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

melnibonian 08-31-07 10:08 AM

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?

Once 1.04 is out I'm sure there will be ways so that each individual alters the realism levels. Until then it's "Radio Silence" and loads of work in the Beta to avoid mistakes and more complaints ;)

Dimitrius07 08-31-07 10:33 AM

Well here is my opinion on the new contact system that going to be included in GWX 1.4.

As a matter of true i liked it a lot, yes i agreed that the tactic of interseption of convoy or single ship need to be changed (well at least in my case).

But thise is chalenging, aspecially when you play 100% realism. The matter of " If my solution was right, and if my torpidoes going to find they mark" will become more and more important in the next update, and i can`t wait :up: :rock:

Jimbuna 08-31-07 10:53 AM

Quote:

Originally Posted by mkubani
BTW, the K-ship was filled with helium, right? :) = no fire. :know:

Helium is correct :yep:

Quote:

The sausage-shaped envelope of a K-ship was made of rubberized canvas painted silver to reduce solar heating. The ship got most of its buoyancy from the helium gas it contained, with the shape of the bag providing some extra lift. Inside the envelope were two ballonets, fore and aft, filled with air.

danlisa 08-31-07 11:01 AM

Quote:

Originally Posted by Mikey_Wolf
I should imagine it would be quite simple to replace the tails, if its just the one TGA file.

Got it in one.:up:

Ubåtskapten 08-31-07 01:11 PM

That airship looks really cool!:up:


Too bad a reworked version of the LRT mod will not be included, as I believe the roughly 3 minutes repair times in GWX/stock is way to short (and yes 32 hours on the contrary, is too much). But I can understand that it would cause problems regarding all the files it alters, and with the original LRT-modder not around any more.

However, I have no doubt that you guys will take the GWXperience many steps further (with or without LRT) with your upcoming release!! :D:sunny:

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.


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