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Really, all speculative. We won't know till we know... |
Probably you could implement a variety of targetting tools, and have different tools for different navies without having to deal with hardcoded limitations as was the case in SH3 & 4.
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Custom logs, music player, screenshot tool, link to google maps or navy charts (long/lat), custom recognition manuals, display online scoreboard, a detailed logging function that tracks speed, depth, how many torps fired (with torp settings).
Really, the silliest idea's could be possible... It just depends on what data is exposed |
OMG Python. I can't believe it. I'm a huge Monty Python fan myself :har:.
Anyway this is the best news of SH5 yet :salute: wohoooo :woot:. now I reaaaly can't wait to see the finished game, already knowing that I can change anything that bugs me :rock: Love you guys. |
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keltos |
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E more thorough example: I create a new 3d dial in the torpedo room, a valve next to it and place a water spray emitter a few feet from it. When the sub is hit, the pipe "breaks" and i need to isolate it by using the valve to help reduce flooding. So I create a small script like this (my new variables are in red) if(MyValve=OPEN) { ___if(SubDamaged) ___{ ____MyPressureDialValue=0 ____MySprayIntensity=1 ____MyFLAG=1 ____GameTorpedoRoomFloodIntesity+=1 ___} } else { ____MyPressureDialValue=1 ____MySprayIntensity=0 ____if(MyFLAG=1) GameTorpedoRoomFloodIntensity-=1; ____myFLAG=0 } So, can something like this be done? Even if not, thinking back to World of Warcraft... Ok, that game was impossible to play at high level without mods and the mods were only for the interface. But the point I'm trying to make is a rewrite of a previous post of mine. When modding is accessible, mods tend to be smaller and, in a way, more transparent. In World of Warcraft there were no 2 people who had exactly the same interface. Yet it was the same game. We will not see another overhaul of the game, as we did in SH3 and SH4. There won't be another GWX type mod, but many easy to install and very compatible mods. The core of the game and the devs' prestige will be untouched, no matter how much we mess with the game, how many mods and compilations we will have on our install. You see, having recently replayed SH3 without mods I couldn't believe that it was the same game as my GWX+OLC+ACM game. But now, all our mods will be about customisation (difficulty, immersion, control) but they will not obstruct the vanilla version, but make it shine :salute:. |
Sounds very promising maerean http://www.psionguild.org/forums/ima...s/thumbsup.gif
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Oh this is going to be good.:yep:
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All this sounds very nice, but I hope that in the end doesn't limit itself to only GUI scripting, since there are not as many mods to make for GUIs as there are for units, models, functionalities, etc...
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Being able to connect to the internet radio via the uboat radio would be good .
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streaming media "in game" then if you try that for online play i think it would "require" a quad core with broad band connection to work wouldnt it? |
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:o So much to do, and so little time... Thank you! :yeah: |
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WELL bring it on for I just happen to have one of those fancy AMD Phenom X 4 64 "Quad Core" thing-a-ma-jigs. :rotfl: Only problem is its on the shelf in the closet with its ASUS M3N78 PRO Motherboard and four Gigs ram. :hmmm: Guess I better get busy. :sunny: @maerean_m & company all I can say is a great big http://i4.photobucket.com/albums/y11...thanks31-1.gif But I don't know about your http://i4.photobucket.com/albums/y116/oleman/kookie.gif , seems like he's really stirring things up. :har: |
Does this mean dynamically changing convoy routing to adjust and avoid areas of recent heavy u-boat activity?
How about varying payloads for merchants?...so tankers heading to the UK are full, while tankers to the US are empty and full of ballast. Can we edit how aircraft fly, behave, how much fire/damage they can take before leaving the engagement or crashing? |
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