SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

andycaccia 05-04-08 06:23 AM

About guns precision...what's the file controlling this?
But more than the heavy guns, it's the whole AA arsenal thet misses every shot...
it's impossible to shot down something...ok I know it's hard in real life, but this is too hard.
Fortunatly the enemy's AIming is even worse...

The Fishlord 05-04-08 09:22 AM

Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

andycaccia 05-04-08 12:25 PM

Quote:

Originally Posted by thyro
Another small and annoying glitch that I find with this BB is...


Guns need better alignment ... guns left to AI do waste tons of shells due to small deviation to the left side of any target. This specially noticeable when BB and target are in straight line (even constant distance or not)... in rare ocasions one or other hits the target.

To aggravate the playability... AI ships seem to have a much perfect guns alignment and hardly misses the BB... this alignment glitch issue joined to the hull/unrepairable bug does make this ship somewhat unplayable.

A part from that, she is good looking and gives couple minutes of fire fun. Many thanks for the opportunity ;)

What are the files that control gun precision? I think it should be imporved.. it's quite hard to hit something, but the enemy fires at you like a sniper...my poor pocket battleship:nope:

Xantrokoles 05-04-08 12:37 PM

Quote:

Originally Posted by The Fishlord
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

Raptor1 05-04-08 12:58 PM

Quote:

Originally Posted by Xantrokoles
The new feature is , that the torpedo batteries turn arround before firing:up:

You mean that actually works?

andycaccia 05-04-08 01:52 PM

You say we have FULLY WORKING TORPEDO LAUCHERS??:o

GOOOD!!!!

Please, apply this featrure at the pocket BB as well, if it is not too hard/complicated!!

Homerthedoomer 05-04-08 02:00 PM

First of all let me just say how incredibly great this mod is! My deepest respect to xantrokoles!!!
Alas there are still some issues that are somewhat spoiling the fun for me:

1. in the first release I got weird greenish-pink colours, but could nevertheless enjoy the view from the bridge. In version 1.1 however the bridge view is gone and the only way to behold my beautiful pocket bb is with the free camera.

2. My aa crews don't fire at enemy planes... after they've been identified I can choose engage target from the menu but nothing happens.

3. Is there a way to tell your gunners which target they should attack? I got sunk countless times because some Bernard in the fire control department decided that some far off coastal freighter would make for a more valuable target than the destroyers right under my nose...

Apart from that: amazing mod! Keep up the good work!

gimpy117 05-04-08 02:11 PM

more AA ammo would be nice, i ran out after only 2 planes!

The Fishlord 05-04-08 03:57 PM

Quote:

Originally Posted by Homerthedoomer
3. Is there a way to tell your gunners which target they should attack? I got sunk countless times because some Bernard in the fire control department decided that some far off coastal freighter would make for a more valuable target than the destroyers right under my nose.

I can't answer any other questions except this one...what you do is you use the bridge binoculars. Point them at the ship, and when the crosshairs turn red, click the "Engage target with deck gun" button at the bottom left. They designate it as their primary target then.

Homerthedoomer 05-04-08 04:15 PM

Thanks for your answer but since there's no bridge on my bb I can't use the binoculars... :-?

Homerthedoomer 05-04-08 05:13 PM

I tried that, but no change... I guess a complete reinstall is in order :88) thanks anyway!

Lagger123987 05-04-08 05:17 PM

Quote:

Originally Posted by Xantrokoles
Quote:

Originally Posted by The Fishlord
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

Now, I don't recalled someone working on an Elco PT boat to be playable.

The Fishlord 05-04-08 07:22 PM

Quote:

Originally Posted by Xantrokoles
I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game.

But is the Iowa ready for release? No matter how boring and invincible it is I want as many surface ships in SH4 as possible!

If it's completely ready I know there will be SOME people who like it...

peabody 05-04-08 09:42 PM

Quote:

Originally Posted by Xantrokoles
Quote:

Originally Posted by The Fishlord
Xantrokeles, how is your next project going? Have you started on the Iowa yet or are you fine tuning this bad boy first?

Thanks, just wanted a bit of an update, seems like tons of discussion about current releases, I want to know what's coming!

I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready.
The new feature is , that the torpedo batteries turn arround before firing:up:

How is the Iowa boring and the PBS is not? If you release the Iowa and make a Fletcher and then a Ise, we already have a Clemson. I have a Clemson online multiplayer mission. You guys make enough and we can get missions going, don't have to be online, but would allow multiplayer if you wanted it. And with the multiplayer, we could have a sub attacking that Iowa. You can shoot your own ships ya know. That is assuming these will play together. I know you commented your Fubuki would not work with the PBS.

Peabody

lancerr 05-04-08 10:32 PM

Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.

And all I can say is that after spending several hours with S3D, it's a lot easier and harder than I thought. One good way to learn how to create new ships will be to reverse engineer Xantrokles and Mikhayls work and make small changes. They both seem perfectly willing to help so I say that witha little patience, we should be able to start releasing playable BB's, CA's etc.

Snaptrap 05-05-08 02:18 AM

I might do something like this much later. I'm considering adding a playable Imperial Star Destroyer though.

peabody 05-05-08 02:20 AM

Quote:

Originally Posted by lancerr
Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.

Don't misunderstand, I think thier work is great!! I have written missions for both the PBS and Fubuki at his request. I just thought it strange he found the Iowa boring but not the Pocket BB.
And I only made the comments about what we could do with the other ships because he said they were already made.

Quote:

Originally Posted by Xantrokoles
" I made a Iowa and I tested it -> result: too boring and it ruins the fun of the game

So I worked on a Fletcher and it is (exept from the crew) ready."

And added that we had boats from Mikhayl so we almost have a navy, if the boats will work together, I don't know if they will but I'm sure he probably does.

I was not complaining a bit!! just saying "this is what we already have" and if we had a BB for the enemy (and German boats won't work in multiplayer) we could have our own war AND use subs against BBs which would make it less "boring". Just a suggestion, no complaints at all. I know the work they do is very tedious!!!! And I appreciate it.
I am not a writer and sometimes people misunderstand what I am saying.

Peabody

Xantrokoles 05-05-08 06:49 AM

Quote:

Originally Posted by lancerr
Peabody : I think at this point, we should be glad they've released the ships they have. If it's not somethign that interests them, then I think it's up to those of us who are interested in creating a surface simulation using the SH4 engine to learn how to mod.

And all I can say is that after spending several hours with S3D, it's a lot easier and harder than I thought. One good way to learn how to create new ships will be to reverse engineer Xantrokles and Mikhayls work and make small changes. They both seem perfectly willing to help so I say that witha little patience, we should be able to start releasing playable BB's, CA's etc.

Approve this:yep:

Peabody:
I understand you. But I won't agree with the ponit: 'We got it already'
Cause it takes hours and hours of work making the ships compatible with each other, when you start with the same base.
I will give you a Fletcher, but then I am out of this projects too:)
But Mikhayl makes a great tutorial and there are lots of people wanting to study it:D

lancerr 05-05-08 07:12 AM

Peabody: Great - we are on the same page. I often get misunderstood as well so I sympathize.

I actually cant wait to start modding - I used to be much more active modding a long time ago and there's something incredibly powerful about at least understanding at a surface level, how the game engine works.

I wonder if the Devs for this game would post some basic docs on modding this game - a lot of the work that's being done seems to be throught trial and error.

I was even dreaming of an application last night (yeah I know..sad) that would use the game engine in a small external application with GUI controls for seeing immediate changes to the file settings (for example, visual distance or shell splash) and with controls for visually selecting (or drag selecting) objects and defining hit zones.

ANyway - I can keep dreaming, I know.

lancerr 05-05-08 08:31 AM

Thanks Mikhayl.


Question regarding your 3d models. Did you end up modelling them or are you using existing models within the game and adding playable elements?


All times are GMT -5. The time now is 10:07 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.