View Full Version : TSWSM Patrol Report **LARGE PICS**
HMS Vanity
-V&W Class Destoryer
Patroling off the Philiapines. Ran into a Japanese Task Force, engaged 3 DDs at long range. Took damage, forced to retreat. Attacked by search planes. Shot down one of them. Returned to port. Patrol ended.
Ships sunk: 0
Planes shot down: 1
Crew Lost: 1
PICS!:
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_043405_421-1.jpg
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_043541_390-1.jpg
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_043552_468.jpg
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_043659_453.jpg
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_043955_015.jpg
http://i194.photobucket.com/albums/z99/ivankl/SH4Img2009-06-28_044801_234.jpg
Task Force
06-27-09, 02:56 PM
Looks very good, looks like the surface mod team has came along way.:up:
AVGWarhawk
06-27-09, 04:51 PM
Very cool. :rock:
Thanks! We are working hard
Task Force
06-28-09, 01:05 AM
yes, youall have. taken a sub sim, and made a surface sim of it.:up:
Well that is the plan!:D
We have a flower class ready as well, but that is it so far
Task Force
06-28-09, 01:43 AM
so when is the first edition of TSWSM gonna be avalable.:up:
In due time, in due time:DL
Sledgehammer427
06-28-09, 02:48 AM
so when is the first edition of TSWSM gonna be avalable.:up:
...
.....
when its ready*:har:
*Copyright the Grey Wolves eXpansion team
PL_Andrev
06-28-09, 03:47 AM
The damage control room looks... perfect!
1. Did you test your model in multi game as sub vs DD (damage from sub torpedo hits)?
2. What is reason to leave depth measure on contral taskbar?
3. Two ASDIC systems on radio room?
4. Pump as bridge engine?
Sledgehammer427
06-28-09, 05:00 AM
for #2, we are working on seeing if we can make this something else, but as of yet, we are putting the bulk of our work into the Models and making them playable
#3, there is the crew manned scope, and there is the transmitter located on the outer hull, thats why there is two.
Also, Ivank, I did similar in the test mission, the one versus 4 japanese destroyers? they walloped me good, but I sunk them all, and my poor V&W was flooded to the anchor on the bow, and the upper gun deck on the stern, imagine the drydock crews faces :D
ubootcomrade
06-28-09, 07:46 AM
Keep 'em coming Ivank, would love it if you showcased some German warships next time (if that's yet possible). :D
As far as I know, only the Admiral Graf Spee/Scheer are ready for that.
BulSoldier
06-28-09, 01:30 PM
As far as I know, only the Admiral Graf Spee/Scheer are ready for that.
You bring joy to my heart :yep:
SilentAngel
07-01-09, 12:22 PM
Oooooooh im getting excited lol:oops:
polyfiller
07-14-09, 06:33 PM
Glad to see folk are liking the look of the damage model..... if only you knew (and some do) how much work it takes to do that ... it's not jsut about making the compartments and equipment / bulkhead names appear in the damage screen ... it's about stopping things working when they're damaged and making the ship sink realistically.
Believe it or not each ship in the TSWSM thus far has taken between 40 and 80 hours of work to damage model :o
I am open to suggestions about laying out the compartments etc. differently ... there isn't much variation in the way I do it ...suspect there could be more focus on variation to reflect the relative sruvivability and improved damage control of the later war ships (especially US BB's).
polyfiller
07-14-09, 06:37 PM
Antar - to answer one of your questions ... the bridge engine should actually say bridge engine telegraph ... in other words the bridge engine controls ... unfortunately I could NOT get the game to stop responding to throttle controls when this was destroyed ... so it's a minute peice of detail I added which doesn't do much ... apart from making the list of equipment in the bridge / wheelhouse look complete.
On my PC it shows the full text .... I didn't even think to test at different resolutions..... no I'm lying .... I did think about it and decided that I had nowhere near enough time to do that type of granular testing.
polyfiller
07-14-09, 06:40 PM
...
.....
when its ready*:har:
*Copyright the Grey Wolves eXpansion team
Shammer ... reckon that given how much we still have to do we ought to come up with our own line ... like "when it's almost ready" or to be more specific .... when polyfiller can get the poxy AI Bismark to actually sink right :cry:
DeerHunter UK
07-15-09, 11:00 AM
I'd like to know 1 thing. Is it possible to alter the speed of your ship by say setting the speed to 12 knots (or whatever) rather than setting it to full\2 3rds speed etc?
That feature lack in Destroyer Command drove me nuts.
Highbury
07-15-09, 02:23 PM
I'd like to know 1 thing. Is it possible to alter the speed of your ship by say setting the speed to 12 knots (or whatever) rather than setting it to full\2 3rds speed etc?
That feature lack in Destroyer Command drove me nuts.
Hopefully I am not over stepping my bounds and don't mean to speak for the team, but that is a default feature in SH4 and I have never seen any mod remove the ability. I don't see why this one would. :)
DarkFish
07-15-09, 02:29 PM
you're absolutely right, highbury:up:
There is the small issue however that the speed dial only goes to 25 kts, while most ships can go much faster. I hope we figure something out to fix that....
the bridge engine should actually say bridge engine telegraph ... in other words the bridge engine controls ... unfortunately I could NOT get the game to stop responding to throttle controls when this was destroyeddoesn't matter, ships had a backup helm anyway, so they would never really be without control.
polyfiller
07-15-09, 06:25 PM
Well you can set the speed in the subs in SH4 exactly by clinking at the bottom of the telegraph dial to display the exact speeds and the surface ships use the same ... so the answer is yes, you can set exact speeds.
2 things:
Since when do the omish have ipods and cellphones?
and
How is the s-boot work going? I really want to try that out.
DarkFish
07-16-09, 06:57 AM
1: june 18th, 1762
2: it's basically working but I've still got some bugfixing to do
1: :har::rotfl:
2: Okay I can not wait!!! Does she have a damage model?
Highbury
07-16-09, 02:52 PM
Darkfish is wrong, they had no iPods, just cassette tape Walkmans. :D
(and not to be a spelling cop but they are Amish, not Omish.. but the odds of one being on here to be offended are quite slim :O:)
Now my attempt at being a little bit on-topic.. progress on the mod looks great, but I have one question... As this is posted in the ATO section, I am assuming that Atlantic will be the initial focus of the mod. The Patrol Report that opens the thread is for the Pacific which I assumed is just for testing purposes.. would that be correct?
The Surface Warfare Super-Mod Version 1: Atlantic Action has the following playable nations: U.K., Germany, Australia.
The reports are for testing only. So you are right. Now that we have permission to use WCLEARs mod that converts SH3 merchants, once I get back I can finally get my convoys done. Then I just need the ships done.
DarkFish
07-16-09, 04:18 PM
2. What is reason to leave depth measure on contral taskbar?Is this any better?:D
http://i525.photobucket.com/albums/cc333/DF_3852/newdials.jpg
Upper image (unpressed dials): Telegraph - Compass - Speed (goes up to 50 kts, red needle represents unit's max speed)
Lower image (pressed dials): Fuel - Rudder - Clock
(Don't mind the black needle floating above the clock, I know about it and'll delete it ASAP)
DeerHunter UK
07-22-09, 08:53 AM
Hopefully I am not over stepping my bounds and don't mean to speak for the team, but that is a default feature in SH4 and I have never seen any mod remove the ability. I don't see why this one would. :)
Oh absolutely Highbury. It was a default feature in SH2 as well but the developers saw fit to remove it for Destroyer Command.
But my mind is at rest now. I can't wait to get to use a County class cruiser.
PL_Andrev
07-22-09, 12:11 PM
Three questions:
#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...
#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo :D...
#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?
http://img33.imageshack.us/img33/5207/attack3h.jpg
DGatsby
07-31-09, 01:51 AM
Very neat. Looking forward to this mod.
skwasjer
07-31-09, 03:28 AM
Great job sofar guys, I'm impressed with what you manage to do with the game :up:
Rockin Robbins
08-05-09, 10:28 AM
Great work guys! This is looking great and appears to be one that will work as well as it looks.
DarkFish
08-05-09, 01:36 PM
Three questions:
#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...
#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo :D...
#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?
#1: yes of course:up: Types that historically had torpedoes will have them in TSWSM.
#2: you can't assign them seperate targets. You can of course 1st assign your gunners target #1, then man the playable gun and attack target #2 yourself while your gunners still fire at target #1.
We are planning to have all the main guns show up in the crew page, so a ship with e.g. 4 main guns will have 4 seperate gun compartments, each with their own crewmembers. If you want to silence gun 4 you can simply take away all its crew.
#3: For the moment we are not working on any multiplayer fuctionality AFAIK.
Great job sofar guys, I'm impressed with what you manage to do with the game :up:only possible because of your S3D:up: Without it I would never have gotten this far in modding SH4.
Great work guys! This is looking great and appears to be one that will work as well as it looks.I certainly hope so
polyfiller
08-07-09, 03:45 PM
Darkfish - like what you've done with the dials - very nice.
Ans Skwasjer - most of this mod wouldn't have been possible without your S3D !!!
Darkfish - can you confirm that the S Boot has a damage model, or do I need to do it ?
cheese123
08-08-09, 07:44 PM
Will you be able to use search lights?
The_Pharoah
08-30-09, 09:47 PM
hey guys
I've been after a WW2 surface sim for so long. I managed to whet my appetite with the first gen 1 surface ships that were released last year (eg. Yamato, etc). However, what you guys are doing is just awesome and I guess the next generation. The potential is awesome esp for DDs and other larger vessels in the Pac war. I know I'm thinking ahead but imagine being able to use these in a campaign which includes:
- bombardments (eg. prepping landing beaches)
- ASW (maybe one day we'll have AI subs)
- ship v ship action (battle of savo island, leyte gulf, etc)
- 'promotion' to captaining say a light cruiser, then heavy cruiser then mighty BB or something as you progress. :rock:
*sigh* perhaps I should shut up and wait like everybody else! :D
Pharoah
Sledgehammer427
08-30-09, 10:02 PM
Pharoah, thanks for your interest!
if you look to the main (official) post you can see a better view of what we have been up to. We already have AI subs that fire torpedoes, we have torpedo firing ships, and I'm making walk-inable bridges for the german battleships!
chrysanthos
02-20-11, 05:04 AM
hey ivank how that ship has so many armor belts:) do you going to make her playble?
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