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But that's just me... |
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That was really sad news. This was something I have been waiting for Quote:
Isn't 8 km same as stock? If not, what is stock visibility? |
Thanks beery :up:
About the visibility mods I have a 16 km mod on top of Rub, and the night visibility detection ranges are not perfect , but enough for me to play with it. I think that 8 km is the same as deffault game. what fixes the 8 km version ?? :doh: |
Hello rulle34!
I thought that 8km version is different than stock version. :hmm: In my opinion the best solution is include the most realistic version. |
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Some people have worked on historical events already; I wish they'd put them into separate, easily-merged files that could be added on to any campaign file for easy use. That way, these could be added to RUb, HT, or any other campaign mod that uses the campaign files. Perhaps someone could come up with a nice campaign file management utility that'd allow merging things in with ease. Anyway, the real issue with Ops is the fact that the team simply can't work more - some, like Sailor Steve, because they don't have proper access to the internet; others, like Egan, because they've simply done what they could and have really run out of enthusiasm for further work; and then me (and I hope I'm not alone) who simply doesn't have time to do it anymore. There's always opportunities though. If I suddenly end up having some time in december, perhaps I'll try to bring in a few things for RUb 1.5, but by then we might not have enough time to test those for release. Anyway, the important thing is that RUb's campaign has absorbed the work that's been done within the Ops mod, and there's always ways to add on to it. :) |
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I'd love for it to be alive, but I'm the only one of the team right now with any ability or interest to continue working on it, but my time is short and I've really been too junior a team member to really be able to take charge of it and say "continue!" But hey, if anyone wants to help - I can tell you what still could be done in improving the campaign. :) |
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these mods are awesome. Can't wait for the next gens.
kb |
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Functions as a barrier across the english channel, because it's unrealistic for nothing to be happening there?
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Anyways, the AI is not modelled very well in SH3. If we make ships for D-Day or whatever else, they'll probably just end up as u-boat fodder.
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If you can get through the thick layers of dd's.
I'd actually model the DD's first and not bother with the transports in too much detail. BTW Sailor Steve if you have some operations modelled, it would be quite cool if you could release them! |
I would very much like to, but monetary considerations forced me off line. To post I currently have to go to the local library.I can't even download the latest SHIII Commander at present. :cry: I should be back online soon, or at least have a USB card that will let me transport data to the library for uploading.
On the other hand, my minefields did make it into the Ops Mod, and therefore RUB, but there has been some comment that they could have been done a lot better; so perhaps I'm not the best candidate to be doing things like this. |
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