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MODS
HMS EAGLE-HMS DUNENDIN-LINERS OF 10000-12000 TONS-USS TEXAS.
Furthermore, 1) Simultanious attacks of other U-boots against the same convoy. 2) Messages based on SCR layer 3) A more interactive sonarman |
hmm
Just a merry thought..
I think computers would have to live up for a "very live" enviroment of convoys with 15 little ships running around.. If I am not mistaken.. Or just a poor owner of a two year old computer.. But it would certainly be great..:up: And by the looks of things, that would not be so easy for the "poor campaign writters" either to make that, right? Tried to mess around campaign a bit, got frozen by "9 months for a decent campaign" explanation.. :rotfl: Cheerio Forgot some thoughts! 1. poul first spoke about it.. I tried and failed.. IS there a modder still working on sh3 that can add sound to snorkel when it rises? It is really spooky to see it rise without a sound.. It is practictly as big as a sub.. :rotfl: 2. What about wind and smoke? Is that a definite no no or just some missing hex part in the files? Obviously this is aimed at "hex is not a voodoo" people :rotfl: :rotfl: 3. People on the decks.. I notticed from community ships addon that guns from sh4 are added to sh3, and there was one japanese cruiser that had too many guns, but more importantly little bastards on the decks. Is there any modders willing to add little creatures? 4. My head hurts from all this thinking |
15 is a small convoy
:rotfl: GWX PQ17 30 Mechants and 19 minesweepers\escorts http://i60.photobucket.com/albums/h2...Hunter_904.jpg :hmm: Need to add the 2 Br subs to that convoy too |
;)
Nope, I thought about plenty of convoys like that, running around.. :rotfl: Better than thinkers or the tailors..
RAM issues or processor issues :D when comp is computing the position of all the ships, right? Have I understood it correctly why gwx campaign is "ram balanced" :rotfl: Cheers |
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot. 2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest 3) thermal layer... and its impact on hydrophone 4) An easier way to install the "hydrosonarroomplot" mod 5) http://www.subsim.com/radioroom/show...ghlight=oxygen 6) (Utopic) torpedo room / crew quarters / engine room modeled.... itens 2, 3 and 4 are the coolest ones I suppose! |
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#3 is simulated via SH3 Commander if I'm not mistaken....... |
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I would like to see improved renown model, so that you don't get demoted for equipping your boat, or getting a new one.
This would probably require two variables for the renown; the existing one for "buying" equipment, and the additional one containing total accumulated renown, for promotions. I don't know it this is feasible without the SDK. Any thoughts? Also, it would be nice if all equipment would lose its value over time, so everyone could aquire it, but the captains with most renown could get it first. |
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That way you would continue to accumulate renown throughout your career but upgrades would become available on the date that they came into service. You already get 'penalised' while the equipment is being fitted by staying in port for more days. Maybe the number of days it takes to upgrade could be slightly raised, so it would be a question of needing the equipment vs. lost patrol time:hmm: Has anyone found any figures on how long it would take IRL to upgrade a U-boat? I would imagine that a battery change would be a major overhaul whereas a change to the bold decoys would be a simple matter of changing the canisters. |
I'm trying to fill out the Mediterranean fleet. Some ships that would be useful are HMS Ark Royal, HMS Eagle, and an older version of the Queen Elizabeth series BBs (for HMS Malaya and HMS Valiant).
Any takers? :smug: |
realistic repair times WITHOUT changing the flooding times and crew efficiency (as the LRT mod does)
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I also wish that there could be communication with spotlights, like back then when they used morse code, big ol spotlights on destroyers and commanders could grab one from the deck and sign back. This would be awesome as well! |
Gruss Gott Kaleuns
Saw 2 videos or Tutorials a while ago, named - manual_targetting_navchart.wmv and - manual_targetting-notepad.wmv hosted by www.3rd flotilla.org and made by a guy named "Dietrich-3.F" of which there is a post on Forums ubi.com from 04/24/2007. On his tutorial, once he lauches his torpedo, you can see in red a tag ( his name, for that matter ) above each torpedo, so that you can follow them above the water without loosing them (after an F 12). Once the torpedoes have hit, you can make a U-turn with your camera, and find back your U-boat easily as this one has the same tag as the previous torpedoes but in yellow. All this is very handy to follow the progression of your torpedoes from above the water, and it's easy thereafter to go back to your boat, that can be sometimes very difficult to find in the distance, unless you type F-12. But with this mod you don't have to. very handy. :rock: I have been unable to contact that guy, as I get an error message when clicking on his avatar. Apparently he made the mod, as his name appears as tag above the running torpedo. I think this mod would be interresting to retrieve... :yep:. Does anyone know him, or could try contact him with better luck. That is unless you know that mod already and would know a link to DL it. Thanks for your help. :p JMV. |
BUMP. Really nobody interested with this Torpedo mod ?? JMV.
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Was it a multiplayer screenshot ?
AFAIK player names above torpedos is only available in multiplayer |
Hello Bigboywooly,
I don't think it was a multiplayer game, it was a video on how to use the notepad and stuff. There was only his sub and the convoy he was sending torpedoes at. JMV. |
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I'm gunna need a nuclear torpedo to many ASW around the convoy |
I had an idea once but my 3d modeling skills were not up to it.
It would be for the eye-candy "atmosphere" enthusiasts. I had seen a diagram painting in a book once that showed a defense set up for the U-boat bunkers. Now that we have the bunker flak guns & the alility to place barrage ballons, another thing that caught my eye was a small tug that had a trailing torpedo net behind it attached on the other end to a bouy. It was positioned about 50 feet out from the bunker entrances. After a U-boat left or entered the pen---the tug would steam a little across the water perpindecular(sp)pulling the net taunt & covering the water leading to the entrances (to stop dropped torps from entering the bunker). I know there is already submerged nets in the game but think it would be neat to see: something like the escort pulling away when you start in the port--possibly as you pull past the quays -behind you a small tug would start it's run from one side of the quay to the opposite end pulling the net in front of the bunker while one end stayed attached to a floating buoy (the buoy's now already in the game:up: ). It's probably impossible with the way docked ships drift--(the tug would probably drift into the quay after it stopped at it's last waypoint). Not to mention being able to have a net unfurl. But maybe there is a way for a shipmodeler to kitbash a tug with a ten foot section of sub net (with a few feet of the net top raised up out of the water and rolled up) with a buoy attached on the back end sitting in the water. Could be placed just docked near the entrances to the bunkers. Anyways--you asked for idea's so figured it was a chance to put the concept out there:D . |
flooding
another idea: in your f7 screen you can see the flooding, but when you go to the commander or radio room, there's no water at all. Would be very nice to see the water rising there!
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yep
I agree. And maybe a little screaming and after a while swimming.. Then you know you can just put some nazi march on the radio and only enjoy in your own personal horror..
In the very end a member of the crew shows you the finger, like in the lord of the rings.. |
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