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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... |
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! |
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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: |
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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!! |
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! |
more AA ammo would be nice, i ran out after only 2 planes!
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Thanks for your answer but since there's no bridge on my bb I can't use the binoculars... :-?
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I tried that, but no change... I guess a complete reinstall is in order :88) thanks anyway!
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If it's completely ready I know there will be SOME people who like it... |
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Peabody |
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. |
I might do something like this much later. I'm considering adding a playable Imperial Star Destroyer though.
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And I only made the comments about what we could do with the other ships because he said they were already made. Quote:
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 |
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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 |
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. |
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? |
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