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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 01-29-09, 03:16 AM   #241
W4lt3r
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That Yamato looks like to me the 1941 model, when it still had 4 pieces of 6.1" type 21 Triple turrets, but on later refits 2 on the midships were removed for more anti aircraft armament.. I wonder could someone remodel the yamato few times and make the proper refits appear on correct times..
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Old 01-29-09, 04:13 PM   #242
ivank
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Quote:
Originally Posted by W4lt3r
That Yamato looks like to me the 1941 model, when it still had 4 pieces of 6.1" type 21 Triple turrets, but on later refits 2 on the midships were removed for more anti aircraft armament.. I wonder could someone remodel the yamato few times and make the proper refits appear on correct times..
I know we are correcting the textures to change based on RL, as for the 3d model, I dont see why not.
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Old 01-29-09, 04:29 PM   #243
FIREWALL
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I'M kinda lost here. How do I vote on something I haven't seen yet ?
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Old 01-29-09, 05:00 PM   #244
ivank
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The voting is for which version of TSWSM you want to see, the information on what each version has is on the first page.
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Old 01-29-09, 05:15 PM   #245
tater
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Yamato in game is a late-war configuration. All those main-deck level gun tubs need to go away. All of them.

Ideally, you'd just delete them. Then place Y nodes all over Yamato's deck where they go. The tubs can then be added in the eqp file by date. I need to release Real IJN for Stock (though why anyone would run the stock campaign escapes me).
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Old 01-31-09, 12:19 PM   #246
ivank
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I think you should release it!
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Old 01-31-09, 09:56 PM   #247
miner1436
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So would you guys be interested in this AA fix?
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Old 01-31-09, 11:10 PM   #248
ivank
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Quote:
Originally Posted by miner1436
So would you guys be interested in this AA fix?
Hell yea!!!!
Where can I get that!?
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Old 02-08-09, 12:34 AM   #249
vice_sinatra
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Looking forward to this mod. I would like to put in a request for a subtender and landing ship tank with corisponding resupply/landing missions. Thanks in advance for this mod! Good luck
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Old 02-08-09, 09:29 AM   #250
Senor_Droolcup
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Default Keep up the hard work!

I'm really looking forward to this mod as well; please keep up the work!
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Old 02-08-09, 11:25 AM   #251
ivank
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Quote:
Originally Posted by Senor_Droolcup
I'm really looking forward to this mod as well; please keep up the work!
Thanks for the support!
Work on the mod, depends on how fast we can get the 3D models for it.
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Old 02-08-09, 02:00 PM   #252
ivank
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RL has slowed production of the Super-Mod, but work will pick back up soon. I am still hoping for a May release of Version 1, or at least a beta.

What need to be done for TSWSM: Version 1:

SHIPS:
-Renown-class (BC)

-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (PBB)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

CAMPAIGN:
Convoys
Patrol Objectives
Minor issues with bases
Coastal batteries

DAMAGE MODEL:
Needs to be finalized and added to all ships

VOICE:
Need new voices for the German, British, Australian navys
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Old 02-08-09, 02:50 PM   #253
DarkFish
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Default Playable Depth Charges

A new feature for TSWSM: Playable DCs!
Now we can finally take revenge for all the ships we sank as a sub commander!


(oops... forgot to delete that huge radar antenna from the bridge)





It are altered torpedoes that behave as depth charges.
You can sink moving AI u-boats with them, although the subs can't dive/surface, in other words have a fixed depth (currently 50m for testing, will change it to something deeper)
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Old 02-08-09, 02:58 PM   #254
tater
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Is the fixed depth set by the end of run? GREAT work.

You might consider this:

Make multiple DC "torpedoes." Have them named based on set-depth. So you can drag the DCs in the racks/throwers until you have the desired pattern of depths.

For IJN ships these would be 30m settings (30m, 60m, 90m, then later 120m).
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Old 02-08-09, 03:12 PM   #255
DarkFish
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Quote:
Originally Posted by tater
Is the fixed depth set by the end of run?
well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.
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