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-   -   Kriegsmarine mod (https://www.subsim.com/radioroom/showthread.php?t=92389)

sergbuto 04-12-07 07:43 AM

Quote:

Originally Posted by Rubini
Thanks for the reply Serg.

I in truth only tested the German PT boat (as it is on the single mission).
I also deleted all the escorts and others guns from the Scheenelboot to not interfere with the test.

In the Guns_SB.sim the PTVirtualTorpedo have, IIRC, it's elevation between -3 to 40, range 6000 and angle at 40. I didn't looked into others files.

I in truth don't have the skills to really adjust this...perhaps is necessary to also mees with others files...I really don't know...but I'm sure that I want to play the game with the virtual torpedos;)...do you think that is possible to adjust this?

The above description is only with GWX or the virtual torpedos have this same behaviour also on stock game?:hmm:

Such things happen in the stock version of the game too because an invisible gun is above the water surface (SH3 guns do not fire when they are underwater). I'll take a look and try to improve the situation if possible but only in about two weeks time. I am awfully busy with RL things right now. Also, I have not lost hope to get real torpedos in the game, just have not had time to check all the ideas.

sergbuto 04-12-07 07:51 AM

Quote:

Originally Posted by AG124
Out of curiosity Sergbuto, which ship might we see released by you next?:hmm:

I do not know that myself. :) It will be the one I have enough interest to finish without getting eventually bored and jumping to another ship/mod.

sergbuto 04-12-07 07:57 AM

Quote:

Originally Posted by turnerg
Serg, what would entail making a schnellboote "drivable" exactly?
my asssumption is that you'd have to "graft" the interior of a sub into it somehow, make sure it has certain nodes renamed,(i assume rediculously time-consuming) and of course be worked into the roster, have all the stats changed so it wont submerge, etc.....

I assume its way above my level... though i did get good at quick hexing for all those skins i used to do back in the day:hmm:

ive got 3ds7, is that needed?

I can't tell you exactly because I have never done that. Probably, interior will be the most difficult part.

sergbuto 04-12-07 07:59 AM

Quote:

Originally Posted by Hunter
@Sergbuto

Would you mind if I make some reqarming of your ships combining them with ammos from other mods, and that possibly reaplod to the forum sometime?

No I would not, as long as proper credits are given

Rubini 04-12-07 11:08 AM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by Rubini
Thanks for the reply Serg.

I in truth only tested the German PT boat (as it is on the single mission).
I also deleted all the escorts and others guns from the Scheenelboot to not interfere with the test.

In the Guns_SB.sim the PTVirtualTorpedo have, IIRC, it's elevation between -3 to 40, range 6000 and angle at 40. I didn't looked into others files.

I in truth don't have the skills to really adjust this...perhaps is necessary to also mees with others files...I really don't know...but I'm sure that I want to play the game with the virtual torpedos;)...do you think that is possible to adjust this?

The above description is only with GWX or the virtual torpedos have this same behaviour also on stock game?:hmm:

Such things happen in the stock version of the game too because an invisible gun is above the water surface (SH3 guns do not fire when they are underwater). I'll take a look and try to improve the situation if possible but only in about two weeks time. I am awfully busy with RL things right now. Also, I have not lost hope to get real torpedos in the game, just have not had time to check all the ideas.

Thanks for the reply mate.
Take your time but don´t forget about the virtual torpedo because they are the real one that we have for now.:arrgh!:

I´m disposable to beta test the new settings if needed!;)

denis_469 12-01-07 02:43 PM

What about part2 Kriegsmarine mod news. Wait part 2 or not.
Answer please.

bigboywooly 12-01-07 02:52 PM

Forgot there was another part to that mod
Nice reminder denis

denis_469 12-01-07 03:02 PM

Quote:

Originally Posted by bigboywooly
Forgot there was another part to that mod
Nice reminder denis

Not good, Mark. But now I forgot about.... But thank for clear situation.

Hunter 02-12-08 02:15 AM

Any news on HMS Furious?

sergbuto 02-12-08 09:24 AM

She has sailed to SH4. ;)

HundertzehnGustav 02-12-08 09:51 AM

Most Defnitely.
The Torpedoboots will get a bunch of new Paintshemes, half a Dozen for the Torpedoboot 1924 and at least five for the Torpedoboot 1935.

Now the dream of a Minenleger M35 in a Multiskin Version persists, because his (her?) new skins,
currently at the number of four including Gregs original M8 (from the CFS3 dds file)
are sitting on the desktop collecting Dust and rust.

Hunter 02-13-08 11:22 AM

Quote:

She has sailed to SH4. ;)
WelL, I am not shure that she was much expected there. Is there any chance she'll sail back to homewaters of SH3?

FIREWALL 02-13-08 11:48 AM

What is the status on this mod ? :)

sergbuto 02-13-08 02:06 PM

Quote:

Originally Posted by HundertzehnGustav
Now the dream of a Minenleger M35 in a Multiskin Version persists, because his (her?) new skins,
currently at the number of four including Gregs original M8 (from the CFS3 dds file)
are sitting on the desktop collecting Dust and rust.

I am not sure that M35-class had a great variety of skins in RL anyway.

sergbuto 02-13-08 02:11 PM

Quote:

Originally Posted by Hunter
Is there any chance she'll sail back to homewaters of SH3?

Not a chance. At least under command of a current captain. The final buid-up is done in SH4 waters.


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