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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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I thought i would ask about two features that were supposed to be in the stock version and if anyone knows can they be done with the knowledge you have today.
The first is Q-ships, anyone ever tried them again? http://www.subsim.com/radioroom/show...ight=boat+trap The second is the radio contact messages you sometimes get pressing the Radio Contacts icon, a bearing to the nearest radio contact, usually hundreds of kilometers away. And mostly you just get "no radio contacts" message. Both are intresting features and would bring alot to the gameplay and realism. |
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#2 |
Chief of the Boat
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Now Q-ships are a big miss...the closest I've seen something like that is an auxiliary cruiser. Let's both live in hope they get included soon
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#3 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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#4 |
Commander
![]() Join Date: Mar 2006
Location: St.Petersburg, Russia
Posts: 474
Downloads: 166
Uploads: 0
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I used to put guns along with trap contqainers onto merhats, unfortunatelly, no one still could explain me how to to fix their animation.
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#5 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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What about mining missions? Can it be done so that you get credit if someone is sunk by these? http://www.ebort2.co.uk/
I suppose someone could even model them quite close? Though not really an issue for me, what they look like, as i play on 100%. http://www.uboataces.com/weapon-mines.shtml#tma |
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#6 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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Were the radio contacts ever implemented?
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#7 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Including Q-ships shouldn't be much of a problem IMHO. Now that you say it I'm surprised it hasn't been done before. As I see it we'd just need a few cloned merchant ships fitted with disguised guns and scripted into the campaign as single merchants. You'd even give them warship status but would have to be careful that they won't spawn as convoy escorts
![]() Correct me if I'm wrong but I believe all of the steps mentioned above have been done before in one way or another. I remember vivdly the screenshots of tugs fitted with twin turrets fighting it out in New York Harbor ![]() The only real problem I see is the AI. Because enemy AI (warship and merchant) will attack you as soon as you get in range, which is exactly what a Q-ship DIDN'T do ... ![]() |
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