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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1921 |
GWX Project Director
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You know, when you watch the coffee brew... it always seems to take longer.
:p :p :p It will be READY when it is READY!!! Drive on Greywolves. ![]() |
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#1922 |
Chief of the Boat
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#1923 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Lo Kpt. that was probably the best analogy i've heard! ![]() ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#1924 |
Grey Wolf
![]() Join Date: Sep 2007
Location: In the Air or hiding from Black Swans
Posts: 760
Downloads: 6
Uploads: 0
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And also Potatoe pelling is easier said then done. I chose to do this becuase I feel like it and i will do it till 2015 like Dowly says GWX 1.04 is coming out.
P.s. Lehmann i ned more potatoes now becuase i peeled the first room clean and they are good for dinner. Enjoy!!
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The Crazy Wolf ![]() |
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#1925 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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@GWX Team
It been said that new update will not contain that famous 'Stay Alert' crew mod by Rubini. So the question is - are these detection parameters staying unchanged in 1.04 compared to version 1.03? |
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#1926 |
GWX Project Director
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We exhaustively tested the "Stay Alert" crew mods that are intended to increase player visual and hydrophone sensor accuity... and have declined their inclusion for the reasons listed below.
Though again, some may view this as a "must have" element and strong opinions abound regarding its use... they also break intended effects, and negate factors limiting sensor effectiveness designed into GWX. Player sensors should not be 100% effective. The Stay Alert crew mods increase the speed of sensor sweeps (namely visual sensors and hydrophones) in an effort to overcome detection lag times among units in SH3... that are more pronounced with each increment of time compression. Some of you recall the discussions concerning the lack of aircraft attacks in SH3 while in transit at high TC... well, the same is also true of surface unit detection by both enemy and player AI... due to computational lag. While the aims of the Stay Alert crew mods are admirable, (to prevent situations where the enemy may spot you before you spot them) in so doing they also completely reintroduce the old vampire night vision bug allowing player crew to pretty much instantly spot vessels at the absolute edge of visual range on the darkest of nights. Furthermore, it is also absolutely feasible and appropriate that the enemy may spot you before you spot them. This element of risk must remain, IMHO. It is a risk that U-boat crews faced, and one that GWX users will continue to face. This decision was only made following their inclusion in files we made available to our testers. The stay alert mods simply uber the player detection capabilities too far, and I feel very strongly that standing fast is the correct thing to do to preserve realistic sensor behavior in GWX. For optimal sensor performance in SH3 anyway, sailing above 256x TC appears to cause a great deal of problems no matter what sensor modifications are made. The Stay Alert mods do some things to reduce this problem for the PLAYER, but not for the enemy AI... and in so doing, breaks the lower TC function of the player sensors that are modified by these files. |
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#1927 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: 2 Meters Below Jimbuna
Posts: 1,060
Downloads: 4
Uploads: 0
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Type XXXI? Hmmm.....Did not even know they existed. I just hope the pic is a first or second draft of the real thing. Plus, that is a really big sonodome...but do not understand why you would want or need to unscrew it from the rest of the ship...
:rotfl::rotfl::rotfl: |
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#1928 |
Stowaway
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Its really cool the stuff you guys have added, i'm very much looking forward to hearing the Bouys ringing their bells etc. SHIV, with the recent major mods, has lots of really nice emersive effects which make standing on the bridge a real joy. SH3 has the tension that is so so lacking from SHIV. Maybe its simply a matter of the theatre being more challenging in SH3 than SH4.....i dunno.
For me though, there is only one thing I really look for.....at that moment when I decide to engage the enemy I want the most emersive game possible, be it enermy AI, environmental effects, atmospheric sounds, you name it. It appears to me that the modders currently working on SH3 and SH4 have a lot to offer, if only UBI would release teh SDK and allow the modders complete freedom to produce a game based on the SH3/4 engine that satisfied my emersion desire. Its not like they need the SDk, I mean they can't exactly release SH5 based on this code base, that would be just plain silly. By releasing the SDK they would enable modders to sustain our interest in both SH3 and SH4 until UBI produce SH5, which i'm sure we all would buy. The arguments i've heard against this so far have been quite weak.....so comeon UBI, stop sitting on something you'll never use anyway, don't let it go stale, release it so the modders can sustain interest in your market. Tuppence anyone... |
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#1929 | |
Black Magic
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#1930 | |
Stowaway
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#1931 | |
Canadian Wolf
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#1932 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Tis not the SDK you want but the souce code
There are plenty of good tools in the hands of people that know how to use them to make up for the SDK Remember the devs HAD the SDK and still managed to f**k up royally in some areas |
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#1933 |
Chief of the Boat
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Source Code be the Holy Grail....in any language or understanding
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#1934 | |
Black Magic
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#1935 |
Stowaway
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To be honest, I don't think the devs fecked up that much.....I think we can safely say it was "da management".
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