You can also make the ships by madmax AOTD playable?http://www.aotd-flottille.de//FOTRS/.../Simsneu01.jpghttp://www.aotd-flottille.de//FOTRS/.../SumnerLW1.jpg
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Funny, I downloaded his DD pack yesterday. Have my eyes on Smith, Fletcher or Sumner. Maybe all if time permits it.
Cdp44 |
hey cdp44 i need 2 ships...the first is a colorado battleship for us side and for the germans side the mogami or tone heavy cruiser....when you have time?
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I'd kind of like a Gearing myself, mainly because my grandfather served on one.
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Resumed work on Fiji, it will probably be released on Friday, maybe sooner if testing goes well.
Core Files Pack will be updated as well, to accomodate new weapons needed for Fiji (the 6in Tripple Turrets). Cdp44 |
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You need to work on the Clemson damage model I took on a task force with 4 carriers multiple cruisers and sank them all.
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Peabody |
If the ship seems too durable, open apropriate *.zon file and under ColisonableObject change hitpoints value.
This is the only downside of making ships, since everyone have different playstyle. Some like to sink all that moves, others like more life like approach. Thats why I´m more than willing to post instructions how to change certain values to their liking. Cdp44 |
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So it is difficult to make some ship realistic. If you weaken it so a DD can do at least some damage and then you run into a BB or Heavy Cruiser they destroy you. I noticed it while trying to fix a Heavy Cruiser. I tip my hat to anyone working on zones that actually work. It is not an easy task. Peabody |
The thing is, that damage model on these ships works as it should. Different equipment takes damage, and crew is able to repair it. Its this hitpoint thing that is the culprit. In real life, lucky hit or a well placed shot even from smaller calibre can destroy, or at least cripple, much larger targets. But in this game you have to actually reduce the hitpoints to certain values to trigger a reaction. Just yesterday, while testing the Fiji in Tokyo-Saipan SP mission, my ship was pounding the light cruiser that was escorting it, and although it was full of holes and the deck was under water, it didn´t sink (and while in this state it was still in the process of making holes in my ship also). So in order to make surface ships more realistic, the armor and shell system would have to be totally revamped, but as I understand it its the limitation of the engine, so there is not much that can be done about it. Cdp44 |
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Peabody |
I need some imput from people that will potentially use the Fiji, since I am on a crossroad. Systems-wise the ship performs exceptionally well, but there is one small visual annoyance.
When damaged, the internal model of the hull shows partilally above the deck. I can delete this model, since it doesn´t affect functionality, its purely visual. But than it won´t show any visual damage (no holes anywhere). http://img829.imageshack.us/img829/7733/problemvl.jpg Green one is the external, pink one is the internal model. I tried moving it around, but it always shows in the same way. So the question is, can I remove it, or should I scuttle the whole ship? Cdp44 |
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edit: The reason I mention that is I did that a long time ago on a IJN sub that Keltos built. He used a damage model from another sub and it was larger than the sub by a tiny bit. Shrinking it solved the problem. The only reason I did it is because it was a new sub, we both had it and I happened to be the first one to take damage. (That happens to me a lot :woot:) |
CL Fiji and updated Core files pack released, links in the first post.
For now Fiji won´t show damage visually, but equipment will take damage and ship´s crew is able to repair it. Except hull damage (which is normal). Please read both ReadMe files for installation instructions. Cdp44 |
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