use torpedoes against small craft.
Great screen shot though!
Hahaha! That's hilarious! Actually, if you hit a fishing boat with a torpedo, it might just go sky-high like that!
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Old 09-05-07, 06:24 AM   #252
WilhelmTell
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Quote:
Originally Posted by vindex
Hahaha! That's hilarious! Actually, if you hit a fishing boat with a torpedo, it might just go sky-high like that!
Yep, it literally blew him up in the air.

But the question is, would that have happened with an impulse of +3000 ?
I mean I can live with that, because one is not supposed to spend a torpedo on such a tiny target, like LukeFF said. I just wanted to show you the strange behaviour, as it seems to me no one has noticed it before.

*edit*
What goes up must come down...
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Tell
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Old 09-05-07, 07:17 AM   #253
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The download doesn't seem to work I get this

Quote:
Your download has failed. We're sorry, but the file you're trying to download is temporarily unavailable. Please check back later.
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Ultima ratio regum. (The final argument of kings)
- Inscription on french cannons, on order of Louis XIV

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Old 09-05-07, 07:51 AM   #254
castorp345
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Quote:
Originally Posted by WilhelmTell
What goes up must come down...

:rotfl:

'good to see that the ballistics physics seem to be working correctly...

hmmm, i wonder if orbital mechanics'd be properly represented?
anyone tried getting something to travel at c7800m/s?
what we 'need' is a goddard of sh4!
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Old 09-05-07, 09:09 AM   #255
kikn79
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Quote:
Originally Posted by WilhelmTell
Quote:
Originally Posted by vindex
Hahaha! That's hilarious! Actually, if you hit a fishing boat with a torpedo, it might just go sky-high like that!
Yep, it literally blew him up in the air.

But the question is, would that have happened with an impulse of +3000 ?
I mean I can live with that, because one is not supposed to spend a torpedo on such a tiny target, like LukeFF said. I just wanted to show you the strange behaviour, as it seems to me no one has noticed it before.

*edit*
What goes up must come down...

Now what would be really funny is if you hit a plane with that!!! :rotfl:

Chuck
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