Thread: WW1 Mod
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Old 02-08-07, 06:13 PM   #6
Nippelspanner
Stowaway
 
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Quote:
Originally Posted by Mr Welles
  1. I know the textures can be changed, but can the actual 3d models of the U-boats be changed? Yes. There are new Ships, so new Boats should be possible too.
...speed, surface & submerged speeds, hull strength & repair times be changed?
Yes, can be changed too...
  1. Obviously a realistic deck gun would be more important in such a mod... I have heard of a realistic deck gun mod with GWX, does anyone now the details of how this works? For me the DG in GWX is very close to reality (from what I know about DG´s)
  2. To represent periods of restricted warfare it would be useful to split up the merchant shipping of enemy nations & make them a part of a generic neutral nation. Is this possible? I dont know...
  3. Would it be possible to mod 'invisible' weapons for some merchant ships? This way Q ships could be somewhat represented as they'd only give themselves away by firing (though even then how would you improve a Q-ship AI to make it cunning... i.e. it only returns fire or fires when a U-boat has gotten close enough to kill?) I dont know...
  4. Can torpedo speeds & ranges be adjusted... and electric torpedoes removed. Also can torpedo loads & torpedo tube configuration be modded? Yes
  5. I believe ASDIC could be disabled or at least diminished appreciably & depth charge count (& size) reduced ... am I correct? Hopefully the 'informal' hand made depth charges of 1915 could also be implemented? Yes
  6. Can the actual date on the campaign map be changed or will that have to be abstracted? I guess thats possible...
  7. Seaplanes & airships would be most useful... as would new naval bases, pre-dreadnoughts, sailing ships & old style liners. Enemy submarines would be extremely useful. Possible to do, but with a BIG time eddort...
  8. I'm assuming that reducing torpedo warhead strength is possible? However does decreasing the torpedo warhead affect anything in a flooding based damages system (like what NYGM & GWX have)? Im not sure, but it should be no problem to simulate a WW1 torpedo...
  9. Totally 'blue sky thinking'... could ASW trawlers drag chunks of SH3 ASW nets behind them to help catch subs? Or could an abstract ASW net be represented by invisible but extended projections from the back of the trawlers? I dont think this will be possible due to the AI limits in SH3...
As you can see, im not that sure about all that stuff, but i think that a WW1 mod is absolutely possible. With a huge and GOOD crew, with much time(!!!!!!!) and patience...
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