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-   -   [WIP]Playable PocketBB (https://www.subsim.com/radioroom/showthread.php?t=134600)

W4lt3r 04-18-08 04:06 PM

Intresting, i'll take a look into those later this night and see if i can adjust it so that there wont be photograph missions for a might pocket battleship or even a pesky DD.

By the way, i've managed to adjust the visual lock on capabilities that i can lock a target from 15km away! And by having the black smoke 1.5v mod, it allows me to see their smoke trails from that distance.

I'd suggest you ask the creator of Black smoke mod to have it in you'r mod. Because it's going to be vital if you want badass long range combat. I can even see targets that are beyond the max range of 5" duals (15km 735 or so meters).
Or then suggest people themselves to get the same mod also.

Kron161 04-18-08 04:43 PM

Quote:

Originally Posted by Mikhayl
Actually I didn't modify anything, in SH3 I just had to position the tube outside of the water and the effect was just fine.
The problem in SH4 (over the fact that the torps spawn either at 0 or 180° from your sub/boat) is that the torpedo are not ejected as they are in SH3.

In SH3 the torp is really ejected and then begins to travel, in SH4 the torp is not ejected, it's just "released" and begins to travel/move before being out of the tube.

Underwater it's not too much noticeable but outside of the water it does that :

http://img233.imageshack.us/img233/9...rpsbootnz2.jpg

The torp spawns in the tube and "falls" right away, there's no initial energy, only the torpedo propeller.

But there's most probably some settings somewhere to edit that :)

Should be possible, but we need a little trick.

Create an explosive and quickly expanding cloud of steam (compressed air does just that when exposed to normal air). This cloud will project itself very fast along the hypotetical prolongation of the tube. Then just spawn the torpedo inside the cloud as far forward as possible, (even the nose of the torpedo can be seen projecting outside of the cloud) and let it fall to the water....

Possible?;)

haegemon 04-18-08 05:50 PM

I guess it is. Masking instead of enginering...your solution could work. :hmm:


About main guns, as all the guns in the game are playable, at least the main guns should be. I'm not talking about controlling all the guns at the same time. The stock game puts the player controlling one station every time as the one who fires (officer, gunner, sailor, etc). This means the player should control one turret at the same time while the others should remain AI controlled.

By the way it looks in the picture seems imposible to fire the main guns while in motion. If it's possibe sure isn't at full speed nor medium speed, and I bet the ship gets propelled backwards the line of fire (well, if it fires in the line of its propellers I supose only is pushed or reduce its speed. Look at the water due to this babe firepower:

http://upload.wikimedia.org/wikipedi...a_bb-61_pr.jpg


Photos from the compartments inside warships (sorted BB North Carolina, SS298, USS Yorktown, DD793, USS Alabama, etc:

http://upload.wikimedia.org/wikipedi...a_bb-61_pr.jpg

Jake Nukem 04-18-08 10:16 PM

The ship can fire at practicly any speed its moving at, the guns just dont have enough force to propel a 15000+ ton ship backwards enough, even sideways the waves would make the boat rock more then the cannons firing.

Rene 04-19-08 06:11 AM

this mod is excellent. great job by the developers!!!
but when is the mod ready to download.

Axlwolf 04-19-08 07:40 AM

Speaking of torpedoes,it seems that many Japanese destroyer used the 61 cm/24 inch torpedoes.
In this site:
http://www.navweaps.com/Weapons/WTJAP_WWII.htm
The most interesting part is the explosive charge,almost double of the normal G7 torpedo.The range...well,they could travel 20 km at 50 knots...
It would be a marvelous thing to add to an already marvelous mod.
I hope those information could be useful.
Keep up the good work Xantrokoles :up:

EDIT: Ops,i've posted in the wrong thread....Sorry it was meant to be in the "Playable destroyer" thread :oops:

lancerr 04-19-08 06:21 PM

update on release?
 
any rough estimates of when this is coming out?

linerkiller 04-20-08 08:27 AM

Quote:

Originally Posted by lancerr
any rough estimates of when this is coming out?

A lot of important things are still WIP... i have no direct connection with the modders that are working on it, so i cannot give you a precise date.
For sure the " Scheer Team " is working very hard. Give them time:up:

Xantrokoles 04-20-08 12:48 PM

I want to give a Date...
But Linekiller is right:)
Lots of things are work in progress and we want a good working mod
We got time:yep:

If not use my Fubuki class and tweak the guns:rotfl:

MMarques 04-21-08 08:17 AM

I've been out of comission for a few days, sorry about that, was busy doing some work. I'm now back and ready for more :)

W4lt3r 04-22-08 05:36 AM

Man, i cant wait to get this baby outta the harbor.. Maybe if it's implemented to the rewritten campaing, you'd have to start as an fubuki driver and when you should get the XIII Sub, Instead you're being promoted to use a Deutchland class.. whaddayathink? :hmm:

Xantrokoles 04-22-08 01:55 PM

This was similar to my idea:D

But I want to have it included in a atlantic campaign, but thats a good start:up:

lancerr 04-22-08 04:28 PM

Noted something interesting
 
Running 1.5 with TMO when i noticed something interesting that would have some great implications for the pocket BB when it comes out.

Everytime I sank a ship, a few hours later, i would get overflown by Air and then hear fast screws approaching. Interesting - perhaps a coincidence since I never noticed this behavior in stock.

Second, third time same deal. The air that comes to recon is usually a betty I think, and the fast screws belong to an auxiliary subchaser and a DD. I didn't think you could have units react to a sinking and send ships and planes your way but apparently this is possible.

Of course, this adds a whole new level of realism to the game and has wonderful implications for gameplay when the pocket BB is released. You can loiter and risk AA and Surface attacks or escape and hide.

Speaking on which - I am reading Battleship Bismarck - A Survivor's Story by Baron Burkard Von Mullenheim-Rechberg. Amazing account by the most senior surviving officer of the battleship bismarck. Must read and definitely somethign that will get you excited about the Pocket BB if you aren't already.

Xantrokoles 04-23-08 09:12 AM

Good idea and tipp:up:

I think we'll see and I am reading a book about the Panzerschiff (but it is in German; guess u can't read it:) )
There is a nice sentence:
It is faster than the stronger and stronger than the faster.


BTW
The flag now working, but it is too small:hmm:

W4lt3r 04-23-08 11:21 AM

How's the debugging of the tertiary and main armament coming along? i've been studying those .sim and different folders to find some answers how the gun turning radius is limited but no success so far.. How it could be fixed :hmm:


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