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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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Hi Gentlemen, what do you think about the idea of implementing detailed and well texturized Fleet Carriers to play Careers into SH4?
A couple of them would be very welcome,here goes a list: USS Lexington USS Hornet IJN Zuikaku IJN Soryu Post War ones: USS Saratoga refit CV60 USS Kitty Hawk USS Nimitz CVN68 USS Gerald Ford CVN21 Any team brave and skilled enough? |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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What would be the point?
Carriers are terribly modeled in SH4. Not the 3d model, but the way they work. You might as well just make one playable then give it magical powers. Air ops are absurd in Sh4. CVs spawn airplanes in flight. That's the extent of air ops. To be playable, and worth even looking at, you'd need to be able to pick the loadout, set planes to CAP or strike groups. You'd need to have it take time to refuel, rearm, warm up, and strike them on deck. You'd need to have to steam into the wind, etc, ad nauseum. None of that is possible. You'd also need to be able to direct attacks past the 20nm horizon which is not possible. So no, sadly it's not possible. |
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#3 | |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
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If so join the club!!! |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Huh?
No, but air ops are abstracted in SH, and CV air ops are flat out absurd, with no good way to mod them other than to shut them off (which is what I did). |
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#5 |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
Uploads: 0
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#6 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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Didn't KELTOS post a video with planes lunching off carriers few threads back? For the love of God I can't find it now...
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#7 |
Medic
![]() Join Date: Oct 2009
Posts: 163
Downloads: 123
Uploads: 0
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While Fleet Command left a lot to be desired in terms of realism, they at least got the carrier ops right.
You could define loadouts. Set up CAPs, AWACS and the like. I think what Tater is trying to say is that without that functionality, a Carrier in SH4 (well the SH series in general) is neutered past the point of being viable. What makes a carrier a carrier and the deadliest ships afloat, is something that SH4 doesn't model. |
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#8 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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![]() Quote:
The game only deals with ships as abstractions past the render range. RL carriers do not "launch" planes at targets 20km away, more like 200km. This is impossible in SH4. So right off the bat, they are absurd. Never mind that the flight model—if you even want to justify it by calling what it does "flight"—is utter crap. What about the time to prepare, load, warm up, etc? What about scouting hundreds of miles away so you know where to send your coordinated strike (LOL, the planes will attack the nearest target they see, there's your coordinated strike).? Given your interest in modern warfare, the ranges should move even farther out. The render range doesn't even give room for typical missile systems used by planes to engage surface combatants, LOL. The only thing you might be able to use that capability for is for ASW helos. THAT would work—under the presumption that they could run out of fuel, etc—otherwise why not keep them aloft at all times? |
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