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chrysanthos
04-21-13, 07:20 AM
probably they have abandon the project who knows......oh well....

richardphat
04-21-13, 04:17 PM
When it comes to do from scratch in this topic context? What tends to be the most difficult and time consuming?

Is it the skinning, scripting, 3D model, testing for bugg that are time consuming?

To be honest, I have only ever experienced with modeling/testing and I know it can be a pain in the ass, to get a thing "acceptable".

Last, adding the factor of few people involved only, the team will lose its interest and take a break before having the mood to get back to work. I assume this is the case right?

Bunkerw0808
05-27-13, 12:50 PM
I hoped i would be able to play as a german destroyer:nope::wah:

Hey how about making me a playable type 36:up::haha::rotfl2::har:

Sledgehammer427
05-29-13, 11:26 AM
sorry guys, for the delay in response.

I'm speaking for myself as the chief 3d modeler, that the models themselves were easy to make whilst the textures and so on were well out of my league. add to that the HUGE number of ships the mod entails
(it's been said before the stock ships are good but they lack enough detail to be a good playable model) and one can see from my perspective how the entire mod kinda fizzled out.

right now, if one would want to get this mod going again, we would need a couple good 3d modelers and.or texturers (I'm like a fat guy trying to run a marathon)
a campaign designer, someone who is good with working in the root of SH4 to get the most out of our ships
a few other guys who know how to get/modify soundkits, and some scripting, and a few other little things
and a small army of beta testers, gently put.

I wouldnt say the mod is dead, probably more like comatose.

Admiral Halsey
06-02-13, 10:55 PM
sorry guys, for the delay in response.

I'm speaking for myself as the chief 3d modeler, that the models themselves were easy to make whilst the textures and so on were well out of my league. add to that the HUGE number of ships the mod entails
(it's been said before the stock ships are good but they lack enough detail to be a good playable model) and one can see from my perspective how the entire mod kinda fizzled out.

right now, if one would want to get this mod going again, we would need a couple good 3d modelers and.or texturers (I'm like a fat guy trying to run a marathon)
a campaign designer, someone who is good with working in the root of SH4 to get the most out of our ships
a few other guys who know how to get/modify soundkits, and some scripting, and a few other little things
and a small army of beta testers, gently put.

I wouldnt say the mod is dead, probably more like comatose.

Why not just work on a a couple of ships for a stand alone release?

Benjamin2557
06-17-13, 08:24 AM
For all persons interested in The Surface Warfare Super-Mod:

This is the Official Post for the Mod! You no longer need to look at the three other posts. This post contains all of the versions that will be released. And contains part of the Official Read-me. The list below has all of the ETA's and the Official Playable Navy and Ship list:

ETA:
TSWSM V1 Atlanic Action: IT WILL BE READY WHEN ITS READY
Hilfskreuzer and Armed Merchant Cruiser Mod: SEE ABOVE, WILL BE RELEASED WITH ABOVE

-The Surface Warfare Mod Team takes a break, no new mod, patches, etc to be released.

TSWSM V2 Pacfic Thunder: N/A
TSWSM V3 Elite Warship Add-on: N/A

-Another short break to reflect on the past and future mods, maybe talk about a possible V5:Carrier Warfare, V6: Cold Temp War (Cold War), and maybe even V7: Modern Warfare and V8: World War I
*v6, and v7 and not even 5% confirmed, but it is fun to toy with ideas. v8 is mostly likely to happen of all of these extra mods*-

TSWSM V4 Minor Navy Add-on: N/A


*Taken from the official Read-me*

Mod versions:

The Surface Warfare Super-Mod Version 1 Atlantic Action:
-Playable Navy's:
- Royal Navy
- Kriegsmarine
- Royal Australian Navy
-Playable Ships:
-King George V class (BB)
-Renown-class (BC)
-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (CA)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

The Surface Warfare Super-Mod Version 2 Pacfic Thunder:
-Playable Navy's:
-United States Navy
-Imperial Japanese Navy
-Playable Ships:
-Iowa class (BB)
-North Carolina class (BB)
-South Dakota class (BB)
-Alaska class (BC)
-Baltimore class (CA)
-North Hampton class (CA)
-Cleveland class (CL)
-Fletcher class (DD)
-Somers class (DD)
-Yamato class (BB)
-Nagato class (BB)
-Kongo class (BB)
-Ise class (BB)
-Fuso class (BB)
-Maya class (CA)
-Takao class (CA)
-most of the CL's and DD's

The Surface Warfare Super-Mod Version 3: The Elite Warship Add-on:
-Playable Ships:
-USN Montana class
-IJN Super Yamato class
-RN Vanguard class
-RN Lion class
-KM H-44 class
-More TBD

The Surface Warfare Super-Mod Version 4: The Minor Navy Add-on:
-Playable Navy's:
-France
-Italy
-Russia
-Norway
-Sweden
-Finland
-Canada
-More TBD
-Playable Ships:
-TBD

Where can I download this ?: 06:

bennymaeker
07-03-13, 05:52 AM
nowhere, because it isn't released. When the mod is ready, Ivank give us the download link.......I hope.

Admiral Halsey
07-31-13, 10:55 PM
Will it ever be ready though?

Nemesis1024
08-20-13, 07:25 AM
Who knows....we can dream I guess

Mafiota2
09-14-13, 07:10 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.



This is the most intriguing part for me. Apart from the adversarial multiplayer matchup I didn't know launching depth charges is possible. Could atleast this be released in some way? :)

Nemesis1024
10-01-13, 02:00 PM
Any update from the team?

polyfiller
10-23-13, 11:24 AM
There may be a release of what I am calling a "develoment" version of this mod in the near futre (very near future).

The reason I'm caling it development release is;

1) It's obvious to me that there is no way I have the capacity to build out a meaningful surface campaign.

2) So I'm hoping to release it so folk can sail these playable ships around, with all the extra bells & whistles we've built into them, get bored pretty quickly just sinking stuff, start thinking "hey we need some meanignful campaign patrol objectives" .... and then start volunteering to add to the mod.

3) It's in no way complete in terms of testing, so I'll expect folk to give feedback on issues, knowing that I never claimed this to be fulled tested / stable.

4) It's been so long in the making, and I've not been too well recently ... so I want to get this out in some form before there is a risk of it never seeing the light of day.

Will post more soon on release details.

I'll put together some limited release notes ..... but one issue I have is giving credit to all those who's bits are in the mod ... I don't have all the details, so I'll have to release with a disclaimer that anyone who spots their work and has a problem with it's release in this mod should let me know and I'll remove it. Don't get me wrong here - I haven't used a bucnh of stuff without folks permissions for SOME of it, I just can't recollect who and what... and I have some stuff I could never elicit an answer from the originator. Hopefully no one is going to jump all over me for includnig stuff in the mod.... there is plenty which is the result of the efforts of the core TSWSM team.

FightingSteel1
10-29-13, 01:27 PM
That sounds very interesting. I've been following this for years, and would love something to come out. You never know what others may be able to do with the material once they get their hands on it.

Since the world is basically devoid of surface naval simulations, anything we can get is a boost. I think I speak for myself and others when I say thank you for working on this and for releasing the mod, no matter if it's "Alpha."

polyfiller
10-29-13, 10:10 PM
OK, maybe release this weekend or early next week.... I'm doing a couple more ship conversions, and want to create at least a couple more surface ready mission objectives. I'm also getting ready to swap out to a new PC, so that may delay me a little, but I'm comitted to getting this out in it's alpha state or whatever we want to call it.

And yes it is possible to locate and destroy AI subs with depth charges - in the game you have to treat the two aft torpedoe tubes as DC laucnhers on the destroyers ... although, I admit, I haven't converted many ASW ships to date ... 3 IIRC.

I've actually worked out a much quicker playable ship conversion method now, so if others can contribute to campaign after alpha, then I can throw a load more playable ships into the mix.

FightingSteel1
11-05-13, 12:20 AM
Whatever you have, I'm excited about it. I believe I'm not going to be the only one either.

I'll keep checking this on a regular basis waiting for the first release.

Bunkerw0808
11-15-13, 03:14 PM
[QUOTE=polyfiller]OK, maybe release this weekend or early next week............??????????

Is this a JOKE?:rotfl2:.......its not funny!

will there be an ALPHA release?

polyfiller
11-15-13, 08:30 PM
Yes there will... got delayed by troubleshooting some issues with German commerce raider, transferring to a new PC, and now converting another ship..... won't be long now.

Bunkerw0808
11-16-13, 08:09 AM
YAY!!!:D:D:D

will the z38 be included? (i think thats the narvick one)
I remember a german destoyer in ops monsun that had lovely detail!

Oh one more thing can you post some pics of the german destroyers?

polyfiller
11-20-13, 07:11 PM
Only German destroyer I've converted is the type 34.... just looked at both of the OM DD models and the Narvik one looks like a type 34 with a few extra bits in the model.

If I remember correctly I reviewed both, picked one, and decided not to do the other as they both looked so similar.

Admiral Halsey
11-20-13, 07:21 PM
OK, maybe release this weekend or early next week.... I'm doing a couple more ship conversions, and want to create at least a couple more surface ready mission objectives. I'm also getting ready to swap out to a new PC, so that may delay me a little, but I'm comitted to getting this out in it's alpha state or whatever we want to call it.

And yes it is possible to locate and destroy AI subs with depth charges - in the game you have to treat the two aft torpedoe tubes as DC laucnhers on the destroyers ... although, I admit, I haven't converted many ASW ships to date ... 3 IIRC.

I've actually worked out a much quicker playable ship conversion method now, so if others can contribute to campaign after alpha, then I can throw a load more playable ships into the mix.

I'll try my hand at making a campaign for this.

polyfiller
11-21-13, 05:34 AM
Oooh now that sounds like an offer :D

Do you know about creating campaigns ? All I've done is create a couple of custom mission objectives and added some units to the Ops Monsoon campaign files (AI torpedo firing subs) .... what I got confused by, and need help with ....is when creating a patrol objective ... and I want to set an objective of, say, sink the Bismark, I can only save the mission file if I add the Bismark to my mission, but I know Ops Monsoon campaign layer already has it.......

I know there's a button somewhere to change if something is saveable, but I don't know how to include the OM campaign layer in the mission editor in a way I can set an objective which relates to an already included OM unit, but not have the entire OM campaign layer saved within my patrol objective mission file.

Do you know / can you help explain how this works ?

Admiral Halsey
11-21-13, 10:19 AM
Oooh now that sounds like an offer :D

Do you know about creating campaigns ? All I've done is create a couple of custom mission objectives and added some units to the Ops Monsoon campaign files (AI torpedo firing subs) .... what I got confused by, and need help with ....is when creating a patrol objective ... and I want to set an objective of, say, sink the Bismark, I can only save the mission file if I add the Bismark to my mission, but I know Ops Monsoon campaign layer already has it.......

I know there's a button somewhere to change if something is saveable, but I don't know how to include the OM campaign layer in the mission editor in a way I can set an objective which relates to an already included OM unit, but not have the entire OM campaign layer saved within my patrol objective mission file.

Do you know / can you help explain how this works ?

To be honest I have no clue. I've never actually done anything like this but I want to see an actual Battleship campaign so much i'm going to try my hand.

Bunkerw0808
11-21-13, 02:47 PM
that typ 1936A is a beauty on ops monsun, i could stare at it 24/7:huh:

Admiral Halsey
11-21-13, 03:50 PM
that typ 1936A is a beauty on ops monsun, i could stare at it 24/7:huh:

I've always had an eye for the German tankers myself. Don't know why I like them I just do.

Bunkerw0808
11-23-13, 12:43 PM
I've always had an eye for the German tankers myself. Don't know why I like them I just do.

i made a mission with 12 1936a's because i LOVE staring at them.

FightingSteel1
11-30-13, 12:22 PM
How far out to an Alpha release are you? I'll have to get SH4 reinstalled, as this mod was the only reason to keep it on my system.

What happened to the original people that were working on this? Did they just drop it and pass the files on?

polyfiller
12-03-13, 12:44 PM
I ran into some serious stability issues .... turned out to be a memory leak problem on my new system :-(

Now making progress again... been finishing playable HMS Renown (already have repulse) ... then have a more credible Exeter to convert (thanks to JapLance) and then I might get around to doing the Type36 ... I'm sure it's in the Ops Monsoon mod somewhere.

I'd say 2 - 3 weeks before release. Would have been out by now if not for memory issues (damn windows 8.1).

Admiral Halsey
12-03-13, 05:37 PM
I can't wait for the release of this.

Bunkerw0808
12-04-13, 12:42 PM
[QUOTE=polyfiller;2147555]
and then I might get around to doing the Type36 ... I'm sure it's in the Ops Monsun..........

THANK YOU:-)


One question, how many people are working on TSWSM?

polyfiller
12-04-13, 08:18 PM
Erm right now ... just the one ... me :-(

Bunkerw0808
12-06-13, 06:26 AM
Erm right now ... just the one ... me :-(

I'd love to help but i cant mod at the moment!
Any time i start doing something with S3D, SH4 messes up and i have to reinstall it:oops:

Good Luck on your one man mission:salute:

robustits
12-07-13, 12:10 AM
how to include the OM campaign layer in the mission editor in a way I can set an objective which relates to an already included OM unit, but not have the entire OM campaign layer saved within my patrol objective mission file.

Check files,
Data\UPCDataGE\UPCCampaignData\PatrolObjectives.cf g
Data\UPCDataGE\UPCCampaignData\Flotillas.upc
Data\UPCDataGE\UPCCampaignData\CareerStart.upc
Data\Campaigns\CampaignGE\DynamicMissGE.cfg
Data\Campaigns\CampaignGE\CampaignGE.cfg

They are linked by keywords each other.

If you know something about these files, you should specify issues to be resolved. Anyone here will give some suggestions. If you have many things to be analyzed, further surveys and/or trial-and-error fixation are needed.

polyfiller
12-09-13, 02:14 PM
I know about all the links between the files .... the question I am asking is with regard to use of the mission editor to edit a patrol objectives mission file with objective = sink KSM Bismark or something, and the Bismarks movement is already defined in the main OM campaign file. You can't specify sink = unit type unless the unit is part of the objective mission I am creating - and I don't want to add a new Bismark because OM files already have it added.

Hope this makes sense ?

polyfiller
12-09-13, 02:22 PM
An Bunker - use S3d in conjunction with JSGME and start playing around with tutorials and the like .. that's how we all learned what we know about modding.

Think of something you want to help with and I'll try to explain what needs doing ... and, TBH, most help needed soon will be with campaign creation, so mission editor stuff, not S3d.

Admiral Halsey
12-09-13, 02:33 PM
An Bunker - use S3d in conjunction with JSGME and start playing around with tutorials and the like .. that's how we all learned what we know about modding.

Think of something you want to help with and I'll try to explain what needs doing ... and, TBH, most help needed soon will be with campaign creation, so mission editor stuff, not S3d.

Its to bad Lurker hardly ever visits anymore. I'm sure he could have helped you with the campaign stuff.

robustits
12-10-13, 07:29 AM
to edit a patrol objectives mission file with objective = sink KSM Bismark or something

If you want to select "Destroy Unit Class" as an objective, the unit which should be sunk must be included in the file. Or Select "Sink Tonnage."

Bunkerw0808
12-11-13, 09:02 AM
how is the work going on?

FightingSteel1
12-25-13, 02:43 AM
How about a Christmas or New Year's release for this :hmm2:

Yamato_NF
01-12-14, 10:34 PM
been lurking for nearly 2 weeks and...... silence.:doh:

"I think hes dead, Jim!" (please dont be!)

Yamato_NF
01-21-14, 03:44 PM
All Quiet on the Ostfront? :o

Sledgehammer427
01-25-14, 12:14 AM
Hi fellas.
It's with great sadness that I post this.
But, because of our RL callings, and jobs, amongst other things, This mod, while I hesitate to call it "Dead," just isn't making any further progress.
We have a package set up, but because of the complicated nature of the work, and the fact that I've lost track of what was done and what was not, would make it very difficult to simply post a download of what we've done.
I will talk with Ivank about this very soon as I hate to leave everyone empty-handed after all this time and support.
Basically what we've done is take all of the playable surface ship mods that fit into the profile, and we've smooshed them all together so there's no conflicts. To match the Atlantic side we've joined our mod, without his permission, iirc, to Lurker's Operation Monsun v700. That, however, was left incomplete. There is no ability to start with a german ship in a Baltic port, so on. However, the single missions are very playable, My favorite being the reenactment of the Bismarck's final battle played from the British side.

We have put a lot of work into the mod and since we've all dispersed to go on to things further in our lives. I will contact any members I can and get permission to distribute our finished work.

FightingSteel1
01-25-14, 03:10 PM
Hi fellas.
It's with great sadness that I post this.
But, because of our RL callings, and jobs, amongst other things, This mod, while I hesitate to call it "Dead," just isn't making any further progress.
We have a package set up, but because of the complicated nature of the work, and the fact that I've lost track of what was done and what was not, would make it very difficult to simply post a download of what we've done.
I will talk with Ivank about this very soon as I hate to leave everyone empty-handed after all this time and support.


That is unfortunate, but after all this time and so many stops and starts not surprising. I hope you all can at least release what you have so all of us can try it. Who knows, maybe others can run with it after seeing where the mod is at?

From my perspective, I would like to see how some things in the game are modified to allow for surface warship gameplay.

Mafiota2
02-03-14, 11:55 AM
I am mostly anticipating the launchable depth charges that were shown some years ago. It should come out as a seperate mod :)

FightingSteel1
02-21-14, 05:21 PM
Any new news on a release for this? I only have SH4 installed for the eventual release of this mod, and it's vanilla so no conflicts with "sub" based mods would happen.

Can we get some kind of Alpha so we can get an idea of what the mod does or how it works? I know we would all appreciate it, and it might give others the chance to advance the work done if you all are ok with that.

chrysanthos
03-09-14, 04:23 PM
yeah i respect that somehow this project is terminated.....but i would like to try it whatever finished or not so could you be kind enough to create a link for us to download it? and who knows maybe some other modders finish this for you :D
i think other guys should agree with me on this....

Benjamin2557
03-16-14, 12:40 PM
I created this mod because I have not seen on the mod "The Surface Warfare Super Mod" :yeah:
It can be downloaded here:

http://www.mediafire.com/download/c18zkezo744ay41/DD+Akizuki.rar

If it can interest someone ...

And I am also impatient to see this new mod, I look forward to entering the simulation of surface on silent hunter 4 :cool:

Nemesis1024
05-29-14, 11:29 AM
Take it there is no chance of what the team has being released?

ivank
07-09-14, 09:58 PM
I would like to re-illiterate Sledgehammers statement that RL has flat lined this mod.
I am trying to finish up university and my gaming PC has been dead for some time.

This being said, I would like to give a pulse to this mod; if I am able to get our original files back together, and build a new rig this summer, I am going to see what needs to be done to maybe restart. THIS IS NOT A GUARANTEE that this mod will comeback, just a promise I will try. I will be contacting some of the mod team and a conversation will ensue.

Thank you very much.

Jimbuna
07-10-14, 06:22 AM
Many thanks for the update to the community :cool:

Trool323
09-18-14, 07:25 PM
I was a member of this team very briefly way back In 2010. I wasn't able to be much help and didn't have much time to work on it at the time. From what I remember they had some pretty cool work done with the mod. The biggest setback from what I remember was trying to get the ships to work in campaign mode. It's a shame there were never able to release a beta at least for the rest of us to try to perfect :06:

polyfiller
10-17-14, 04:48 PM
Fret not .... I don't consider this mod to be dead ... it's just on a life support machine, in a coma. I still have all the files. I did some minimal campaign work, and doing things like making it possible to play different ships (from different ports, both Allied & Axis), isn't too much of work to do. Building campaign and missions, is.

IIRC, I even got around to configuring German wolfpacks in the Atlantic (yes, that's right, AI controlled packs of subs who are able to blow the living crap out of convoys).

I am so busy at work, am not sure when I'll get around to do anymore or work out which files form the mod (I started modding right on the live game folder - don't ask why, I just did).

What I reckon might encourage me to get back to work is if some motivated modders want to volunteer to work on what will be, at best, an alpha, pre release.

Anyhow, if I pick up work on this again, I'll post back here.

bennymaeker
10-17-14, 08:27 PM
That's what I wanted to read. That I call good news :D

chrysanthos
10-18-14, 07:31 AM
benji can you send me via pm a readme about how you create the Akizuki please? when you have time? thanks...

Kapitän Schneider
11-16-14, 09:02 AM
Hey polyfiller, I still have the original files as well. I believe the Surface Warfare Mod Forum is still there (just checked, it is).

ivank
02-09-15, 02:18 PM
HEY GUYS!

I am now ready to devout the needed time to this project. I will be contacting team members and requesting the files and WIP list.

PLEASE WAIT FOR UPDATES! I AM VERY EXCITED TO BE BACK

gile
02-09-15, 03:16 PM
Well that is good news. Lurking round this forum for any updates on this since the begining. Happy to be the first to welcome you back. Some of us still await patiently for your work. Good luck sir. :salute:

ivank
02-09-15, 08:52 PM
Thank you m8!
I have always felt bad about how we left the community

Admiral Halsey
02-10-15, 12:04 PM
Yay!!! I can't wait for this!

FightingSteel1
02-10-15, 02:40 PM
Well, that is some great news. I don't come here much anymore, but still checked back every few weeks to see if there was any chance something would happen with this project.

Nemesis1024
02-14-15, 09:48 AM
Good man Ivank!

Been hovering around this mod for some time now, feared it to be sunk tbh though glad your able to make a bit of time for it, many thanks.


Nem :up:

IceMike
03-16-15, 04:08 PM
Very pleased to finaly be able to have some awsome surface ships in career mode!

Yamato_NF
03-29-15, 03:21 PM
any updates Ivan? :D

Fearless
04-30-15, 05:02 PM
Awesome news:up:

Fearless
06-05-15, 02:03 AM
What's the latest Ivank?

Trool323
06-14-15, 04:03 AM
I hope you guys release some sort of alpha/beta one day. I think its been about 5 yrs now :(

Fearless
06-14-15, 06:38 PM
I think it has died.

polyfiller
09-15-15, 08:05 AM
Not wanting to raise false hopes or anything ... but Ivan has reached out to me and progress on this mod might well resume.

However - there will need to be a significant injection of contributors to make it happen ... what is really needed is input from folk who are prepared to model campaign missions.

I'm currently working out where I left off in terms of the mod, what worked, what didn't and what needs doing next ... but what I do know needs doing is Campaign building.

jacobston
09-15-15, 02:09 PM
I'd be willing to lend a hand if you need some help.

My best work is done doing textures, as well as 3d modeling to a lightly lesser extent.

When it comes to the technical stuff, I am less experienced (I am fairly new to modding SH4) but I pick up on that sort of thing relatively quickly.


It's good to hear there might just be a bit of life in the project, after all :yeah:

polyfiller
09-15-15, 03:15 PM
OK, cool. We have some issues with textures on ships which we pulled in from SH3 originally - and getting the original textures properly converted with Bump maps an AO maps is a bit beyond me. lets wait and see if enough of a team forms to start work on this. If you want to build a test install for this mod, you need SH4 UBM 1.5 installed, plus Ops Monsoon 705, 705 to 720 update and 720 patch fix V5. The TSWSM installs over the top of that lot (and a most excellent starting point it is - OM is very well put together).

jacobston
09-15-15, 03:40 PM
Sounds good. I'll check my installation and mods to make sure everything is in order, though I believe it should be.

polyfiller
09-25-15, 10:40 AM
OK, further update. I've done more work this week;

1) Did some troubleshooting of the AA load-out on all British cruisers.
2) Created Career starting bases for British ships - Portsmouth, Scappa Flow, Londonderry, Loch Ewe, Freetown and Port Stanley.
3) Re-tested and refined patrol objective for 1940 start in Portsmouth - operation Dynamo ... you have to go to Dubnkirk, pick up troops from the sea (Lifeguard mission) and destroy Stukka's. Works nicely.
4) Started creating a career based on 1939 RN South Atlantic operations - enforcing blockade and the hunt for the Graf Spee. I have added Graf spee movements, some of the British Naval Force movements, and the battle of the river plate. I have ship movement sin place for Achilles, Exter, Ajax, Cumberland, Newptune (was on Patrol with Cumberland prior to reassignment), and a couple of DD's, and added merchant routes for all the merchants which met their fate at the hands of Graf Spee.
5) Started to create some patrol objectives for the above ... this is the tricky bit in my opinion.
6) I forgot - also re-tested the AI wolfpacks ... they still work, in an extreme test mission I got sunk in very short order by a pack of 7 submerged type VII's. IN another test I managed to sink two of them with DD's.... damn Fer was good (that's who got the torp launchers for AI and DC launchers working for player control).

Sooooo who is actively up for further Campaign development work ?

Fearless
09-26-15, 02:47 AM
What is needed, mod wise to make the campaign files working in this mega mod?

merc4ulfate
09-27-15, 03:20 PM
I was curious of any of these version were ever completed and if so do you have a download link for them?

polyfiller
09-29-15, 11:40 PM
Nothing available to download. I was playing with the idea some time ago with releasing a pack which basically had career starting points, but no real campaign, in the hope folk would be incentivised to then contribute to campaign building.... but TBH there's never really been enough help offered for that to be an option.

For campaigns I need folk who are prepared to model German merchant traffic, German surface raider traffic, U-Boat traffic (I think WDAD has some) and then put together appropriate missions, which involves both ideas and then putting them together, with objectives, units, messages, events, triggers etc. I can do all this stuff.... but I am only 1 and it will take me years on my own to do all that to even have one full campaign for one career start.

GaetVa
10-27-15, 07:14 AM
If you release it, pretty sure someone will do a campaign with it :D

polyfiller
10-27-15, 12:24 PM
Might get to that soon. Am currently building RN cruiser campaign based in South Atlantic in 1939 ... building up to the sinking of the Graf Spee.... it's actually quite difficult building anything interesting to do other than the engagement with the Graf Spee ... but I am trying... maybe simulating the mundane patrol, search, escort, find nothing etc... emulates the time spent playing as a sub and not finding anything for days on end.

Thankfully building campaign for North atlantics has many more interesting events to build in. The tricky part is maintaining balance (adding an extra cruiser or BB controlled by the human player to something like, say, the battle of Narvik represents very little challenge... so I'm gonna play around with non historical AI adversary injects to balance ... if I can).

Currently trying to get some middle ground in the outcome of the battle of the river plate ... I either manage to get the Graff Spee to muller all 3 cruisers, or the cruiser cause critical damage to graf spee. This stuff takes ages to test play and debug ... much more soo than just getting a ship to sink when torpedoed.

FightingSteel1
10-31-15, 01:15 AM
I wonder if a campaign really is the best use of this mod? To me, sets of historically based and hypothetical single missions would be a good idea, considering that surface ships typically either sat in port or went on very clearly defined/planned operations. Besides the surface raiders of the Kriegsmarine going out on patrols for weeks searching for convoys like a sub would, most ships had a very different role and career than say a U-Boat. I think single missions would be more than entertaining, and a "random" generator for head to head battles could be cool as well.

Off the top of my head, obviously the Hood/Prince vs Bismarck/Prinz would be a great mission, Scharnhorst/Gneisneau vs Renown, Convoy PQ12 operation, etc.

So, I assume that this mod still works as a singular ship for the player to control then, or is there control over multiple vessels? If it's just singular, is the AI good enough to tag along as other ships with you on a mission?

Another cool hypothetical mission would be a escorted convoy attack. Say you approach a convoy with the Bismarck or Admiral Hipper, etc. and have to fight the defenders before you can wreck the merchants, or you can play as the CA/BB defending the badly needed war material. On that front, has this mod eliminated the destroyers treating the players like a sub (ram time!:)), even in a surface ship?

Good to see some progress on this again.

ivank
02-13-16, 05:01 PM
lemons are great btw

tomhugill
04-20-16, 04:28 PM
Glad to see there has been some fairly recent life in the beast! Today if you're about I'd love to try a copy. I'm still on the same email.

ivank
05-01-16, 01:37 PM
yea would love to get a copy and see what I can do

chrysanthos
07-20-16, 04:01 AM
so it is dead yet ? the mod? just kidding

Duskbringer
01-29-17, 09:43 PM
Dang... Read threw this whole thread just to see real life killed it.

Yamato_NF
10-11-17, 06:00 PM
damn, I was hoping this would be released...

polyfiller
10-23-17, 06:13 PM
Actually I'm giving some serious thought to packaging up the mod as it currently stands and making it available. Been very busy with life and some serious health issues in past 18 months. I need to workout how / where to upload it to (after I work out which files make up the mod in it's current state).

Yamato_NF
10-25-17, 05:11 AM
Actually I'm giving some serious thought to packaging up the mod as it currently stands and making it available. Been very busy with life and some serious health issues in past 18 months. I need to workout how / where to upload it to (after I work out which files make up the mod in it's current state).

good to hear this might see the light of day!

aside from that, sorry to hear about the health and RL issues :(

I will be looking for the release! :ping:

FightingSteel1
10-27-17, 07:10 PM
Actually I'm giving some serious thought to packaging up the mod as it currently stands and making it available. Been very busy with life and some serious health issues in past 18 months. I need to workout how / where to upload it to (after I work out which files make up the mod in it's current state).

Eagerly awaiting this if you decide to "let it out."

Mosso
12-07-17, 12:26 PM
Muy buenas tardes marineros : Como se consigue Surface Warfare SM, el download se obtiene por un pago de dolares , hay que registrarse en alguna pagina ...POR FAVOR que alguien me responda.

MUCHAS GRACIAS

Good afternoon sailors: How to get Surface Warfare SM, the download is obtained by a payment of dollars, you have to register in a page ... PLEASE someone to answer me.

THANK YOU VERY MUCH

Taeny
09-22-18, 04:12 AM
Do you still have Repulse mod?

polyfiller
11-06-18, 06:23 AM
I will have to check … I think it's in my TSWSM .. but if I do, it won't exist as a standalone mod and I don't have time to extract it from the large mod.

Real life is trying to kill me AND this mod. Not looked at doing anything for over a year.

Silver_Del_Varo
02-10-23, 06:17 AM
For all persons interested in The Surface Warfare Super-Mod:

This is the Official Post for the Mod! You no longer need to look at the three other posts. This post contains all of the versions that will be released. And contains part of the Official Read-me. The list below has all of the ETA's and the Official Playable Navy and Ship list:

ETA:
TSWSM V1 Atlanic Action: IT WILL BE READY WHEN ITS READY
Hilfskreuzer and Armed Merchant Cruiser Mod: SEE ABOVE, WILL BE RELEASED WITH ABOVE

-The Surface Warfare Mod Team takes a break, no new mod, patches, etc to be released.

TSWSM V2 Pacfic Thunder: N/A
TSWSM V3 Elite Warship Add-on: N/A

-Another short break to reflect on the past and future mods, maybe talk about a possible V5:Carrier Warfare, V6: Cold Temp War (Cold War), and maybe even V7: Modern Warfare and V8: World War I
*v6, and v7 and not even 5% confirmed, but it is fun to toy with ideas. v8 is mostly likely to happen of all of these extra mods*-

TSWSM V4 Minor Navy Add-on: N/A


*Taken from the official Read-me*

Mod versions:

The Surface Warfare Super-Mod Version 1 Atlantic Action:
-Playable Navy's:
- Royal Navy
- Kriegsmarine
- Royal Australian Navy
-Playable Ships:
-King George V class (BB)
-Renown-class (BC)
-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (CA)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

The Surface Warfare Super-Mod Version 2 Pacfic Thunder:
-Playable Navy's:
-United States Navy
-Imperial Japanese Navy
-Playable Ships:
-Iowa class (BB)
-North Carolina class (BB)
-South Dakota class (BB)
-Alaska class (BC)
-Baltimore class (CA)
-North Hampton class (CA)
-Cleveland class (CL)
-Fletcher class (DD)
-Somers class (DD)
-Yamato class (BB)
-Nagato class (BB)
-Kongo class (BB)
-Ise class (BB)
-Fuso class (BB)
-Maya class (CA)
-Takao class (CA)
-most of the CL's and DD's

The Surface Warfare Super-Mod Version 3: The Elite Warship Add-on:
-Playable Ships:
-USN Montana class
-IJN Super Yamato class
-RN Vanguard class
-RN Lion class
-KM H-44 class
-More TBD

The Surface Warfare Super-Mod Version 4: The Minor Navy Add-on:
-Playable Navy's:
-France
-Italy
-Russia
-Norway
-Sweden
-Finland
-Canada
-More TBD
-Playable Ships:
-TBD


I understand that the development of the mod has gone to a standstill? More than 10 years have already passed. In general, I would like to ask if you currently have Tribal or J Class destroyers ready? The guys came up with an interesting mod for SH3 where you can sail on a destroyer and sink enemy submarines in single player or multiplayer. If there is, I would like to ask you to send them to me or sell them, since I myself have played this game for a long time and dreamed of playing these two destroyers with depth charges against real players (besides SH4 Adversarial, where destroyer control is wildly inconvenient).

Aktungbby
02-19-23, 02:17 AM
Silver_Del_Varo!:Kaleun_Salute: