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-   -   GWX 1.04 Developmental Sneak Peak Part 5 (https://www.subsim.com/radioroom/showthread.php?t=121331)

Kpt. Lehmann 08-31-07 02:12 PM

Quote:

Originally Posted by Pants
Will there be an option to choose how " realistic" you want the game to play like with the mods folder in 1.03
Because not everyone wants to play superdooper realistic;)
And will it be " user friendly " regarding tweaking it to your own personal taste?

The optional mods folder does not influence how realistic the gameplay in SH3/GWX is.

It simply contains optional modifications. No further optional mods will be added to that folder. The only change is that the "Reduced Positive Bouyancy" will become default as it is a refinement of the original... and that optional mod will be deleted.

Regarding being user friendly to alter... that isn't a question I can really answer any differently than before. Any post release changes made by the user will be done at their own risk. The GWX dev team is not responsible for assisting each user with changes to suit individual preferences.

WilhelmSchulz. 08-31-07 02:20 PM

Woh nice blimp. Will they be escorting convoys? Because thwey actuly did escort a few convoys.

Jimbuna 08-31-07 03:52 PM

According to the official record....'no merchant was ever lost to a submarine whilst being escorted by an airship' :arrgh!:

JU_88 08-31-07 04:22 PM

Quote:

Originally Posted by jimbuna
According to the official record....'no merchant was ever lost to a submarine whilst being escorted by an airship' :arrgh!:

They should have used them more often!

mkubani 08-31-07 05:05 PM

Quote:

Originally Posted by jimbuna
According to the official record....'no merchant was ever lost to a submarine whilst being escorted by an airship' :arrgh!:

Hehe, that means the GWX guys are not gonna put the Blimps near convoys because if they did and you happen to sink a ship from such a convoy, you would be reversing/denying historical accuracy. :know: You are not supposed to sink any ship near a Blimp, people! It never happened in real life! :damn: Just kill the Blimp and that's it. :D

Pants 08-31-07 05:11 PM

If a " blimp " is teathered to a ship and the ship sinks, What happens to said blimp?
http://i46.photobucket.com/albums/f1...Lehmann/bb.jpg


bigboywooly 08-31-07 05:31 PM

Well if the ship sinks in port nothing happens to the blimp apart from dropping lower
It remains tethered to the ship

In open water not sure as not sunk one but I imagine tis the same till the blimp hits water then should disappear

Will check that though with Privateer
They do have a damage model IIRC

Pants 08-31-07 05:36 PM

Thx BBW matey :up:

Penelope_Grey 08-31-07 06:02 PM

Well if you ask me... I rekcon the blimp should work like a flotation device... which irritatingly stops the ship completely sinking.:lol:

Kpt. Lehmann 08-31-07 06:20 PM

Quote:

Originally Posted by mkubani
Quote:

Originally Posted by jimbuna
According to the official record....'no merchant was ever lost to a submarine whilst being escorted by an airship' :arrgh!:

Hehe, that means the GWX guys are not gonna put the Blimps near convoys because if they did and you happen to sink a ship from such a convoy, you would be reversing/denying historical accuracy. :know: You are not supposed to sink any ship near a Blimp, people! It never happened in real life! :damn: Just kill the Blimp and that's it. :D

After passing that bit to Privateer, he assures me that, "Technically, I can add every ASW detection sensor available so you can't get within 100 miles of this thing with out being detected if that's your wish!"
:rotfl:

Somehow I think you guys wouldn't appreciate that much.

Jimbuna 09-01-07 06:02 AM

Quote:

Originally Posted by JU_88
Quote:

Originally Posted by jimbuna
According to the official record....'no merchant was ever lost to a submarine whilst being escorted by an airship' :arrgh!:

They should have used them more often!

Good point......:lol:

Jimbuna 09-01-07 07:03 AM

Quote:

Originally Posted by bigboywooly
Well if the ship sinks in port nothing happens to the blimp apart from dropping lower
It remains tethered to the ship

In open water not sure as not sunk one but I imagine tis the same till the blimp hits water then should disappear

Will check that though with Privateer
They do have a damage model IIRC

Have tested (with screenies) will PM you :up:

Webchessie 09-01-07 06:58 PM

Please no more sneak peaks. My little heart can't stand the all this anticipation!;)

i_b_spectre 09-01-07 09:46 PM

The screenshot I see above shows what appears to be a barrage balloon tethered to a ship. Barrage balloons are not the same as Blimps. Barrage balloons were unmanned and meant to provide aerial collisions obstacles to aircraft thereby discouraging them. Blimps, on the other hand, were manned LTAs (Lighter Than Air ships) which provided an important reconnaisance/detection role.

An interesting aside, I once read that WWI era airships were classified in two types:
A. Rigid
B. Limp
Hence the term, "blimp", denoting a lighter-than-air, gas filled envelope as opposed to a rigidly framed airship housing lighter-than-air gas filled chambers/cells. I haven't researched this to verify its authenticity, but it sounds about right.

Jimbuna 09-02-07 03:51 AM

You are correct...the poster of the picture probably meant to call it a barrage balloon....a simple enough error I think. :yep:
The picture does in fact depict a Sperrbrecher Class vessel equipped with a barage balloon.....these are used in some of the axis ports in the game to guide the U-boat in and out of base via the navigable channel :arrgh!:

von Zelda 09-03-07 04:09 PM

Question for Kpt. Lehmann re: Stay Alert Crew mod
 
I've played sub sim games since the mid '80s (Silent Service being the first). I've played SH3 for over 2 years moving up to the present GWX 1.03 version. I do not see how you can make this game any better, but I expect you will with the release of the 1.04 version.

That said, playing the 8x version of GWX 1.03 (laptop will not handle 16x option), the best mod todate (in my humble opinion) was Rubini's Stay Alert Crew mod. Until this mod was released, I always thought the crew was dumb and blind. I believe that the crew should be able to spot contacts visually or by hydrophone as well as I could, but they never did. Playing with even low Time Compression, one has to depend on the crew for observation. I always thought the crew let me down. Now, this all changed with the release of the Stay Alert Crew mod. I for one hate to see it go.

Is it possible, for those of us that use the 8x version, to place the 8x Stay Alert Crew mod into the mod folder to use as an option?

If this request is totally out of the realm of possibility, will it be possible for us to use Rubini's present and current Stay Alert Crew mod with the new 1.04 version without harmful side effects?

Your responce will be very much appreciated. Eagerly waiting on the release of the new 1.04 version.

Mikey_Wolf 09-04-07 04:53 AM

Well I wouldn't think they could really answer your question at the moment vonzelda, if they are still testing the update, then they wouldn't be using external modifacations with it I'd have thought.

Kpt. Lehmann 09-04-07 05:26 AM

We've already rendered decisions on the Stay Alert Mods as outlined in the first post.

They were tested extensively as a part of earlier alpha/beta builds.

I don't know if they will be compatible in the end for those who wish to use them on top of GWX 1.04.

Cezbor 09-04-07 05:41 AM

Sad news, sad....:-?

Hitman 09-04-07 08:00 AM

Quote:

Sad news, sad....:-?
Not necessarily. I would instead asume that if that mod is not compatible, that's because the team found an even better solution or integrated it completely and improved :up:


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