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I am trying to think of ways to make warfare much more dangerous than it is in standard SH4 - there should be more aborted patrols, and plenty of mundane ways to die - after all, this was the case in real life: -Your sub could suffer a catastrophic mechanical failure, because submarines were a new and hazardous technology (also to your benefit I want to have enemy ships straggle from convoys). I will try to see how mechanical failures were implemented in other mods. -You could run into wrecks, shallows, etc b/c of bad navigation (easy to implement - just add collisionable static shipwreck/rock object locations to the SH4 map) -Failing to navigate friendly minefields (easy to implement) -Torpedoes can detonate prematurely, right after firing (not sure it can be done without eliminating the arming distance for the torpedo - I'll have to ponder that one). If you can think of any other risks, people, feel free to contribute. |
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An oter option of sinking of your submarine is that a friendly ship exchanges you for an enemy ship (some submarines of all parts were sunk or damaged by friendly ships);
An other is that your submarine can sink by the shell explosion of the ship just sunk, but is important that that your submarine is very near to the ship sunk(U-28 was sunk by shell explosion of the tanker Oliver Branch). |
Being sunk from friendly fire randomly is afaik impossible ingame.being sunk from target explosion can be done adjusting the range and damage points from cricial parts of an exploding vessel
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hi IABL, near the end of WW1, there were mutinies on board a lot of German ships, are you gonna model these?
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There were mutinies among the Hochseeflotte in its German bases. One could make that newspaper messages.afterall german capital ships remained mostly in port after Skagerrak
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By the way I'm having a great time modding in new shore objects....more screenshots & video coming!!! |
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neutral harbour not RN
I know that some submarines had the order to quell the revolt (sinking mutineer ships) and other were interned in the neutral harbours (not RN or french).
Remember that there were 2 mutinies: one on february 1918 in Cattaro (Austria-Hungary) and an other on november 1918 in the german harbours (specially in Kiel) |
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[QUOTE=iambecomelife;2345734]Not yet-vessel movements have not been done.
Adding British warships to the game right now, and constantly tweaking the environment. After all, who wants to sink WWII cruisers in a WWI game. Armored Cruisers help put you in that WWI mood. Note the coal smoke, which makes the ship visible from a long distance. Found some errors in the modeling that are still being corrected but I just wanted to show it to you people - thank you so much for the views and support. http://i33.photobucket.com/albums/d5...2.jpg~original http://i33.photobucket.com/albums/d5...3.jpg~original http://i33.photobucket.com/albums/d5...1.jpg~original http://i33.photobucket.com/albums/d5...1.jpg~original http://i33.photobucket.com/albums/d5...b.jpg~original I will be removing the WWII crew, with their strange clothing, and replacing them with WWI Royal Navy figures. Remember the boilers from earlier? This model has one inside, which I successfully added without flickering through the hull - actual 3d boilers, engine parts, etc will fall out if the ship explodes. On another note, I managed to get submarine masts to fold down without affecting the periscope - by simply attaching a mast object to the Porpoise class diving plane...I didn't even have to add any animations. This simplifies things greatly because I do not have to replace a periscope (my original workaround). |
Looking phenomenal as ever, IABL! I have a real soft spot for turn-of-the-century British armored cruisers - and considering the sheer number of them, built around a very similar overall layout, this is probably one of the most important models to have in the game. And I've always been a fan of your smoke :yep:
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WOW!! wonderful :yeah:
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Looking Good as Always man. My Levels of Hype for this mod are higher than I'd like to admit. :yeah:
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