![]() |
:damn: bloody uboat addon
|
Darkfish - had that problem a lot. Make the playable gun the last one loaded in the .upc file. If that doesn't fix it, make sure you only have one turret with a .cam file - I take it you're adding four ugrade pack guns so they show up in damage screen ? If so, then deleting the other three cam files DOES fix this. If you're not creating four seperate upgrade pack guns, then I'd like to see what it's doing .....so send it over to me and I'll take a look ;-)
|
Darkfish - re: the above .... I thought I knew what was going on with human controlled weapons .... but, you'll never guess what just happened during a test with Hood (me) v Bismark (AI) .... atarted off controlling turret B ... then 15 minutes into the exchange (I know I know ... Bismark couldn't find my magazine) ..... my control of the deck gun switched to turret X .... no idea why ... turret B was still fine and firing under AI control. Only thing I did was change aspect ration to the target (turned towards Bosmark to close the range). Not had this before. Wish I could work out how to make it happen ... so we could control mroe than one deck gun.
|
I am very sick, so no SCHOOL!!!! sucks cuz I have 1 week left, but, any finished work, that could be sent to me would be much enjoyed!!! I have nothing else to do!!
|
Ivan - could upload the ships pack as it stands. Have added much (RN radar, re-balanced armour values, am in process of adding accurate shell data for guns, have added NPC versions of the German cap ships and the RN ones, and modified the armour values to balance with the player versions). Also played with the main sound file for the big guns firing ... sounds a bit funkier now :-)
Still having a frustrating time with ship handling - most ships I get to ride waves (up down movement) properly end up bobbling too much from side to side. The game engine is rubbish in this respect. Also done much work to test long range gunnery - AI controlled guns on AI ships seem much much more accurate than AI controlled guns on human controlled units. Am currently playing with special abilities and various ranks / qualifications to correct. Had to do alot of work on the NPC Bismark - damage was not showing well. Need to do same to Tirpitz. I have no player ships to work on at present. Has anyone got any DD's to send me for damage modelling ? Also - for the smaller German cruiser & DD classes - if you want them - need to get persmission and models. Only ones I've seen anywhere are in GWX for SHIII. While I wait for more ships to do I'm going to be; 1) Adding realistic radar loadouts to the German ships. 2) Further testing radar sensitivity & range (game engine also rubbish in this area). 3) Have to configure armour values on some more stock cap ships. |
if you can email me your stuff, that would be great!
What did you edit for the gun sound? cause I was going to edit it with a clip of the Bismarcks guns. What does "NPC" stand for? I have permission and models for the ships, I sent everything to Shammer427, I think, to be converted. |
Sorry NPC - old fashioned term for computer controlled (forget where I first picked it up - may have been Freelancer).
Send me the ships you sent shammer which need to be player controlled, and let's divide them between us to convert. Can't email you - remember - previous problems. Will upload somewhere tomorrow and will PM with link. |
May i ask some infos about the gameplay ? ;)
I'm really interested in this mod, but i wanted to know for instance if we will play campaigns as groups or only as single ships. That should be good as an Axis cruiser but doesn't sounds nice as well for Allies... Also it would be illogic for a capital to go around alone without ASW|AA protection! |
Not sure if Ivan has found a way to enable movement in commandable groups. I know you can't define a group with a human controlled unit in a single mission.
Am currently investigating use of the special ability CommandGermanAuxiliaryCruiser but if this comes to nothing, I'm affariad the only way to emulate fleet actions is to have the human player "tag along" with an AI fleet following a pre-determined route. |
Thanks, btw my interest was aimed at evading "solo" missions...
As long as your not alone it can only be good to me :smug: |
Hey guys - someone had asked me a couple months ago for merchant ships that could be used for this mod? Here's the beta for the Merchant Fleet Mod; it includes several replenishment ships like oilers & ammo freighters that might be useful for resupply points. Be advised, these are still in the SH3 format.
Thanks http://files.filefront.com/MFM+Beta+.../fileinfo.html |
Thank you very much!
|
Any progress updates, hitting the set dates and stuff?
Might show some screenies? I'm so eagerly waiting for this lol:D |
.
work has been slowed due to problems but it should be soon
|
hmm
Quote:
|
I have some questions where they have some idea/suggestion included in them.
I noticed something that, in campaign, you are able to upgrade your ships with different equipments, main gun, and paint scene. So here is questions: 1) When playing in campaign, will upgrading main gun, armour, radar, different equipments (similar to NavyField game) be available through campaigns like what submarines went through in Silent Hunter 4 campaigns. This will give players much more pleasure experiences, being able to customize their ships fully where they would use these upgraded, customized ships through campaign. 2) Will there be different paint scene unlocked through campaign or will these be required to be downloaded as a mini-mod? Through either of these methods, will we can choose different paint scene for our warships in this megamod? I look foward to the answers to these questions by the members of developer team for this megamod that we, community, have been looking foward to! :up: Chaoic out... |
Thus far I have been able to create upgrade options for;
1) Royal Navy radar sets (the capability and set ID gets upgraded ... sadly no matching 3d models ... this may have to wait until someone can model them - maybe sometime after release 1). 2) Gun turrets - so that ships can have additional AA guns on the main gun turrets - again modelled in line with historical availability). No other deck gun upgrades will be available - because my research has yet to identify any ... e.g. the Gniesneau was scheduled for 15" upgrade - but this was cancelled before they were fitted. As for paint schemes - the textures are still being worked on... although I've got two sets of textures for the warspite - but sdaly haven't gotten them to appear using the dates defiend in the roster file - and I have no idea why this does not work. |
IMHO tecnical improvements shouldn't be seen as it is now in boats...
Maybe about surface ships depending also for the ship's class not many updates would be available and only in certain times, if you understand what i mean... Maybe better look for a improved crew management ?? :arrgh!: |
Regio - I think your interpretation is correct - I have been building in upgrades only where they were possible & historically accurate. I am currently working out how to prevent someone from mounting, say, a Bismark Turret on the Admiral Graf Spee.
There were some ammunition upgrades which would require a gun upghrade to implement - for example the Royal Navy's "super charged" charge for 15 inch guns - trouble is it was so rarely used and given the limitations of the game engine in terms of gunnery would give no benefit, I am not considering including a gun turret upgraed just to accomodate a slightly longer range via different ammo. |
And if anyone is interested in a pogress update from my side .... I'm researching and adding histroically accurate definitions for the German captial ships radar .... and hating every minute of it ... not only is there scant data on the www on this subject, but the Germans went and confused everything by changing their naming / designations part way through the war. There also seems to be massive disparity in the suggested ranges for various models - it's getting tough to find the level of info required.
On the up side I have arrived at an armour / shell penetration balancing scheme and have applied to the major capital ships..... seems to give just about the right results. |
All times are GMT -5. The time now is 07:35 PM. |
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.