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Welcome to the world of modding :rotfl:
Now think of the time and effort put in some of the bigger mods... :lol: Carry on sailor! :up: |
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There's no mod team here with 10 people or more (PTO anyway). Make no mistake, the fact that 20+ people contributed to ie. RFB does not mean the team is that big. Only a handful of guys have worked on it for well over a year. Same for TMO, one man show. What you are doing now does not compare even remotely (no disrespect, each modder deserves appreciation).
You are using S3D as well as I read, a project that took 1.5 years to date pretty much daily some hours of work. By one man. Anyway, I was just welcoming you to modding, and wanted to highlight that modding takes alot of time, effort and comes with alot of frustration. I was asking you to picture and appreciate what many of us have gone through before you... Cheers, skwas |
Anyway in every modding team you must also include often external beta-testers without whom no mod would be finished. Besides I do not have much experience in modding as others.
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modding is a hard long road... welcome to modding !!!
and as Skwasjer said, don't think there are many big teams outthere... ours is small too ! keltos |
The RFB "team" is smaller that you imagine.
It's also larger than you imagine, I suppose, largely because of skwas. Now anyone with a bright idea can try it! S3D is the best thing for SH, ever. Anyone saying otherwise would need a mental health professional, or would have some irrational axe to grind. A couple days ago, you were a bitching user, now you are a modder! tater |
[quote]BTW, if your RL u-boat (or fleet boat) skipper had been able to stick around, he would have scuttled that "total loss" ship using either an extra fish, or the DG. Period. So if you want to count them as sunk, add another torpedo to the number it required to sink (meaning that you add a "damaged" with however many hits it did take, and a sunk with that number plus one.
The scene in "Das Boot" comes to mind, when they needed to finish off the severely damaged Tanker that wouldn't go down;) @Gorshkov: Good luck with your mod. I'm a stickler for realism, and if this proves to have historic results, I'll definitely give it a try:yep: |
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That makes me court jester, beta tester to destruction, and sabateur. I'm indispensible!:arrgh!: (why'd my password to kickinbak just quit working?):doh: |
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My mod version 0.2 BETA has already been uploaded on FileFront.
Changelog: - AP settings changed according to Keltros001 formulas - modification of stock damage min-max radii based on real warheads power calculations |
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keltos |
@WEBSTER: Of course! I simply slightly modified stock damage radii for all torps depending on their HP values. In sum these changes are no significant. Anyway this is only a starting point for testing.
@keltros01: You have link in one of my latest posts. Happy testing. ;) |
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for a future version : edit the first post and place your link there, it makes it easier for people to find ;) keltos |
OK! I have played one mission as IXD2 skipper (lightly defended convoy attack near Capetown) with my mod and results are as follows: I fired 14 torpedoes (T-I FATI, T-III, T-V) and sank six ships: first three armed trawlers with T-Vs (really stupid AI - I finished them off one after another with one torp each!) and later I assaulted undefended but escaping (very poor firing position!) convoy destroying three merchants (2 Libertys, 1 Hog Island) and damaging 2 Victorys. Of course not all fired torps hit, there ware also duds yet on average I spent 1.8 torp per sunken merchant.
Not bad and quite real at least for historical torpedo damage power! I wait your feedback, too! |
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