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Old 01-01-13, 03:43 PM   #45
gap
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Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Quote:
Originally Posted by volodya61 View Post
I'm always here
Thank you sir, you support is much appreciated

Quote:
Originally Posted by volodya61 View Post
How can I help?
In many ways. You can pick one of the points listed in the first post, or just choice a related aspect that I didn't think of initially (as Rongel did), and start developping it.

You don't need to be an "expert modder" (I for one am not): I think the hardest part is not actually editing files (this is easily done, and anyone with the needed time can learn doing it) but rather collecting reliable information, converting the raw information into game settings, balancing and matching the new settings so that they will interact realistically, testing the settings in game once we think we got a satisfactory result, adjusting them again if required, and so on.

The information I've collected so far is contained in this excel spreadsheet.
Its 'guns settings' worksheet contains an abstract of the main stock settings, compared (in each second row) with alternative and (I hope) more accurate settings that are deduced from the 'guns characteristics' worksheet. As you can see many spaces are left blank, as I miss information on many specs. You could help me finding the missing data, or at least extimating the most likely figures for filling the empty spaces, and you could as well apply the suggested settings, and test them in game.

Same goes for collecting multimedia resources, such as guns/shell sounds to be included in the mod, and pictures/real footage to get inspiration from, for making the mod not only realistic but also enjoyable to eyes and ears.

Last but not least, the cornerstone at the base of the above mentioned balancing process, is a better understanding of how the various settings are applied in game, and how they interact with each other.
Is gun's rate of fire affected by weather, fatigue, unit's ranking, etc? Is there a settings for increasing/decreasing aim accuracy independently for each gun? Is the same aim accuracy affected by crew ranking, wind, fog, time of the day, etc? to which range/impact angle is the armor penetration of each shell relative? Does it change (and if yes, how) when range / impact angle changes? This is a quick sample of the questions I wasn't able to find an answer to, so far

Answering at least some of them would greatly speed up the development of the mod, and make it better.

Anyone wanting to help me in unraveling those gordian knots is very welcome!

Quote:
Originally Posted by Rongel View Post
Please keep working on this Gap if you have time, sounds great!
Thank you mate, as you can see, I am trying to make disciples for the great cause

Quote:
Originally Posted by Rongel View Post
I have too noticed that the ships attack strategy is sometimes a bit odd, they don't fire at the closest vessel, so one destroyer can charge in and cause a big damage to the enemy and be relatively safe. But I guess there is no way to edit the behaviour without exe modding?

At least in part, those issue are possibly to be solved via AI scripting. In any case, the answer to your question is a 3 letters word:

TDW

Quote:
Originally Posted by Rongel View Post
I promised to help this project with the torpedo dud-values, but currently I'm in a big hurry, so there is not so much time, let's see what happens...
Real life takes the precedence. The SH5 community owes you a lot already. Just do what you can

Quote:
Originally Posted by Rongel View Post
Some work is already done. One of the biggest issues is now that duds seem to work with the GR2 ships, but never on imported .dat ships, before TDW's fixes it was the other way around.


Hopefully, one day not too far away, we will be able to port any SH3/4 imported unit to GR2 format without major headaches. Have you seen this thread

Last edited by gap; 01-01-13 at 04:47 PM.
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