Mr Welles
02-08-07, 05:52 PM
I'd just like to say hello and that I've been enjoying NYGM for a few months now (thank you to the makers of that mod) and that I'll download GWX soon (thank you in advance).
However I'm interested in the possibility of making a ww1 mod for SH3... I have several questions for the hard working SH3 mod community, any responses would be useful.
I know the textures can be changed, but can the actual 3d models of the U-boats be changed? Or would I have to keep the current models as abstractions for ww1 u-boats? Probably something like a IIA to represent UB I (no deck gun, 2 torp, V.short range).
IID to represent UB II (though IIA/IIB would be better size wise) (88mm, 6 torp, short range).
VIIC to represent U-31's (and similar) (105mm gun, 6 torp, medium range).
IX to represent Mittel U's (both an 88mm & 105mm gun, 16 torp, long range).
IXD to represent the few U-151's (two 105mm & 18 torp, very long range). I am assuming that stats like crush depths, diving speed, surface & submerged speeds, hull strength & repair times be changed?
Obviously a realistic deck gun would be more important in such a mod... I have heard of a realistic deck gun mod with GWX, does anyone know the details of how this works?
To represent periods of restricted warfare it would be useful to split up the merchant shipping of enemy nations & make them a part of a generic neutral nation. Is this possible?
Would it be possible to mod 'invisible' weapons for some merchant ships? This way Q ships could be somewhat represented as they'd only give themselves away by firing (though even then how would you improve a Q-ship AI to make it cunning... i.e. it only returns fire or fires when a U-boat has gotten close enough to kill?)
Can torpedo speeds & ranges be adjusted... and electric torpedoes removed. Also can torpedo loads & torpedo tube configuration be modded?
I believe ASDIC could be disabled or at least diminished appreciably & depth charge count (& size) reduced ... am I correct? Hopefully the 'informal' hand made depth charges of 1915 could also be implemented?
Can the actual date on the campaign map be changed or will that have to be abstracted?
Seaplanes & airships would be most useful... as would new naval bases, pre-dreadnoughts, sailing ships & old style liners. Enemy submarines would be extremely useful.
I'm assuming that reducing torpedo warhead strength is possible? However does decreasing the torpedo warhead affect anything in a flooding based damages system (like what NYGM & GWX have)?
Totally 'blue sky thinking'... could ASW trawlers drag chunks of SH3 ASW nets behind them to help catch subs? Or could an abstract ASW net be represented by invisible but extended projections from the back of the trawlers?
However I'm interested in the possibility of making a ww1 mod for SH3... I have several questions for the hard working SH3 mod community, any responses would be useful.
I know the textures can be changed, but can the actual 3d models of the U-boats be changed? Or would I have to keep the current models as abstractions for ww1 u-boats? Probably something like a IIA to represent UB I (no deck gun, 2 torp, V.short range).
IID to represent UB II (though IIA/IIB would be better size wise) (88mm, 6 torp, short range).
VIIC to represent U-31's (and similar) (105mm gun, 6 torp, medium range).
IX to represent Mittel U's (both an 88mm & 105mm gun, 16 torp, long range).
IXD to represent the few U-151's (two 105mm & 18 torp, very long range). I am assuming that stats like crush depths, diving speed, surface & submerged speeds, hull strength & repair times be changed?
Obviously a realistic deck gun would be more important in such a mod... I have heard of a realistic deck gun mod with GWX, does anyone know the details of how this works?
To represent periods of restricted warfare it would be useful to split up the merchant shipping of enemy nations & make them a part of a generic neutral nation. Is this possible?
Would it be possible to mod 'invisible' weapons for some merchant ships? This way Q ships could be somewhat represented as they'd only give themselves away by firing (though even then how would you improve a Q-ship AI to make it cunning... i.e. it only returns fire or fires when a U-boat has gotten close enough to kill?)
Can torpedo speeds & ranges be adjusted... and electric torpedoes removed. Also can torpedo loads & torpedo tube configuration be modded?
I believe ASDIC could be disabled or at least diminished appreciably & depth charge count (& size) reduced ... am I correct? Hopefully the 'informal' hand made depth charges of 1915 could also be implemented?
Can the actual date on the campaign map be changed or will that have to be abstracted?
Seaplanes & airships would be most useful... as would new naval bases, pre-dreadnoughts, sailing ships & old style liners. Enemy submarines would be extremely useful.
I'm assuming that reducing torpedo warhead strength is possible? However does decreasing the torpedo warhead affect anything in a flooding based damages system (like what NYGM & GWX have)?
Totally 'blue sky thinking'... could ASW trawlers drag chunks of SH3 ASW nets behind them to help catch subs? Or could an abstract ASW net be represented by invisible but extended projections from the back of the trawlers?