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Help with HK and AMC sub-mod
When the SWM was coming together really well a couple of months ago, I noticed an issue with the HK/AMC mod; Merchant ships start firing at extreme distances. I thought it would be possible to hide the fact that you are an enemy ship, but IIRC that was impossible. Would limiting the range of the guns be better? I do not know, please share your thoughts on this
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I always wondered if it was possible to make your AMC/HK "dive"
i.e, ship on surface and able to be turned, but have a node that goes underwater, so the in game enemy merchant cannot see you...:hmmm: |
LOL I have no idea what the abreviations are :) so no help from me here :D
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HK = HilfsKreuzer (German raiders)
AMC = Armed Merchant Cruisers (UK) And that could work I guess. When you and Hellish and any other modeler we have finish with the Steir and Michel, I will try this out. BTW, what do you think of making the gun flaps on the ships show/disappear with the controls of the periscope. So when we raise the periscope instead of that showing up, the gun flaps disappear. and vice versa |
That sounds like a very good use for the usually discarded scopes.
:up: I also think your on to something with a 'Diveable node' for lack of a better term. If connected through Statemachine controllers? It would be a viable solution I think. |
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took about an hour to make the hatches, then another hour to figure out how to import the hatches into a visual periscope model and another 3 hours of testing and making them sit in the right spot and so on. |
Great! Now that, that is out of the way, I can come up with ideas for making the diving node as privateer out it.
Have you started with the Stier/Michel? |
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