SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)
-   -   TSWSM Patrol Report **LARGE PICS** (https://www.subsim.com/radioroom/showthread.php?t=153189)

Highbury 07-15-09 02:23 PM

Quote:

Originally Posted by DeerHunter UK (Post 1134603)
I'd like to know 1 thing. Is it possible to alter the speed of your ship by say setting the speed to 12 knots (or whatever) rather than setting it to full\2 3rds speed etc?
That feature lack in Destroyer Command drove me nuts.

Hopefully I am not over stepping my bounds and don't mean to speak for the team, but that is a default feature in SH4 and I have never seen any mod remove the ability. I don't see why this one would. :)

DarkFish 07-15-09 02:29 PM

you're absolutely right, highbury:up:
There is the small issue however that the speed dial only goes to 25 kts, while most ships can go much faster. I hope we figure something out to fix that....
Quote:

Originally Posted by polyfiller (Post 1134279)
the bridge engine should actually say bridge engine telegraph ... in other words the bridge engine controls ... unfortunately I could NOT get the game to stop responding to throttle controls when this was destroyed

doesn't matter, ships had a backup helm anyway, so they would never really be without control.

polyfiller 07-15-09 06:25 PM

Well you can set the speed in the subs in SH4 exactly by clinking at the bottom of the telegraph dial to display the exact speeds and the surface ships use the same ... so the answer is yes, you can set exact speeds.

ivank 07-15-09 07:33 PM

2 things:

Since when do the omish have ipods and cellphones?

and

How is the s-boot work going? I really want to try that out.

DarkFish 07-16-09 06:57 AM

1: june 18th, 1762

2: it's basically working but I've still got some bugfixing to do

ivank 07-16-09 02:36 PM

1: :har::rotfl:

2: Okay I can not wait!!! Does she have a damage model?

Highbury 07-16-09 02:52 PM

Darkfish is wrong, they had no iPods, just cassette tape Walkmans. :D

(and not to be a spelling cop but they are Amish, not Omish.. but the odds of one being on here to be offended are quite slim :O:)

Now my attempt at being a little bit on-topic.. progress on the mod looks great, but I have one question... As this is posted in the ATO section, I am assuming that Atlantic will be the initial focus of the mod. The Patrol Report that opens the thread is for the Pacific which I assumed is just for testing purposes.. would that be correct?

ivank 07-16-09 03:09 PM

The Surface Warfare Super-Mod Version 1: Atlantic Action has the following playable nations: U.K., Germany, Australia.

The reports are for testing only. So you are right. Now that we have permission to use WCLEARs mod that converts SH3 merchants, once I get back I can finally get my convoys done. Then I just need the ships done.

DarkFish 07-16-09 04:18 PM

Quote:

Originally Posted by Antar (Post 1125034)
2. What is reason to leave depth measure on contral taskbar?

Is this any better?:D
http://i525.photobucket.com/albums/c...2/newdials.jpg
Upper image (unpressed dials): Telegraph - Compass - Speed (goes up to 50 kts, red needle represents unit's max speed)
Lower image (pressed dials): Fuel - Rudder - Clock
(Don't mind the black needle floating above the clock, I know about it and'll delete it ASAP)

DeerHunter UK 07-22-09 08:53 AM

Quote:

Originally Posted by Highbury (Post 1134748)
Hopefully I am not over stepping my bounds and don't mean to speak for the team, but that is a default feature in SH4 and I have never seen any mod remove the ability. I don't see why this one would. :)

Oh absolutely Highbury. It was a default feature in SH2 as well but the developers saw fit to remove it for Destroyer Command.
But my mind is at rest now. I can't wait to get to use a County class cruiser.

PL_Andrev 07-22-09 12:11 PM

Three questions:

#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...

#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo :D...

#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?

http://img33.imageshack.us/img33/5207/attack3h.jpg

DGatsby 07-31-09 01:51 AM

Very neat. Looking forward to this mod.

skwasjer 07-31-09 03:28 AM

Great job sofar guys, I'm impressed with what you manage to do with the game :up:

Rockin Robbins 08-05-09 10:28 AM

Great work guys! This is looking great and appears to be one that will work as well as it looks.

DarkFish 08-05-09 01:36 PM

Quote:

Originally Posted by Antar (Post 1138567)
Three questions:

#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...

#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo :D...

#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?

#1: yes of course:up: Types that historically had torpedoes will have them in TSWSM.

#2: you can't assign them seperate targets. You can of course 1st assign your gunners target #1, then man the playable gun and attack target #2 yourself while your gunners still fire at target #1.
We are planning to have all the main guns show up in the crew page, so a ship with e.g. 4 main guns will have 4 seperate gun compartments, each with their own crewmembers. If you want to silence gun 4 you can simply take away all its crew.

#3: For the moment we are not working on any multiplayer fuctionality AFAIK.
Quote:

Originally Posted by skwasjer (Post 1142652)
Great job sofar guys, I'm impressed with what you manage to do with the game :up:

only possible because of your S3D:up: Without it I would never have gotten this far in modding SH4.
Quote:

Originally Posted by Rockin Robbins (Post 1145287)
Great work guys! This is looking great and appears to be one that will work as well as it looks.

I certainly hope so

polyfiller 08-07-09 03:45 PM

Darkfish - like what you've done with the dials - very nice.

Ans Skwasjer - most of this mod wouldn't have been possible without your S3D !!!

Darkfish - can you confirm that the S Boot has a damage model, or do I need to do it ?

cheese123 08-08-09 07:44 PM

Will you be able to use search lights?

The_Pharoah 08-30-09 09:47 PM

hey guys

I've been after a WW2 surface sim for so long. I managed to whet my appetite with the first gen 1 surface ships that were released last year (eg. Yamato, etc). However, what you guys are doing is just awesome and I guess the next generation. The potential is awesome esp for DDs and other larger vessels in the Pac war. I know I'm thinking ahead but imagine being able to use these in a campaign which includes:
- bombardments (eg. prepping landing beaches)
- ASW (maybe one day we'll have AI subs)
- ship v ship action (battle of savo island, leyte gulf, etc)
- 'promotion' to captaining say a light cruiser, then heavy cruiser then mighty BB or something as you progress. :rock:

*sigh* perhaps I should shut up and wait like everybody else! :D

Pharoah

Sledgehammer427 08-30-09 10:02 PM

Pharoah, thanks for your interest!
if you look to the main (official) post you can see a better view of what we have been up to. We already have AI subs that fire torpedoes, we have torpedo firing ships, and I'm making walk-inable bridges for the german battleships!

chrysanthos 02-20-11 05:04 AM

hey ivank how that ship has so many armor belts:) do you going to make her playble?


All times are GMT -5. The time now is 12:53 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.