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DirtyACE
02-17-10, 06:19 PM
Well you now what they say, When in Rome...

Ah yes, indeed.

Sledgehammer427
02-17-10, 07:13 PM
euhhhh

when in rome....find some more 3d modelers because I am swamped? :D

I'm still going guys! fret not!

skidoorider
03-03-10, 09:05 AM
When is the surface warship mod going to be released?

OneDominatus
03-10-10, 06:04 PM
I found this on the first post "IT WILL BE READY WHEN ITS READY" :O:

Bish0p
03-23-10, 01:48 AM
Sounds like a very good idea.
The game was badly lacking in historical battles.

I'll look into converting the ships into multiplayer compatibility when or if that's ever ok'd.
Would be quite a lot of ships lol..
But it's tons of fun in multiplayer.

If we made historical battles in multiplayer maps.
We could have up to 8 people in various surface/submarine ships, working together.

I think that'd be pretty bad ass.
4 battleships, a couple carries, maybe a heavy cruiser or two.
All working together in multiplayer, in historical battles.
It wouldn't be some normal, run of the mill, short map.
Would take likely hours to complete.
But it'd be fun.
Just a thought. :P

One thing I do not know how to do yet, is launch planes off carriers.
Has to be a way.
Likely one that exists, but I've modded outside for the entirety of my modding time and have absolutely no idea whats been released..lol

Also We have several of those ships already made for multiplayer.
Which means their basically single player ready.
Yours if you could use em.
Baltimore, Brooklyn, Tennessee, Iowa, North Carolina, Montana, Fletcher and the PT-109
Just finished their final release with full functionality.
Well full to the limits of our knowledge.
No they don't launch depth charges, because enemy submarines are worthless anyway.

Fully functional systems and damage repair as well.
Even new names for the after and forward torpedo rooms.
Mechanical for the aft torp room and Forward Bulkhead for the Stern torp room.

Surface ships are capable of a lot more than they seem to be given credit for.
Being above the water is as much of a curse as it is a blessing..lol.
Your prone to being bombed and torpedoed constantly.
Not to mention, you cant go under mines in a surface ship..lol
You have to adopt tactics like the enemy ships, moving in sig zag patterns to avoid getting hit.

Also still not a good idea to rush into a swarm of ships, because they can pop your bulkhead and make you explode, regardless of your remaining hull.
The way my brother and I have our mutliplayer ships, makes them very enjoyable to play in, or just watch.
You really have to watch your damage crew and what their working on in a surface ship.
Stop paying attention and the next thing you know, your a fireball.

I think this will be a blast.

vit90
03-24-10, 12:45 PM
Good work, guys! Work over such wonderful mod! Please, keep us informed events and spread more sreens from a mod! I wait this mod!

audessy
04-01-10, 03:34 AM
There must be some way to use aircraft on a aircraft carrier. Even if it doesn't look pretty.

A few ways I can think of.
-Have the aircraft carrier drag an "airbase" along with it somehow.
-Control the random spawn of aircraft for a strike through radio perhaps.
-A "hack" from a extra program to spawn a airstrike assigned to a hotkey with limits to which they can spawn.

I'd also like to see a way to control the cruisers in the u-boat missions mod as the Kriegsmarine. It has the potential to allow someone to command a task force. This would truly transform the game into something else. Taking it to a strategic level.

ivank
04-01-10, 03:33 PM
The mod team welcomes another 3D modeller. And are discussing bringing SHV ship models into SHIV.
Maybe now we can pump out this game soon.

HELLISH1
04-03-10, 12:00 PM
The mod team welcomes another 3D modeller. And are discussing bringing SHV ship models into SHIV.
Maybe now we can pump out this game soon.
I have found the way to bring in sh5 ships to sh4. Not a direct import, but just a few steps, have to have granny 3d viewer, and 3ds max:rock:

ivank
04-09-10, 04:21 PM
GREAT! Well go ahead and start importing British warships for now

audessy
04-09-10, 07:45 PM
So I was messing around in SH4 and coming up with ideas to have a extra friendly ship or possibly commanding a task force. I set an armed merchant cruiser to have a very large range. I had it follow me to my patrol zone in South Africa.

To my surprise the cruiser actually engaged aircraft and even the aircraft attacked it instead of me! I know how useful this could be to this mod. Here is some pictures from the voyage. :DL


Firing main guns with AA shells. 5.9 inch AA? Ouch! At closer range he uses machine guns. He also dodges. It's kind of scary how smart they made them. :o
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200000_838.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200000_838.jpg)

A torpedo bomber getting eaten alive.
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200216_578.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200216_578.jpg)

My Walter U-Boat ganging up on the poor little plane
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200231_842.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200231_842.jpg)

Night fight. Merchant shining it's spotlights at the plane. A pretty sight.
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200657_152.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200657_152.jpg)

Apparently the cruiser was more important than me! :rotfl2:
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_203344_878.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_203344_878.jpg)

He followed me from the middle of the Indian Ocean all the way to the tip of south Africa... Then a task force came and ate him. I got my revenge.

It actually wasn't that hard to do. I just met up with him and gave him the exact same waypoint as me. My only issue is that I couldn't get this working with the US campaign. Not even the scouter aircraft. The icons won't show up on the map even though the ability shows up in the "captains special abilities" area. I added all the required stuff to the UPC files. But still no go.

More info on my testing. The aircraft carriers you can control at higher ranks move about the sea randomly. You can launch scouts from them. What I'm wondering is if we can control the aircraft carrier... And launch bombers from them. :hmmm:

Just putting the idea out there. I know you guys have a lot on your plate already. Keep up the good work!

Sledgehammer427
04-10-10, 12:28 AM
:o

I have this wonderful idea to sortie a task force and have the player follow it, as an escort. The patrol orders will give you the time the task force will arrive at certain checkpoints (think the waypoint system when moving from Lorient to your new port in the far east in Operation Monsun) give the base course and speed of the task force at this given waypoint and let that be that, the player can (and probably will) follow the task force, breaking off to engage a single merchant or something.
However this cruiser idea leaves a lot of possibilities open. it will be impossible to set up a complicated task force with search patterns and formations but if the friendly ships come follow you in a column, we can make a truly accurate (and, historically brutal) Channel Dash!

audessy
04-10-10, 12:27 PM
That's what I was thinking. :yep:

Althought it doesn't have to be a cruiser BTW. You gain access in later ranks to a Japanese Task Force consisting of DD's and BB's. I think a carrier too. They operate the same way.

To get them to work the lines in the mission editor have to look like this:

[RndGroup 7]
GroupName=Axis_TaskForce_004
Category=0
CommandEntry=0
Long=11077000.000000
Lat=-2412000.000000
Height=0.000000
DelayMin=60
DelayMinInterv=1440
SpawnProbability=100
RandStartRadius=0.000000
ReportPosMin=720
ReportPosProbability=75
HighPrioContact=false
Heading=33.978001
Speed=17.000000
ColumnsNo=1
Spacing=1200
DeleteOnLastWaypoint=false
CurrentInstanceID=0
GameEntryDate=19440301
GameEntryTime=0
GameExitDate=19441031
GameExitTime=0
MaxInst=1
MaxUnitsCreated=100
DockedShip=false
TacticalGroup=true <--- This must be enabled to have it a player controllable unit.
AvailStartDate=19440301
AvailEndDate=19440831
ControlZoneRadius=1000.000000 <---Max of around 6000. They can follow you pretty far with this.
NextWP=0

Overall it works really well. The only issue is that when you change it's waypoint they do a little circle and drive around for about an hour before resuming course. Like they're re-organizing.

But again I tried really hard to give these to the US Campaign but I guess there's a lot to it. But still. Even if you guys only release an Axis version of the mod it will still be epic with a player controlled task force.

peabody
04-13-10, 11:52 AM
Well, since you guys do all the surface stuff, any idea why some ships can so supply missions and other CTD?

Peabody

Sledgehammer427
04-13-10, 06:26 PM
it always depends on where it's CTD'ing. does it happen when you hit the "launch marines" button or when you start a supply mission?
It's not my field of expertise, so I don't know much about it, I may get us all started in the right direction though

ivank
04-13-10, 08:13 PM
SH427, you start working with Hellish yet? on thosse SHV ships? I can not wait to see those ships you guys are working on.

Peabody, This is my part of the mod. I can help you here, if you tell me the info Lurker asks for in his OM mod, Ship type, Date, Flotilla, etc

ivank
04-13-10, 08:19 PM
So I was messing around in SH4 and coming up with ideas to have a extra friendly ship or possibly commanding a task force. I set an armed merchant cruiser to have a very large range. I had it follow me to my patrol zone in South Africa.

To my surprise the cruiser actually engaged aircraft and even the aircraft attacked it instead of me! I know how useful this could be to this mod. Here is some pictures from the voyage. :DL


Firing main guns with AA shells. 5.9 inch AA? Ouch! At closer range he uses machine guns. He also dodges. It's kind of scary how smart they made them. :o
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200000_838.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200000_838.jpg)

A torpedo bomber getting eaten alive.
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200216_578.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200216_578.jpg)

My Walter U-Boat ganging up on the poor little plane
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200231_842.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200231_842.jpg)

Night fight. Merchant shining it's spotlights at the plane. A pretty sight.
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_200657_152.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_200657_152.jpg)

Apparently the cruiser was more important than me! :rotfl2:
http://i53.photobucket.com/albums/g63/Audessymusic/sh4/th_SH4Img2010-04-07_203344_878.jpg (http://s53.photobucket.com/albums/g63/Audessymusic/sh4/?action=view&current=SH4Img2010-04-07_203344_878.jpg)

He followed me from the middle of the Indian Ocean all the way to the tip of south Africa... Then a task force came and ate him. I got my revenge.

It actually wasn't that hard to do. I just met up with him and gave him the exact same waypoint as me. My only issue is that I couldn't get this working with the US campaign. Not even the scouter aircraft. The icons won't show up on the map even though the ability shows up in the "captains special abilities" area. I added all the required stuff to the UPC files. But still no go.

More info on my testing. The aircraft carriers you can control at higher ranks move about the sea randomly. You can launch scouts from them. What I'm wondering is if we can control the aircraft carrier... And launch bombers from them. :hmmm:

Just putting the idea out there. I know you guys have a lot on your plate already. Keep up the good work!

I can not get us to COMMAND a task force, but I have been able to get us to escort ships, and have ships escort us. By messaging the player a set course to follow if they like. This is the only way I can think of doing this. As for air cover, I have airbases appear in the ocean randomly. Darkfish figured how to make them follow your ship, but I have yet to add this. I am still waiting to download the latest version.

HELLISH1
04-13-10, 10:33 PM
I can not get us to COMMAND a task force, but I have been able to get us to escort ships, and have ships escort us. By messaging the player a set course to follow if they like. This is the only way I can think of doing this. As for air cover, I have airbases appear in the ocean randomly. Darkfish figured how to make them follow your ship, but I have yet to add this. I am still waiting to download the latest version.

I have figured a way to do that,:yeah: will post my findings this weekend!

peabody
04-14-10, 02:45 AM
Peabody, This is my part of the mod. I can help you here, if you tell me the info Lurker asks for in his OM mod, Ship type, Date, Flotilla, etc

I don't know what you are talking about with Lurker and the OM mod. It isn't a MOD. I asked here since you guys are doing a lot of work on surface ships. Some ships, for example the Montana you can do a supply mission, others like the Asashio that I made you can not, it crashes when you click to launch the boat.
I thought it might be because the MC01-7 nodes were not there, but I added them and it still crashes when you click launch boat.
Just wondered if someone knew what is missing that causes it not to work.

Peabody

ivank
04-14-10, 01:21 PM
OH I miss understood, I am sorry.
While OM, he asks for your flotilla, sub type, date etc, when there is problem. I thought you were having a problem with the early version on this mod.

I have no idea what you ships are doing, I have not had this problem yet. I have had the ship no launch the raft, or have the raft show up inside the ship causing damage.

ivank
04-14-10, 02:58 PM
would all SWM members please check the website.
Anyone hear from Poly or ETR3 SS lately

Sledgehammer427
04-14-10, 10:37 PM
Poly, no

ETR3 is still around but he's moved on to other projects.

ivank
04-15-10, 01:11 PM
Damn, anyway to get him back? We could really use him!
Have you seen the website?

audessy
04-20-10, 05:53 PM
I can not get us to COMMAND a task force, but I have been able to get us to escort ships, and have ships escort us. By messaging the player a set course to follow if they like. This is the only way I can think of doing this. As for air cover, I have airbases appear in the ocean randomly. Darkfish figured how to make them follow your ship, but I have yet to add this. I am still waiting to download the latest version.


That's too bad. Because I can command a task force with the stock game. :03:

They operate exactly the same as the escort cruiser just with more ships.

I'm not sure if you misunderstood what I was trying to show you or if there's a specific reason this cannot be done.

ivank
04-20-10, 06:19 PM
Using that function I can get a task force, but starting a patrol as the lead ship of a task force/convoy is what I meant

Sledgehammer427
04-20-10, 10:23 PM
hmm

I was thinking about maybe making a way to have the player start alone, but having a base nearby (have the task forces available if you are a BB captain) so you can spawn your escorts shortly after you leave port. like, exit wilhelmshaven and stop at a certain point so many kilometers east of Heligoland, then spawn your escorts from a base nearby, who will then be attached to you... :hmmm: I don't know.

audessy
04-21-10, 08:54 PM
Ahh I see now. I like Ivan's idea. How easy is this "leader of a task force" to set up?

I know you guys have a lot to work on. So maybe a simple method would be better for now.

Just throwing the idea at you to see what you'd think. I really want to see this mod released and I want to help any way I can.

sona1111
04-26-10, 09:20 PM
hey people.

i have been hovering around this forum for a few years now, all the time looking for a good surface warfare mod. And i have been redirected to this mod several times.

first of all, is this still being worked on? or has it been abandoned?

also, i have heard a couple times about a "site" for this mod but i have googled for 15 minutes with phrases about it and i cannot find a separate site anywhere...

finally, if this is still alive, i may be able to be of help. While i have not done almost any modding for SH4, i have done extensive script-type-modding for other games. (freelancer most extensively) If i could get a small tutorial for redundant tasks, i may be able to help...thanks.

ivank
04-26-10, 09:26 PM
This mod is currently a WIP

I will PM you later with a link to the teams site, the site is for members only, so you need to join. We are happy to have your help

aviatorhi
05-20-10, 11:01 PM
Just wanted to throw this out there as an idea, since you can't command ships within the game etc. etc. would it make sense to use an interface a la "Total War" or "Great Naval Battles", where each unit (or its equivalent) is available in a certain amount at a certain date (minus losses), to each side on a separate campaign map where they can be moved from port to port used to patrol and used to attack enemy units and the SH4 engine will be used to "instance" the combat between the units.

Just an idea.

polyfiller
05-21-10, 04:05 PM
Hey folks - I'm still around..... just been getting hammerred by work... so not able to dedicate any time to modding.

Ivan - what did you need help with ? Saw your post from April and wondered what you need assistance with ?

I might be able to do some limited work ... but I can probably help more by answering quesitons about the stuff I did.

Anyhow - really pleased to see there is still an active team working on TSWSM.

Drop me a mail if you want. Cheers.

ivank
05-21-10, 06:50 PM
With the damage models

Illuminati
07-02-10, 09:52 AM
I still eagerly await this mod :) take your time with it. I'm sure its going to be excellent.

ivank
07-02-10, 12:20 PM
I have to relearn how to make ships playable, but when I get in touch with Poly, I will see if he can still do damage models, and if anyone can do lightmaps

Illuminati
07-08-10, 06:39 AM
Even if you released it as it is, im sure people would still be grateful. You've put alot of effort into making this work. I never bore of the SH series so even if it takes another year to make, I will still support the mod.

ivank
07-08-10, 02:33 PM
Well SH Editor is not compatible with my Win 7, it acts werid, the lower half of the editor is white and frozen, and on the top half, I can place units but not click on the map. So I am wiping my hard drive and reinstalling Win 7, if that does not work, maybe I do Win 7 and Win XP. Other wise, I will give my job of campaigns to someone else, and work on the raiders and making ships playable. I know Darkfish is in finals at school, so maybe after that we can do some ships, Poly, well I do not know where he is I have tried to talk to him, and SH427 and I will talk 3D stuff

Illuminati
07-09-10, 04:29 AM
The campaigns you are working on, are they historical - relating to conflicts that actually happened in WW2? Or are the missions completely fictious. Either way I don't mind - I'm not obsessive over the '100% realism argument', what you could do is work on a couple of a basic missions, and then if you have time after the mod then go back to making a campaign. Would save alot of time & effort.

I would help with the editor but last time I used it, it hated my comp. Kept crashing.

ivank
07-09-10, 12:49 PM
Well the missions I had made and are on my external HDD, are historical until the real ship sank, then they become a mix of free roam and what I deemed plausible missions.

ivank
07-09-10, 04:34 PM
Okay, well I went to wipe my HDD for Linux/Win 7 install, and checked my missin editor one last time, and it seems to be working fine. So without further wait, the campaign part of this mod is back on track!! Just need my modeller and damage guy to kick it into gear again. :D

Sledgehammer427
07-10-10, 10:59 PM
modeling you say? I'm not THAT attractive but if you say so...
:O:
I'll be getting back to work soon, I got kind of a new job and my gf is back from foreign exchange so my free time will be sporadic

ivank
07-10-10, 11:01 PM
modeling you say? I'm not THAT attractive but if you say so...
:O:
I'll be getting back to work soon, I got kind of a new job and my gf is back from foreign exchange so my free time will be sporadic

It is cool, as long as UK is released before Sept

Nemesis1024
07-24-10, 04:02 AM
Hey guys, really looking forward to seeing this mod come alive! :03:

keep up the good work! :yeah:

skidoorider
07-24-10, 01:29 PM
when is it going to be done?

ivank
07-30-10, 02:12 PM
Mod work has been shut down.
I am working on the raiders by myself atm. Maybe Darkfish and SH427 can help. But otherwise they will be released one by one as I make them. Campaign work might be included, but since most of them operated in the Indian Ocean it is not on the top of the list.

Royal Navy work would be the next project, hopefully.

Then Kreigsmarine.

I took on this project with out fully understanding what it would demand. I do feel sorry I may not be able to deliver a full super mod like I intended on doing.

Illuminati
08-05-10, 06:28 PM
Its no problem, at least there is material and the idea is fully established, people will come back to work on it. Sims & games like this never get forgotten.

ivank
08-10-10, 05:49 PM
Work on the Michel and Stier has begun!
I will let SH427 post pictures and give an update when he has dug into the work, but for now just know work has started!

Sledgehammer427
08-11-10, 12:01 AM
Michel with hatches open
http://i391.photobucket.com/albums/oo351/Fastrat91/Michel.jpg
Michel's forward hold, there will be a gun here, say hello little SH427!
http://i391.photobucket.com/albums/oo351/Fastrat91/Michelhold.jpg
The forward gun cutout, hello again little buddy!
http://i391.photobucket.com/albums/oo351/Fastrat91/Forwardguncutout.jpg
here's the model I'm going to tear apart to make the Stier
http://i391.photobucket.com/albums/oo351/Fastrat91/Stier.jpg
I've also started on the Komet
http://i391.photobucket.com/albums/oo351/Fastrat91/Komet.jpg
and added a bridge onto Atlantis
http://i391.photobucket.com/albums/oo351/Fastrat91/Atlantisbridge.jpg

more as the importing process starts :D

ivank
08-17-10, 11:53 AM
Working with the last ship pack. I added some british bases, but all the US bases are now gone!:dead:
I am just going to just keep trying at it

ivank
08-17-10, 01:24 PM
Okay all allied main* bases are done! We can now sail around the world and not have to worry about running out of anything!!

*main bases are bases that remained open the entire war. Bases that were open and then closed, or closed and then opened, are not done yet.

Axis main bases are almost done also.

Airbases for allies are done too.
I am having some trouble with the German bases, their range is not being shown

ivank
08-17-10, 03:10 PM
Now working on some career start dates.

P.S. All work mentioned here is for the RN/RAN until otherwise noted

PL_Andrev
08-18-10, 11:17 AM
Now working on some career start dates.

P.S. All work mentioned here is for the RN/RAN until otherwise noted

So, I understand that mod is at finish now, right?

ivank
08-18-10, 02:10 PM
So, I understand that mod is at finish now, right?

Far from it. What you are seeing is the 1st successful re-start of this mod. SH427, Karle74, and I, are kicking it into high gear. That is all.
I do not want to give to much away, but I feel really good about this attempt.

ivank
08-18-10, 09:22 PM
Here is the list of allied bases that were open the whole war;
U.K.:
Reykjavik
Scapa Flow
Loch Ewe
Holy Loch
Belfast
Liverpool
Portsmouth
Dover
Firth of Forth
Hartlepool
Gibraltar
Valletta
Port Said
Alexandria
As Suways
Bombay
Colombo
Tamatave
Cape Town
Durban
Port Elizabeth
Auckland
Wellington
Kingston
Freetown
Port Louis
Royal Naval Dockyard, Bermuda
HMS Sheba
Saint Helena
Anguilla
Grand Cayman
Road Town, Virgin Islands
Grytviken

Australia:
Darwin
Perth-Fremantle
Adelaide
Melbourne
Sydney
Brisbane

Canada:
Sydney
Halifax

American:
Portland
Newport
New York
Norfolk
Charleston
Tampa
Key West
New Orleans
Galveson
Guantanamo
Colon
Balboa
Isla Baltra
San Francisco
San Diego
Pearl Harbour
Midway
Kodiak

If you know of any other bases that were open the whole war or think I am included a base that was not open please tell me.

Karle94
08-19-10, 09:01 AM
After studying the Dido and my instructions to make sub-classes I did some changes to the Dido and made the Bellona subclass. Here are some pictures:

Profile

http://i777.photobucket.com/albums/yy51/Karle94/19082010152.jpg

Bow
http://i777.photobucket.com/albums/yy51/Karle94/19082010150.jpg

Stern
http://i777.photobucket.com/albums/yy51/Karle94/19082010151.jpg

ivank
08-19-10, 12:01 PM
That would be the Bellona sub class right?
Either way, looks good.

ivank
08-19-10, 05:57 PM
Went into battle with a Admiral Hipper class CA with my Kent Class, and I must say our damage model is amazing. I sank the AH, but he damaged be so badly that my engines were destroyed, I was on fire, fuel tanks ruptured, and I had a heavy list. This is realisticly amazing but causes a major issue in game. If this were a career, I would be dead in the water 1,000's of miles from help. I think we need to have a 'scuttle' option. Agree?

Wolfling04
08-20-10, 12:33 AM
OMG, Ivan that sounds amazing, sounds very realistic.

From this players point of view, a scuttle option IMO is a good idea

Sledgehammer427
08-20-10, 01:17 AM
I don't know if that would be a good idea, if we had a scuttle option button, someone could hit it on accident and end their illustrious careers

I think once you are dead in the water and practically sunk, i think it would be a better idea to end that campaign, and restart a new one the closest time after you were rendered out of action in a new ship of the same class, thinking like you were rescued and returned to command after an official inquiry.

unless you want to imagine sitting on a lifeboat and dying of starvation and dehydration

Wolfling04
08-20-10, 01:39 AM
Just an idea, for ya guys, maybe instead of a keyboard assigned button, maybe a click-able button on the messages screen? or the damage control screen?

ivank
08-20-10, 01:43 PM
I really would like a scuttle button on the messages screen or the damage area. And hey if you clicked it, too bad. Think of it as one of your magazines exploded due to CARELESSNESS.

I will look into it. May a torpedo or two that are inside the ship and explode when fired. IDK yet.

ivank
08-20-10, 01:44 PM
OMG, Ivan that sounds amazing, sounds very realistic.

From this players point of view, a scuttle option IMO is a good idea

You are from Nebraska?! Where? I am thinking of transferring to some schools there.

iambecomelife
08-20-10, 07:11 PM
Just out of curiosity, what are your current plans for ship interiors? I think I remember that you guys started working on some ships' bridges many months ago.

I'm not expecting mess halls, turret interiors, engine rooms, & so on but bridges for most of the ships and maybe a cabin or chartroom would really be welcome. :DL

ivank
08-20-10, 08:23 PM
Just out of curiosity, what are your current plans for ship interiors? I think I remember that you guys started working on some ships' bridges many months ago.

I'm not expecting mess halls, turret interiors, engine rooms, & so on but bridges for most of the ships and maybe a cabin or chartroom would really be welcome. :DL

Well I was thinking, just bridges for now. And after we release a beta and stamp out any bugs we can go back and add a chartroom. But yea, no mess halls, turrets or engines

ivank
08-20-10, 08:28 PM
A scuttle option is a must, I was sailing in the mid Atlantic when I saw torpedo bubbles. I pulled a hard to port, but was hit twice. One just aft of my third funnel and one hit my rudder.
Damage report was a starboard boiler out, mild list to starboard, down by stern and...NO RUDDER. Yes my rudder was gone, clean off. So I figured since I was pointed at Portugal I could just run aground there and that would be that. Well no, I was stuck in a hard to port turn. I just sailed in a ever widening circle until I ran out of fuel.

So a scuttle option is a must.

Wolfling04
08-21-10, 03:18 AM
You are from Nebraska?! Where? I am thinking of transferring to some schools there.


I live in Bellevue just south of Omaha

Also for the scuttle button, would be able to click it and a second menu pop up saying "Are you sure you want to scuttle?" Yes/No.

Karle94
08-21-10, 10:36 AM
A scuttle option is a must, I was sailing in the mid Atlantic when I saw torpedo bubbles. I pulled a hard to port, but was hit twice. One just aft of my third funnel and one hit my rudder.
Damage report was a starboard boiler out, mild list to starboard, down by stern and...NO RUDDER. Yes my rudder was gone, clean off. So I figured since I was pointed at Portugal I could just run aground there and that would be that. Well no, I was stuck in a hard to port turn. I just sailed in a ever widening circle until I ran out of fuel.

So a scuttle option is a must.

Now you know how the crew of the Bismarck must have felt.

ivank
08-21-10, 02:06 PM
Now you know how the crew of the Bismarck must have felt.

Yes, well almost, I did not have an entire angry fleet coming down on me. But it was a horrible 5 days of just turning

ivank
08-21-10, 02:09 PM
I live in Bellevue just south of Omaha

Also for the scuttle button, would be able to click it and a second menu pop up saying "Are you sure you want to scuttle?" Yes/No.

I am thinking of UNL and UNK.

Wolfling04
08-21-10, 07:41 PM
whatcha thinking about going to school for ivan?

ivank
08-22-10, 12:00 AM
whatcha thinking about going to school for ivan?

I just changed from Naval Architecture to International Relations and Intel

Wolfling04
08-22-10, 01:36 AM
Aye, well PM me if you decide to ever come out to the Omaha area.

ivank
08-22-10, 02:05 PM
@Wolfling: Will do.

I was thinking, a torpedo, one of those nuke torpedoes kinda, set to blow at launch could be the scuttle. Or have a icon when clicked just brings up the death screen.

Wolfling04
08-23-10, 12:19 AM
I dont know much of anything when it comes to the modding you guys are doing, but in AOTD (i think it was AOTD maybe SH2) you could "abandon ship" and you had the chance of being picked up by the enemy or by a friendly would something along those lines be possible?

Illuminati
09-13-10, 06:11 PM
I dont know much of anything when it comes to the modding you guys are doing, but in AOTD (i think it was AOTD maybe SH2) you could "abandon ship" and you had the chance of being picked up by the enemy or by a friendly would something along those lines be possible?

I like this idea, but I have never played SH2 or the expansions. What happens if you are picked up by the enemy? Is it an immediate mission fail with a debrief saying what happens? Or do you respawn straight after being captured to restart the campaign? If there was a more open ended way to implement this then it could be interesting.

wolf24
10-12-10, 11:05 AM
any news about release date?



wolf

ivank
10-12-10, 10:39 PM
not at the moment, I am unable to work atm because I am studying at school

Sledgehammer427
10-12-10, 11:24 PM
which is alright, because all of the campaigns rely on the ships to be working and that is where Karle and I are holding the mod up.
I've been on vacation for the last month, I'm heading back to my work computer by this Thursday afternoon (after sorting out some stuff with a few friends) so I'll be back at work on the modeling. :up:

iambecomelife
10-13-10, 12:07 PM
Hey guys - sorry to butt into your thread, but if you want a new captain's room for the start of the campaign, just let me know. I designed one for my WWI mod a few weeks ago, and it takes next to no time - I'd be happy to help.

ivank
10-13-10, 09:54 PM
Sure thing! Thank you.

polyfiller
11-10-10, 07:55 AM
Sledge, Ivan ..... any status updates. .... I might be getting back into to doing some more work on TSWSM ......... I suggest we review our current status and strategy for mod completion ..... can we start up a thread on "our" forums to discuss ?

ivank
11-12-10, 01:30 PM
Agreed.

All modders currently part of TSWM Team and any modders that think they can help with anything please go to our forum. If you need a link please PM me.
We will be coming up with a workable to-do list and will be getting to work ASAP.

Thank you

Trool323
11-13-10, 10:22 PM
Agreed.

All modders currently part of TSWM Team and any modders that think they can help with anything please go to our forum. If you need a link please PM me.
We will be coming up with a workable to-do list and will be getting to work ASAP.

Thank you

sorry Ivank I've been busy with life and all but now I'm reporting for duty. My skills if still nedded at this point are post production stuff like loading screens, menu screens, music for the game,intro vids, and some campaign and mission scripting. My .upc work, campaign and mission scripting is a bit rusty. I havn't touched SH4 in about 6 months.

I also posted in our Team forum,
PM me or reply if I'm still needed.

polyfiller
11-18-10, 07:55 PM
Trool - if you can do UPC work - any chance you might want to "upgrade" to doing damage model work ? I need someone who can share the burden of getting all aspects of the ships UPC working, including damage model.

If you do, send me a PM or post to my thread over on the TSWSM form. Cheers.

Karle94
11-19-10, 07:49 AM
I am also reporting for duty. Can`t post anything on the TSWSM website, as my account has not yet been activated.

iowa101
11-19-10, 07:53 AM
yo guys, im new to this part of town lol, can i be of any help, im trying to do a damage model for my USS Theodore Roosevelt aircraft carrier model.

im not good with much, so i can learn as i go if thats alright

ivank
11-19-10, 09:44 PM
Welcome to the team!
Contact Polyfiller for that!

polyfiller
12-08-10, 08:40 AM
Ivan - suggest we could make use of the following;

http://www.subsim.com/radioroom/showthread.php?t=177771

AM thinking Norway campaign (German ships got pretty chewed up trying to run up a Fjord as I remember).... just need to work out how to do this with gun emplacements (think I already did this last year - but can't find the code).

ivank
12-13-10, 10:36 PM
yes agreed, will do

takeda10
12-17-10, 05:06 PM
I'm just looking for clarification. As of this moment there are no downloads for these mods, correct? Thank you.

polyfiller
12-17-10, 05:54 PM
Correct - mod is still majorly in progress (I should know ... I'm the modding bottleneck at present) :wah:

ivank
12-19-10, 01:16 PM
Yes, once poly finishes his latest project, the bottle neck will be our 2, two, modelers.

any one else want to help?

Sledgehammer427
12-19-10, 07:22 PM
throwing the bottleneck around eh? :up:
Im going to need a gaming laptop.

Soviet_Sharpshooter
01-16-11, 11:09 AM
Voted for 1, facing off against the Italians as the Australian Navy in the Med would be awesome.

Karle94
01-17-11, 03:24 PM
After talking with Polyfiller a while ago I have decided to make a refitted Renown as no one has made one for the game. Don`t have any pics as I am still working on the 3D model, but I am almost done with it.

Schwieger
01-17-11, 04:29 PM
Noticed H-45 was missing from the list :har:

polyfiller
01-17-11, 07:02 PM
Many thanks Karle - let me know when you're done and I'll do the damage modelling etc.....

Karle94
01-19-11, 02:50 PM
Almost done with the Richelieu. Will post pictures of her and the Renown when I have them ingame.

Karle94
01-21-11, 08:52 PM
Just got the Richelieu ingame. Here`s some pics:

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_022050_438.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_022310_203.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_022319_959.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_022331_239.jpg
Still have to add a lot of AA guns and move the existing ones to the right places.

Also have a little preview of the Renown:
http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032558_470.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032606_416.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032615_197.jpg

Also decided to throw in the Tone:
http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032642_920.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032648_672.jpg

http://i777.photobucket.com/albums/yy51/Karle94/SH4Img2011-01-22_032658_814.jpg

vgautham_91
01-24-11, 09:53 AM
the models look amazing!! keep up the good work guys!:salute:

polyfiller
01-24-11, 12:20 PM
Yes - looks promising Karl - well done.

Deck textures look good also ..... is there no chance you can make the Hood / Renown / repulse deck textures look as good also ?

Karle94
01-24-11, 01:07 PM
Yes - looks promising Karl - well done.

Deck textures look good also ..... is there no chance you can make the Hood / Renown / repulse deck textures look as good also ?

Sure thing.

ivank
01-25-11, 09:20 PM
Karle: when you can get on FB chat please do. I have a list of SHV ships we are importing to SHIV for this mod.

Briggadoon
02-22-11, 01:09 PM
hi, its been quiet here for a while, does this mod still exist? or is it just the silence before the storm? ANY UPDATES???
i look forward to the day this mod will be released and i will keep my fingers crossed for this hardworking modders.
kind regards,
Briggadoon

Sledgehammer427
02-22-11, 03:26 PM
Theres still a lot of distance to cover on this mod, but thankfully we are stil making progress.

I just moved to live with my mother, and I left my computer where I came from, so, when I moved up here, I had to wait on my computer.
now, its here, and I can start to resume work on the German ship models. :up:

Briggadoon
02-23-11, 05:24 AM
nice to hear that youre still at work!!!
will it be possible to play the nelson-class bb (one of my favorites)?
does the mod have any career-modus? that means you start the campaign on a destroyer and get the possibility to promote to lead a bb?
if yes i hope a career-modus and ship-of-choice-modus is chooseable.
that would be great.
can you please give us a new update asap to satisfy my(our) mod-hunger?!?
i hope you will finish the mod soon and wish you godspeed.

Sledgehammer427
02-23-11, 01:04 PM
Concerning career mode,

We are definitely looking into making ship-based and advancement-based careers an option, that way, if you want to start with a corvette and work your way up to a destroyer, than you can, or a destroyer to a BB, or a cruiser to a BB, so on.

or if you just want to start with the battleships we will have that option too.

we already have the Nelson in-game, and its a real heavy-hitter

but so far, a lot of the members are students, we don't have a whole lot of time to begin with, but we are working as much as we can :)

polyfiller
02-26-11, 08:06 PM
In case no one saw the thread in the fleet boats mod section, I am currently trouble-shooting a serious problem with my damage model - for some reason all the main compartments (on all playable ships) stopped flooding until they reached 100% damage. I'm making some progress, but so far it's burned two weeks worth of modding time :-(

As for the Nelson ...... Shammer is right .... I gave the damage model for this one and the armament special attention (it uses a 16 inch shell setup from historical data I could find). When I balanced the damage model, I setup 1 x KGV & 2 x Nelson class against AI Bismark ..... and the Bismark goes down. Reason I used 2 x Nelson class was that it was difficult to introduce the disability the Bismark had during it's final engagement (steering)..... but TBH, on the basis of all the research I did on BB vs. BB engagements, most pretty much came down to whoever hit first... most 14inch + armament could do critical damage to most BB's... so the adjustments in the damage model I made make each BB different, but the real deciding factor is still who lands first. Some are more repairable than others, which also helps differneciate also.

Sledgehammer427
03-01-11, 10:11 PM
well, in my back to work scheme of things, I decided to start extracting SHV models, which, I must admit, are wonderfully detailed for being of such a low-poly count.

the Komet!
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer155.jpg
the Penguin
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer158.jpg
The Bismarck
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer156.jpg
close up on the Bridge
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer157.jpg

ivank
03-02-11, 12:29 AM
Looking good! Next weekend we are going to go into 'warp drive' with this.

Briggadoon
03-03-11, 09:11 AM
yeah ´warp drive´, nice to hear that.
@polyfiller i hope you can fix the problems of your damage model.

i´ve just a question about the ship´s turrets and their crew:
is it possible to reprogramm the torpedorooms to turretrooms? (sorry i dont know the english names of the rooms, i hope you understand what i mean)
if you go to the periscope-section you have the same menu like the (on deck)cannon, except you are controlling the main-turrets. the front-torpedoroom is for the front-turrets, and the backward-torpedoroom is for the backward-turrets (for example: for the nelson the front-torp-room is for the first and second turret, and the backw-torp-room is for the third turret).
if it is possible so you can control directly the main-gun-section, the on deck-cannon-section and the flak/AA-section, so you have more control of your ship.
the on deck-cannon-section can be devided in two subsections for left side and right side/front and back.
the flak/AA-section can be devided in three to four subsections for front, middle, back-section for example

just a few thoughts about the ship-mod, because i don´t know which function the torpedorooms will have in a ship-mod (sorry for my bad english, i´m working on it)

you guys rock!!! i hope you will finish the mod, i keep my finger crossed for you!!!:rock:

ps: an other (short) question: some destroyer have torpedolauncher on deck straightened to the side of the ship, will it be possible to fire the torpedo not to the front but to the side?

ivank
03-03-11, 12:41 PM
What you are asking has indeed been discussed. We have decided that such would be very complex and offer very little in return. We will have a full 3D bridge though.
We later after v2 come back and add and edit certain things, but this is not set stone.

polyfiller
03-03-11, 05:01 PM
Briggadon .... sadly the game enginre restricts / prevents us from controlling more than 1 deck gun station and 3 AA guns....... I think it would be possible to re-work torp rooms into gun stations ... but TBH don't see the point...... especially when you consider so many of the surface ship fleet had torpedo tubes themselves and I have modelled the number per ship and the damage / launch locations to be as close as possible to historical detail available.

What we have achieved with the damage model is you get an individual crew compartment and abilitty to repair each main gun turret, but you can only control one.

I once go the game to "glitch" and switch to a different gun turret when pressing the turret station button but have never got it to repeat this.

TBH, attempting to configure the damage model has lead me straight into so many hard coded features / values / issues that I sometimes wonder why half the values are included in the various config files ... because some are most definately useless (over-ridden by hard code).

polyfiller
03-03-11, 05:12 PM
And Ivan / Shammer ...... I am making progress with the sinking issue debugging ..... but am getting very inconsistent results and still can't nail down the cause.... I think I'm close... I've got the admiral sheer back to the point where it's main compartments flood and you can repair them and they empty i.e. you don't sink ........ but every now and then I run a test and the symptoms return ...... it's really difficult to troubleshoot because it's obviously trigerred by an enemy shell hitting part of my damage model which triggers the issue .......... trouble is, I can't control which parts of the model they hit during each test.

Briggadoon
03-10-11, 04:19 PM
hi guys,
any news so far?

Sledgehammer427
03-10-11, 05:12 PM
e .......... trouble is, I can't control which parts of the model they hit during each test.

thats always been a problem. The game is just TOO GOOD at being random XD

Briggadoon, I'm heading to Ivan's place tonight (we live close by)
and we are going to work on some stuff this mod needs to get really going again. :up:

ivank
03-11-11, 03:30 AM
Some serious mod work is going down here on Long Island!

Overkill
03-11-11, 04:44 PM
I'm coming across this way late in the game it seems but I'm really excited about a WW2 surface warfare mod. :yeah:

Is there a website for the mod?

chrysanthos
03-12-11, 10:35 AM
my dear friends when this baby is ready all hell its going to break loose:D

polyfiller
03-14-11, 11:12 AM
Given the cr*p the game engine is causing me over the damage model ... it already has :-(

Captain MAXIM
03-14-11, 02:36 PM
I know it's too early to talk about it,but when can we expect the release?

ivank
03-14-11, 06:12 PM
Well Owen and I exported much of the SHV models. I will export the rest tomorrow and send to Owen. He will import them and we will make them playable. After which Poly and his damage team will add the DM and, and..... etc.... Until it is done.

Madox58
03-14-11, 06:40 PM
@ polyfiller

Have you tried breaking your DM down?
Assign only parts of the DM, say the forward sections only, then test.

I would do a 4 X 2 sectioning.
4 sections long, 2 high to start.

Each zon file only has one long section and one high section.
Any random shots will not cause damages (No zones)
This would help find the area that needs work.

ivank
03-14-11, 07:32 PM
New site is WIP

ivank
03-14-11, 08:01 PM
Site is up and running I would like to invite all members to register. An e-mail will follow with the link

EDIT: E-MAIL SENT MAR 14 21:08

Overkill
03-16-11, 10:58 AM
What's the website address?

ivank
03-16-11, 08:12 PM
The website is closed to non-members at the moment. When we open the site to outsiders I will post it here.

Jimbuna
03-17-11, 06:51 PM
LOL ....I'm used to being an outsider....so sad :hmmm:

Sledgehammer427
03-17-11, 09:04 PM
But you are the almighty Jimbuna! :o

Overkill
03-18-11, 02:39 PM
The website is closed to non-members at the moment. When we open the site to outsiders I will post it here.

Sounds good. :salute:

polyfiller
03-19-11, 02:55 PM
I'd vote for Jimbuna being given access to our forums / website just baseed on his experience ... you never know, he might also be tempted to contribute ? :DL

ivank
03-19-11, 05:30 PM
You make a valid point, I will PM him a link now

Jimbuna
03-20-11, 08:50 AM
PM received....thank you, I'll pop over this evening http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

ivank
03-20-11, 05:26 PM
I await to approve you

chrysanthos
03-25-11, 05:22 AM
hey ivank dont forget me when its ready ok?:/

Jimbuna
03-25-11, 04:07 PM
I await to approve you

You'll not believe this but I've lost the link whilst tidying up the PM box :oops:

Madox58
03-25-11, 04:20 PM
Slacker!
:nope:
:haha:

Death2allofu
03-26-11, 06:57 AM
May I be so bold as to request an update/time of release?

ivank
03-26-11, 12:38 PM
Hoping late June 2011 for V1

Jimbuna
03-26-11, 06:25 PM
Slacker!
:nope:
:haha:

Tomorrow evening for definite...as soon as I'm home from work :sunny:

Jimbuna
03-27-11, 08:01 AM
Registered and entered activation key....awaiting authorisation http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

ivank
03-27-11, 01:22 PM
done

Jimbuna
03-28-11, 03:48 PM
done

Danke Kaleun http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Yamato's Worst Nightmare
04-03-11, 09:18 PM
So where is the link for this thing and does it work with vanilla SH4?:salute:

ivank
04-03-11, 09:25 PM
it is still a WIP

I'm goin' down
04-11-11, 07:58 AM
The first post in this thread was 11-27-2008. That was a mere 29 months ago. :yawn:

Sledgehammer427
04-11-11, 08:30 AM
the scope of the project is rather large, I must admit. It's a lot of work turning ships that weren't supposed to be looked at closer than 15-20 meters and turn them into something detailed enough to be as playable as the subs were on release.

I'm goin' down
04-11-11, 12:04 PM
What exactly is this mod supposed to do if and when it is released? A surface warfare mod? What is that? Is it naval war ships, some or all of which are playable? If more than one is playable, do you select the ship you want to captain and set sail? What happens to the other ships in the mod? Are they part of the missions or campaigns if they are not the ones you select to captain? I guess I am unclear on the concept.

The best way to finish this mod is for the team members to meet, assign tasks, and assign deadlines. If you are closing in on the projected release date that is a good way to try to meet it. And assign a team leader to follow up regularly on the progress of those accepting the work, with the working members agreeing to be responsible to him. (If I do not check my gopher traps every day, I will never catch the sobs, which reminds me that I need to get more peanut butter because they ate the last of what I set as bait.)

Herr Trigger
04-11-11, 12:29 PM
I have been following this thread for sometime now and I am greatly intrigued, not only is this something I for one have been looking for for a long time but am wondering what it will fully entail, surface vessels are my preferred weapon but as I have experienced from individual playable ship mods the realism aspect is missing as in r/l the majority would be part of a task force, on convoy escort or be engaged in some other joint program. Would I be expecting too much to think I could live a dream and command a Flower Class on convoy escort duties across the Atlantic or to Murmansk as in 'The Cruel Sea' ?. I fully appreciate what you project modders are doing and have great admiration for your ongoing determination to complete what I can only imagine is a very complex business. How ever long it takes I'm sure it will be a very worthwhile wait. Big up to all involved !
Much respect :salute:,
H.T.

LtzS_Petersen
04-11-11, 01:10 PM
With 9kt over the whole Atlantic can be a little bit boring. :D They must write a complete Campaign with Enemy Subs, but then you have no operating WaBos for the Hunt like in Destroyer Command. Didnt know, if the playable DDs can localize a submerged Sub.
But driving Tincans is a lot of fun, so i hope for a Happy End with beautiful Ships. :salute:

Sledgehammer427
04-11-11, 02:32 PM
Petersen - thanks to darkfish and polyfiller we have submerged submarines. and depth charges that can be dropped from our playable destroyers.

Herr Trigger and IGD - While campaigns arent' my forte`, or what i'm working on, I've been pushing the idea of creating task forces that are a ship short that the player meets on their way to wherever the task force is sailing. we are using operation Monsun as a base so everything is there, all the taskforces and convoys. thus, if you are a DD captain taking part in the channel dash it would be a good idea to keep with the task force and help the cruisers take care of the massive amounts of air strikes as they worked their way through.
we have been trying to decide on how much of a mix of historical and what if we want to get involved. we are working with what we can within the game engine.

I'm goin' down
04-11-11, 02:37 PM
I How ever long it takes I'm sure it will be a very worthwhile wait.

What if it takes another 2 years and 9 months? This thread is already 60 pages!!

Sleldgehammer, in terms of what the mod is supposed to do or how it is supposed to play, I still don't get it. I do not plan on readng pages and pages of posts to try and find out, but will survive if you don't reply.

Herr Trigger
04-11-11, 02:37 PM
Sledgehammer427, I salute you sir, that is like a sexed up christmas birthday ! Good luck with your endeavours.
Regards,
H.T.

Jimbuna
04-11-11, 03:08 PM
What if it takes another 2 years and 9 months? This thread is already 60 pages!!



Then we may have 120 pages of viewing...from what I have seen the guys are doing their level best despite being low in numbers/contributors and from what I know of the progress reached thus far it should turn out to be well worth waiting for.

LtzS_Petersen
04-11-11, 03:52 PM
Petersen - thanks to darkfish and polyfiller we have submerged submarines. and depth charges that can be dropped from our playable destroyers.

Wow, thats what im waiting for. :up:

Sledgehammer427
04-11-11, 04:49 PM
you gotta be good and fast though, we even have ones that shoot torpedoes.

Gereke
04-11-11, 05:47 PM
If the SW mod is a success it'll fill a very vacant gap in WW2 Simming. So I for one am going to wait patiently (and eagerly) for the release. If takes the team 2 more years to finish, so be it. :yeah:

chrysanthos
04-25-11, 02:55 AM
i believe about in 3 or 5 month it will be ready...what do you think...

I'm goin' down
04-25-11, 05:59 AM
We will all be dead when it is finished. oh was that months. I thought it was 3 years or 5 years..... (dreaming of the beach in Aiyanappa.)

ivank
04-25-11, 08:10 PM
Your constant nagging is getting quite annoying!
We all do have lives outside this mod you know!
Mod progress will continue and a release will happen, but real life takes priority

I'm goin' down
04-25-11, 08:40 PM
Hey, all I am pointing out is that there is more chatter about when it will be done than is necessary. Plus, over 60 pages in a thread and several years of posts is not worthy of constant kudos. I like a good mod as much as the next guy, but will reserve praise until it hits the streets. If you can't handle the comments, I would not whine about it. They aren't that tough, and they put the timeframe for this project in perspective.

By the way, the reference to Aiyanappa (on Cyprus) was a shout out to Greke.

ivank
04-26-11, 09:31 PM
Hey, all I am pointing out is that there is more chatter about when it will be done than is necessary. Plus, over 60 pages in a thread and several years of posts is not worthy of constant kudos. I like a good mod as much as the next guy, but will reserve praise until it hits the streets. If you can't handle the comments, I would not whine about it. They aren't that tough, and they put the timeframe for this project in perspective.

By the way, the reference to Aiyanappa (on Cyprus) was a shout out to Greke.

We do not ask for the 'constant kudos'. Yes, please wait for this mod before you judge. What we are doing takes a lot of time, we do not have a large team and most of us are still in university or high school so time is not abundant for this mod.
I can handle the comments, I am not whining. No one is making you look at the tread.

My semester ends in 3 weeks, after that I can put a lot of time into this mod. And I can just speak for myself, so I have no idea what the other members lives are like so I can not demand work from them.

All I can say is that is mod will be worth the wait.

FightingSteel1
04-27-11, 09:57 PM
Hey, no rush and no worries here. Take your time, and don't worry about others bothering you all about this. I check in every once and awhile for new news, and am very happy something like this is being made.

I'm not much of a sub guy, and this may be the last opportunity to get an actual surface naval WWII simulation game done. It's been years since the last decent one was made, and no major publisher will touch one again.

Allanon
05-06-11, 01:41 PM
Don't worry about the idiot whiners, they aren't paying you to work on this mod.

Do what you got to do and understand there are people that appreciate the FREE work you do for the whiny "community".

Jimbuna
05-06-11, 03:02 PM
Don't worry about the idiot whiners, they aren't paying you to work on this mod.

Do what you got to do and understand there are people that appreciate the FREE work you do for the whiny "community".

Been there...designed and got tht t-shirt....but I must admit you are right...good post.

audessy
05-14-11, 08:16 PM
I've been paying attention to this thread since it began. I don't think anyone here is really whining. We're all very anxious. Even a incomplete release that we can play with might spark some creative minds and get you some more members to work on this.

And I don't think a little pressure is going to hurt you Ivan. Just make a few missions for us to play with. I'm willing to bet some helping hands might pop up if anyone felt like there was hope.

Illuminati
05-28-11, 04:47 AM
The 60+ pages is justified considering the demand, excitement & potential promise of this mod. However - I would rather wait another two years for a complete experience as oppose to a quick 'beta' release.

Briggadoon
06-15-11, 11:49 PM
hows it going?
hope your not exhausted of making that mod...
please dont be dead!!1
are you making progress? please give some info, its quiet here for a while again...
cheers a fan

ivank
06-18-11, 10:02 PM
school is over, leaving for Europe in 2 weeks, so work will on and off this summer.

I'm goin' down
06-18-11, 11:45 PM
:yawn:

wolf24
07-13-11, 06:33 AM
any news about full or beta release?

greetz

Briggadoon
07-16-11, 03:26 PM
hey guys,
any sign of life? i hope ivank has a nice time in europe!
hope your work is still in progress,
please finish at least the beta...
i want to kill krauts with the nelson!!!1elf

Jimbuna
07-16-11, 03:42 PM
Then join the Royal Navy :DL

ivank
07-24-11, 09:26 AM
Back from Europe! Had a great time, and I am re-installing the game now

Briggadoon
08-14-11, 05:19 AM
many greetings from the Hanse Sail in Rostock/Germany, i´ve seen a lot of nice ships like the "Sedow", "Krusenstern", "Mir", "Gorch ****", "Sörlandet", "Bounty"(from the 1962 movie with marlon brando) and many many more. that event reminded me that this mod is still in progress and i hope you guys are still modding... so plaese go on and maybe you guys can tell us how long it will need until the beta is done.
good luck and ahoi

Briggadoon
08-14-11, 03:11 PM
hehe you cant write "Gorch ****"!?!
thats a ship name not a curse word, really thats a bit paranoid!
besides "Gorch ****" is written with an o not an u. "Gorch F.O.C.K."

Nemesis1024
09-01-11, 05:39 AM
Wow amazingly I just stumbled onto this thread lol looking like a promising super mod indeed and look forward to the day when it is released, would say I can't wait though like previously mentioned I'd rather play a complete working mod than a rushed beta so you guys take all the time you need :)

Hope it's all going well though and your not burnt out!

wolf24
09-08-11, 12:05 PM
hi,
its a long time ago.
any news about release?

Briggadoon
09-13-11, 02:19 AM
please guys dont be dead,
please give us at least a beta!!!!
i want to crush and kill with the hms nelson
come on guys... please say something

difool2
09-13-11, 01:05 PM
ivank's last visit to this forum was on the date of his last post above. :cry:

Yeah, we'll get World of Battleships to tide us over, but I was hoping for the Silent Hunter brand of immersive experience, vs. WoB's unsatisfying 15 minute skirmishes.

ivank
09-23-11, 10:43 PM
Hello, Darkfish and I have decided to try to find time in our lives to devote to this mod. With SH427's and Karle's help we are hoping to make a release at some point. I can not say when this is, because frankly I do not know. But I can promise you when I sit down and start working again, to keep you informed.

Briggadoon
09-29-11, 04:15 AM
thank you very much...
...for giving a sign of life
...for still/again working on the mod
...for hopefully finish this mod
i wish you guys a lot of fun doing this amount of work!
and please give some news from time to time so we dont need to become anxious about you guys and this mod...
and maybe some time im able to search and destroy nazis with my nelson-class battleship :yeah:
cheers guys

Wakelessrex
09-30-11, 11:08 PM
if i can help in any way, id be glad to.

danny60
10-01-11, 07:40 AM
This mod certainly looks (or atleast sounds, I've not been able to find any screenies) Like its going to a Hum-dinger, I'm not going to ask for a release date, Insted I shall patiently wait whilst Thor, his hammer and his friends sit at there computer's bashing away!

ivank
10-02-11, 12:49 PM
if i can help in any way, id be glad to.

what skills do you have?

USS Drum
11-04-11, 07:16 PM
Hi I'm wondering if the mod is finished if so can I get the download links?:hmmm:

chrysanthos
01-12-12, 07:44 AM
nah...maybe after 5 years...who knows friend....

tomhugill
01-12-12, 02:03 PM
blimey has it been 5 years?!

isegrim1871
03-12-12, 10:34 PM
i hope this great mod will be released sometime :Kaleun_Binocular:

Briggadoon
03-14-12, 06:33 AM
so, i observed this mod for al long, long time and until now i dont notice any further progress.
is this mod dead?
please someone of the crew give a short message about this mod.
is it possible with the reached progress to assemble a playable beta?
(please say yes)
cheers briggadoon

ps: can you at least make a minimod (like iowa/yamato-mod) to play the HMS Nelson? please, please, PLEASE!!!1elf

Sledgehammer427
03-15-12, 12:33 PM
Greets everyone! I thought it would be helpful, after brigadoon's post to fill everyone in, to the best of my knowledge, whats going on.
recently I suffered major computer trouble and instead of fixing it, I bought a new one. Dell XPS 8300.Of course, I need to get stuff offloaded from my old pc to the new one and that takes time. add to that I have a full time job. working 50 hour weeks.

ivank is going to school in Oklahoma end enjoying his time there as he and I are friends IRL.

once my new computer is set up I will gather everyone to discuss where this mod is headed. and see if there's a way to quench the masses

benwa
03-23-12, 06:14 PM
Very much looking forward to this mod.

Leon1980
05-10-12, 12:51 PM
project dead?

7499275
06-05-12, 10:52 AM
that's what I'm wondering too is it dead, even if it is, could you release the mod for the features that are playable.

SilentOtto
06-11-12, 10:46 AM
once my new computer is set up I will gather everyone to discuss where this mod is headed. and see if there's a way to quench the masses

Please do, throw something at us to quench our surface warfare thirst, O mighty modders! :up:

Nemesis1024
06-14-12, 01:48 AM
Hope they are able to move ahead with the mod, would be amazing to see it realised especially after all the set backs you have suffered. Wish I could help though I have no modding skills at all....guess I'll have to find the time to learn them so I can possibly help out in the future.

You guys have a list of programmes you use to mod the game?

Thanks for the time taken to mod the game, your efforts are greatly appreciated!

Nem

tomhugill
06-17-12, 12:01 PM
Basically we have most of the surface element ready to go, there was some issue with ctds which where being sorted out and then all we really needed was a proper campaign. We where integrating the mod with op monsoon with lurkers permission but I'm not sure how far that had gotten.

7499275
06-20-12, 06:58 PM
Please keep us posted then about this mod?

chrislong
08-09-12, 07:54 PM
hello sorry to be asking but haven,t seen anything lately so is the mod still being made ?

Nemesis1024
08-11-12, 07:11 PM
*points up*

What he said :)

How's the progress going guys?

richardphat
08-21-12, 08:19 PM
Hi, do you happen to be interested adding the Queen Victoria from Navyfield ?

I happen to have modeled a version of it, currently I am having issue since I never touch texturing until now. I could send you my files if you are interested.

Karle94
08-22-12, 12:14 PM
You mean this: http://update.navyfield.co.kr/guide/sdclass/queenvictoria.jpg

It looks aweful. I believe the guys at UUW is making that one.

richardphat
08-24-12, 07:17 PM
Something like that, I began to work 2 years ago and what is holding me is texturing since I haven' had any lesson or seen a decent blender tutorial yet.

http://i45.tinypic.com/29ysjt3.png

polyfiller
08-31-12, 04:26 PM
Just to remind folks where we got to on this .... .the ops monsoon integraiton work was completed. I didn't get CTD's ... but I did find some issues with damage model when testing in campaign mode... can't remember exaclty the issue.... but it's also worht pointing out that I hand't even scrathed the surface of testing / bug fixing .. I just know i runs with OM and I removed any conflicts with OM files when doing so.

Nemesis1024
09-01-12, 03:05 AM
Although I don't know much about modding I could offer my services as a beta tester if needed? Have beta tested various MMO games in the past to name some: NavyField, Pirates of the Burning Sea and the more recent Star Wars: The Old Republic.

Just some food for thought.

Cheers

Nem

polyfiller
09-18-12, 08:31 AM
OK folks, this is a heads up to a possible Beta / alpha / substantially bug ridden pre-release of the TSWSM.

I have re-started work on this mod and need to limit how much I do before releasing what will be unfinished and full of bugs.

The main reason for the release is to create some renewed interested and to draw some additional people into helping out with the work required to turn this into a more complete mod.

To run this you will need the UBoat missions add on to SH4 PLUS Ops Monsun V705, Ops Monsun V705 to 720 upgrade, Ops Monsun V720 Patch.

What to expect;

1) Multiple playable surface ships for a US, UK & Germany.
2) Custom damage model enable all key components to be displayed as damaged and repaired..
3) Customized ship handling and "bigger" seas - so these babies look more realistic when the going gets rough.
4) Customized muzzle flash and sound for the battleship main guns.
5) Working depth charges controlled by the player if playing as a destroyer.
6) Computer controlled U-boats (only German right now) which will engage you and fire torpedoes at you.
7) Computer controlled cruisers also have ability to lob torpedoes at you.
8) As far as I could make them, historically accurate radar operation - I tuned each radar set to detect at ranges I was able to research on t'web... I did not mess with the 3D models ... I can't do that stuff.
9) Includes one of the radar graphic contacts mod for the radar screen - can't remember which one.
10) Some torpedo attack planes will now do as their names sugests ... they'll lob torps at you.
12) Sorted out visibility and gun accuracy as much as I am able to. So far the longest range engagement I've been able to conduct is out to about 20km. The game engine makes accuracy horrible, despite messing with special abilities and gun seetings.
13) Re-balanced all ships armour vs. gun balancing so that things line up and play alomst as you'd expect historically ... dont' think this is absolutely right, but I did alot and cna't remember what I had not finished.

OK, so now some folk might be getting excited ... here's what I need to do before release;

1) Create some allied European bases and populate with the ships so you can start a career. Can't remember how to do this so ned to do some reading.

2) Test sail all ships at start of career.

3) Resolve some minor playability bugs with some of the ships.

Credits etc......

Much of what is included in the mod was built up over 2 years ... much of it is 5 years old. I will post credits to those I am able to trace / remember. If anyone objects to content being used, I'll pull it (I honestly don't know who to contact over much of it).... and also not that I, in no way, take credit for the bulk of the graphical content (3D stuff) or some of the clever stuff like depth charges etc ..... all I have done is pull it together and done a bucket load of gameplay work, especially around damage models.

So wich me luck. Anyone wanting to help out with item 1) above, please contact me urgently.

Thanks.

Can't believe I just decided to do this ..... arrghhhh !

Sledgehammer427
09-19-12, 02:27 AM
Hey Poly, as part of the "Command" section of the group, let me know what you will need help with, what I can do, and when you need it done, I'll back you up :up:

polyfiller
09-19-12, 06:04 AM
Sledge - good to hear from you.

What I am stuck on right now is knowledge regarding how to add new career start bases. I want to add Scappa Flow etc as career start points... I've started working it out for myself ... but it would be good to get input from someone who knows how to do this.

Sledgehammer427
09-19-12, 02:54 PM
I don't know either...per se. I remember when digging through the Flotilla.upc files, there were the base names and then a set of coordinates.

Like, here's Pearl Harbor
[Flotilla 1.Base 1]
ID= PearlHarbor
NameDisplayable= Pearl Harbor, Hawaii
ExternalBaseName=Pearl Harbor
AvailabilityInterval= NULL, NULL
DepartureDescription1= -18954703, 2562919, 45.918098 ; Enum of available points, choose one randomly each time a patrol is started
DepartureDescription2= -18954874, 2563059, 46.252201
DepartureDescriptionOut1= -18957616, 2548824, 242.189346 ; Enum of starting points for when the player selects the option to start outside the base

The bolded section, I'm guessing, controls where your boat is when you start. I haven't tried anything to that regard but if you find the game coordinates for scapa flow and transplant them into an existing base you might get that to work. I'm not 100% sure on that.

polyfiller
09-28-12, 04:39 PM
OK folks, so I got UK naval bases added and enabled as start points for American career.


What I'm trying to work out is how to modify all the campaign files for OM so that the traffic, convoys etc. are available within an Allied as opposed to a German career.

I tried copying one of the .MIS files (EU coastal traffic) into the US campaign folder and then added it to the bottom of campaign.cfg, but none of the traffic shows up.

Do we have any experts on how to build campaigns ?

Yamato_NF
09-30-12, 08:50 PM
Something like that, I began to work 2 years ago and what is holding me is texturing since I haven' had any lesson or seen a decent blender tutorial yet.

http://i45.tinypic.com/29ysjt3.png

is that CATIA V5?! :o
Ive used that program alot, maybe i can help!

FightingSteel1
09-30-12, 09:51 PM
The idea that anything from this could be released is very exciting to me. I really will take whatever you can get out, as I have been hoping for/looking for this kind of game for awhile.

I wish a good WWII surface ship game would be made, but I would love to see what this mod can do.

polyfiller
10-03-12, 05:10 PM
Well right now I'm trying to work out how to make all the OM campaign traffic available if you start an American career. If I can work out how to do this then I reckon I can get a very rough Beta out quite quickly. Much of the original ship definitions, plus torpedo firing AI subs, depth charges for the player to launch, and plenty of big boats to drive ........ are already in place ... there's just not much to do if you start an Allied career in Europe ... in fact, it's a total pleasure cruise in baron seas.

ivank
10-08-12, 10:52 AM
Hey Polyfiller!
Last I spoke with Tom he also expressed interest in restarting this mod.
I have busy will my classes, but on the weekends I am willing to participate again.
Contact Tom and I and we can plan this out.

polyfiller
10-08-12, 11:12 AM
Ivan - good to hear from you. .... OK ... I'll send Tom a PM.

Sledge had a good idea about rolling in a previously created American atlantic campaign created by Lurker ..... I really need help witht eh capmaign building now .... I cerated some test start bases in UK (Rosyth, Scappa, Portmouth, Plymouth) .... these work.... but we really need to create all the convoy & axis traffic, by using Sledge's suggesiton or getting the OM German Campaign files to work with a US career. So far I've done one test which was unsuccesful.

I took the EU_Coastal.mis from OM CapmaignGe and put it into the US Campaignb folder. I then added the Campaign file definition to the bottom of the US Campaign.cfg .... and nothing shows up in terms fo the traffic defined in the EU_Coastal.mis if I start a career from Portsmouth. Probably me not knowing how to add campaign components or how to save the file from mission editor (RND layer, scriped or whatever.... I dont' know which to use or how the merge function works). I need help and probably psychiatric care :-)

tomhugill
10-09-12, 05:48 AM
Could we roll out a German campaign now with what we have currently?

polyfiller
10-09-12, 04:19 PM
Would prefer to get osme form of allied campaign in place ... otherwise half the ships will be pretty much useless.

Also not sure of what the level of allied Naval activity is in OM ... what I mean, is there enough to make an Axis surface campaign challenging.... are the enough BB's & cruisers on patrol, escorting convoys etc.

ivank
10-09-12, 04:53 PM
Since we do not any axis ships either imported from SHV or modeled, I rather release the US Version of the mod 1st. Then we can work on the UK/GE/JP versions.

IIRC we are just 'installing' SWM over OM V720. Was there any issues with this?

Sledgehammer427
10-09-12, 08:35 PM
Ivan, IIRC there was a lot of issues I had with german ships from SH5 (textured in oversize windows, slight polygon issues like gun barbettes for Bimarck's secondary battery being hexagonal)
So on.
as something you would torpedo it was fine but as something that you are in command of it begs better detail. The Battleship Bismarck didn't have bay windows on the Admiral's bridge

Stark
10-10-12, 11:34 PM
^Thats a new post!:D Whats the general status on the mod/mods? Finally got SH4 and this looks to be quite promising, you guys have put enough time into it!

polyfiller
10-13-12, 02:09 PM
OK, quick update & good news .....I managed to convert all the Ops Monsoon German campaign files into the allied campaign.... so now there is traffic etc in Atlantic & around the European shores.

I now need to do some work with dates in the files, and configure in my German AI subs to provide some interest to would be destroyer captains.

Also need to take a look at air traffic ... not seen anything show up yet but am crusing around in Sep 1939.

As for releasing just US ships, or German campaign, or wait until we can input better looking models of Bismark etc .... sorry, no ... not going to do that, you see the work to make the current list of ships playable, and then re-model damage, add player launchable depth charges, accurate radar capabilities etc .... it took so long that I'd rather release functionality over good looks. If we can find someone who can re-work textures or import Sh5 models, then fine, these cna be imported and then my damage models re-used. There are some ships in the current pack which look awful (decks of HMS Hood are awful) ... but the ship works. I'd also love to see a facelift Warspite (my favourite BB of all time)..... so I am up for making things better ... jsut don't want to cut out any of the already complete functionality.

For now the work with OM campaign is significant progress.... although making it fit / feel right when driving a surface ship could be tricky.

What I'm after now is a few basic ideas on how to structure some careers / mission objectives. I figure a destroyer career woudl be easy neough ... escort convoy, objective to sink as many U boats as possible etc ... but driver the bigger ships ... setting objectives which are meaningful is a bit more tricky. Any ideas ?

Yamato_NF
10-13-12, 04:50 PM
I would do a objective like intercepting German commerce raiders / intercepting German shipping and escorting convoys (early war).

and i would make a bunch of German commerce raiders in the campaign layers.

Yamato_NF

FightingSteel1
10-14-12, 03:24 AM
I'll just throw out my opinion, and you do with it what you will.

My belief is that something like this is really more suited for singular missions, not a campaign. Most surface warship encounters where strategic meets of fleets, task forces, etc. and that really doesn't apply to just tooling around an ocean in a battleship looking for something to blow out of the water. I.E. it's not like submarines, so I wouldn't structure it that way.

I can see a destroyer convoy escort concept, I can see a German surface raider idea, and I can see an Allied surface warship convoy defense repelling a German surface attack. I don't know if this mod will also be in the Pacific, but that would be a whole different deal.

What is the actual scope of this mod right now? Are there modeled warship stations or is it still just submarine control rooms, etc.? Can you control multiple units and assign targets for your controlled group of ships (direct one TF against another), or is it just controlling one singular vessel? Not to be annoying with the questions, but do destroyers treat your ships like ships or still try to ram you like a sub?

All things being said, I would love to have the mod allow you to play recreated historical engagements, like Bismarck/Prinz Eugen vs. Hood/POW, or attack a BB escorted convoy with Scharnhorst/Gneiseneau, OR be able to play simulated engagements between various German and American/British forces. If you all want the career mode, that's great and I'll take whatever, but I hope I can at least make my own missions like I've stated above for this mod.

polyfiller
10-15-12, 05:38 AM
Fightingsteel - you have similar views to me.... a few answers for you;

Sadly destroyers still treat you as a sub .... no way around that I'm affraid. As far as I Know changin this requires modification of the .ACT files and I'm not aware anyone has technically managed that, ever.

For convoy escort career ... I believe it is possible to give commands to ships, but have not investigated how to configure this yet... but it is deffinatley a feature I planned to use ... makes an escort career so much more meaningful.

As for the capital ship engagments, I agree, but was thinking that a little more German raider traffic could be configured than historically accurate (more trips out to sea by Scharnhorst, hipper, Scheer etc.) and then a career of raider interdiction. Career could be structured to pick up on many of the "potential" aval actions ... including stuff like Norway invastion, Russian convoy covering, Channel Dash, search for Bismark etc.

What I was thinking is we know certain events happenned and there were certain allied reponses and the resulting battles or non events where the fleets missed each other .... but I figured if the player was controlling a ship and it resulted in something else happening ... then so what ?

After all, when playing as a U Boat captain, it is possible to change history ... In SH3 GWX I lost count of how many times I sunk ships from Force H as they rushed to find the Bismark.

So I figure it should be possible to configure several careers commanding different classes of ships, with some comlpetely non historical missions thrown in for a bit of fun.

And have not given any thought to Pacific career right now ... will come later I suspect...... after all..... Japan & US were late into the war :hmmm:

ivank
10-15-12, 10:54 PM
Polyfiller email we need to talk about this

FightingSteel1
10-16-12, 12:49 AM
I see what you're saying, but what exactly does this mod do that the current playable ships do on their own? Do opposing ships exhibit some different tactics or actually hit something with their guns (they can't in the stock game :))?

Really, the ability to command a force of more than one ship, or at least be able to direct another vessel(s) to "follow" you and fire at your specified targets makes or breaks this being anything more than a Kriegsmarine surface raider mod.

In regards to the destroyer thing, I guess the only thing to do would be to forget about putting a destroyer screen for the larger ships in any missions.

Well, I'll be following this, and would like to see where it's at when you release it. I get the fans of submarine games, but you would think a surface warfare game with Battleships, Cruisers, maybe even Carriers would be even more successful than just a sub game. UbiSoft had everything they needed here to make a surface game (like Destroyer Command) as well. I wish...

polyfiller
10-16-12, 05:26 PM
Bad news & good news ........ controlling other ships in convoy ... I just remembered (I think) that this only works in multiplayer ... damn.

Good news .....for those in the mod team ... remember the horrible damage model bug I encountered along time ago ? Compartments would take enough damage to flood, but the damage screen would show a flashing blue bar of water (would show flooding, then no flooding, then flooding) and would never actually fill up ... worse still, your boat would sink, depsite repairing damage, and it was never possible to pump out ? Well .... I actually think I fixed it. Turns out there is a magic sweet spot in ratio between flooding time, hitpoints and floatability (haven't worked it out precisely ... but I have a ratio which works).

For the first time in years I tested playing a BB (The KGV) getting torpedoed multiple times by my demon AI torp launching subs .... and I took critical hits to engine rooms and midships compartments ... they fully flooded after damage got to 60%. I was then able to repair damage and the water got pumped out ... first time this worked with the TSWSM damage model for about 3 years.... only problem I have now is to re-work the water volumes ... the KGV descended down to the level where only the bridge and top of turret B were clear of the water ... and after pumping out she was showing all of the hull above water ... but still listing due to non repairable damage to the fuel tanks and side torpedo belts. Basically, apart from the ship going down too low, the ability to pump out and recover from damage and the remaining list were great and really realistic (in simplistic terms).

This bug cost me hundreds of hours a couple of years ago. Can't believe I've managed to fix it.... I think I'll run out and buy a lottery ticket .. must be my lucky week :D

Sledgehammer427
10-16-12, 09:32 PM
This bug cost me hundreds of hours a couple of years ago. Can't believe I've managed to fix it.... I think I'll run out and buy a lottery ticket .. must be my lucky week :D

awesome! Sometimes fresh eyes need to be your own!

words can't describe how happy I am that things are moving along with the mod! :up:

Briggadoon
10-21-12, 10:40 AM
nice to hear that you guys are still (or again) working on this mod, i hope you will have a good and not so hard progress...
good luck lads
see you on the hms nelson (i hope it will be in this mod)

ps: sorry for my poor english

Nemesis1024
10-27-12, 10:02 PM
Nice to see you guys back in action with this mod, looking forward to what it will be like when you's have it finished.

Keep up the good work! :yeah:

Sledgehammer427
10-28-12, 12:34 AM
see you on the hms nelson (i hope it will be in this mod)


your english is just fine briggadoon, actually its better than some people I know and hang out with :up:

Also, the Nelson will be in the mod, it's been in there since we first started work!

ivank
10-28-12, 01:45 PM
I spoke with Tom and he agreed to start importing SHV ships, and I am installing the game as I type this so I can work on the campaign

polyfiller
11-04-12, 08:23 PM
OK ..... I have spent the weekend debugging some ID conflicts between OM and TSWSM files. Also been tuning the ASW gameplay .... managed to get depth charges to work at variable depths, so it's possible, with a bit of luck, to sink the AI subs I included in game. The AI subs don't change depth, so I created several at different depths. Managed to sink my first one tonight driving a buckly class escort. Used external view and saw one of my DC's drop right under the type VII's bow ... bang... unit destroyed.

I've also added some blank (as in no real objectives) Allied start point careers in Europe, one for each year from 1939 through 1945.

I am having diccuculty getting AXIS air power to show up.... I checked the config of the air bases and they look fine.... I'm just not seeing any aircraft when I start an allied Career from the UK... not sure why right now.

Within the next few days I expect to be uploading a "base development" version of the mod which you & Tom can use to import SH5 models into and also create career detail.

polyfiller
11-05-12, 05:33 PM
Just managed to get something funky to work .... been setting up / testing damage model for the Buckly Class Escort ....... had trouble getting any compartment damage to register on the damage screen ... worked out the issue was with the damage zones have a parent of the entire hull model (as is normal) but the buckly has a front and back half ... seperate additional 3d models.... so I split the damage zones to be parented by the front & rear 3d models ..... and now damage shows up in the damage screen. So here's the funky part ...... took a barage of torpedo hits amidships (picked the poor little boat straight up out the water) .... and it broke her back .... this is the first time I've been able to get a 2 part model to break it's back without crashing the game .... it work fine for AI units, as we know, but for player controlled units .... for me it usually caused CTD.

Just need to refine the damage zones now.

So here's another decision / question ...... am extending the depth charger launch application to give player DD's more than one controllable launching rack ..... now what I could do is replace more of the torpedo slots in Torpedoes_US.dat with depth charges, using each slot for a different depth of depth charge detonation. What this would mean is that once TSWSM is applied, we'd need to write a batch file or seperate mod to restore the original torpedoes if they wanted to play as a submarine and not a surface ship. Thoughts ?

Nemesis1024
11-10-12, 08:38 AM
Would be a good idea m8 as it would give you that same realistic effect of a WWII destroyer though in your previous post you mentioned that AI subs don't change depth so really it would be giving you more work to do than is needed.

Personally I would think that making the AI subs act more erratic when under attack would be more beneficial (if it's possible) you know like what a player would do, slow down turn to avoid...basically get a bit squirrely so to give the player a harder challenge hitting it with a depth charge.

Briggadoon
11-22-12, 09:56 PM
hey guys,
i have a question and maybe you guys can give me an answer:
is there a possibillity of receiving a christmas-present this year? or will this huge update will take some further time?
i would love to see an update under the christmastree!!!
thanks a lot for still working on this epic mod lads
and i wish you guys a good progress!!! (of course completely unselfish http://www.twcenter.net/forums/images/smilies/emoticons/tongue.gif)
cheers briggadoon

Briggadoon
12-07-12, 06:44 AM
and again all quiet on the u-boot-front???
noooooooooooooooooooo

ps: is someone out there?

chrysanthos
12-29-12, 05:22 PM
oh no dont tell me that this mod.....when will be ready.....it will be only for operation monsun:/ i hope it will work for stock 1.5 right? because i am going to have nightmares.....

FightingSteel1
01-01-13, 02:40 PM
Any news on the status of this project? Is there a chance we can get some kind of alpha/beta release in the near future?

I would love to just see what kind of things this mod can do. I appreciate all of you that have been working on it and have been tracking this for the past couple of years. The PC gaming world needs a surface naval game....

tomhugill
01-02-13, 07:44 AM
I have tried to raise polyfiller to get a copy of the to do some work on to try and get finished but no luck :(

Nemesis1024
01-13-13, 03:41 AM
Probably on holiday or scratching his head about a bug that's just popped up :O:

A lot of us have been following the mod for some time now and I'm sure we can manage to wait some more time for it :D

Personally I'm just waiting for a new psu as mines blew up before Christmas there and only having a part time job with other bills it's going to take a while :wah:

chrysanthos
01-25-13, 01:21 PM
hello people:D how are you?

Nemesis1024
02-01-13, 12:50 AM
All quiet on the western front :doh:

widowmaker7
02-04-13, 07:16 AM
Not even radio chatter on progress... :wah:

Yamato_NF
02-16-13, 10:01 PM
ive been lurking on this thread, and it seems to have ground to a halt after a huge spurt of progress :shifty:

im even wondering if it will ever be completed...:06:

but negatives aside, i love the detail your going into :yeah:

Yamato_NF
03-19-13, 12:10 AM
dead? hellooo! anyone home???:doh:

please dont be dead!

countrydock65
03-24-13, 04:44 PM
Mod dead or still being worked on ?.
Its a great idea, but whit alot of work to be done :O

Jimbuna
03-24-13, 04:54 PM
Mod dead or still being worked on ?.
Its a great idea, but whit alot of work to be done :O

Welcome Aboard :salute:

widowmaker7
03-25-13, 06:39 AM
:wah: no more surface warfare!?!?! But I was looking forward to a dreadnaught slugfest!!:D

Overlord807
03-25-13, 02:38 PM
First I hoped it would be able to work with SH4 V1.4 now I just hope it gets going again :06:

countrydock65
03-27-13, 06:57 AM
Welcome Aboard :salute:

Well thanks :D.
I hope it ansawered my question in a wierdt way :P