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-   -   TSWSM Patrol Report **LARGE PICS** (https://www.subsim.com/radioroom/showthread.php?t=153189)

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?


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