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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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Thread Tools | Display Modes |
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#121 | |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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#122 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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To put it in a Submarine sim perspective, the aircraft on a CV are its raison d'être, as the torpedoes are for the submarine. Any attempt at CVs needs the air operations at least as complex as the TDC, torpedo models, and indeed AI that fights this weapon system.
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#123 |
Gunner
![]() Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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ok, now, is it possible to make the real hull strenght of all surface ship in this mod?
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![]() ![]() Last edited by pozine; 12-29-08 at 08:05 PM. |
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#124 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Damage models start impacting, well, everything. The damage of all the weapons needs to be looked at... it's complex. Observer's mod for merchant shipping has moved on to warships, so I'd expect to see a comprehensive solution from that end at some point.
The stock damage system has hitpoints, so at a certain point, any weapon doing enough damage to actually do any damage (get past armor, etc) will eventually sink the target, it's just a matter of how many rounds. This is why in stock DDs are so ridiculously easy to sink with submarine deck guns and AA, you hit them until their hitpoints drop to 0, then BOOM! tater |
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#125 |
Gunner
![]() Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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ok, i have an idea, this mod would be like natural sinking mechanism,
the hitpoint of all ship are 300000 and they can only sink by flooding... if you make ennough hole in the hull, the ship sink... semi-realistik and for the weapon damage, check on google for the weapon strenght of any ship, ex : the main weapon of the BB bismark. you need to look at the penetration of this gun at a XX km. ( i don't know what is the size of the bismark main gun, but ill say 300mm ) if the penetration is 400mm at 15 km, make a little calculation and you'll have the weapon strenght of all ship, ex a gun that is 150mm (size) will make penetration on a 200 mm hull at 15 km i don't know if it is possible, but its just an idea... maybe the physics are more difficult than that.
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![]() ![]() Last edited by pozine; 12-30-08 at 01:18 PM. |
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#126 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Im already implmenting the non HP style of damage model on the ships im making damage models for , the easiest way of doing the weapon balance is changing armor values , as the guns are overall too powerful but compared to each other they are ok
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#127 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Observer has done this HP wise.
Of course, should you mess with the warships, they might not work well with torpedoes. |
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#128 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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The Holy Lemon Army is after all of us! Yes even you!!! RUN!
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#129 |
Gunner
![]() Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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ok time to show my secret weapon :
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#130 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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OH!!!! YOUR GOOD!!!
But can you stop my evil minion limes!? or my group of brainwashed goats!!!!! or Chuck Norris!!!! Happy News Years |
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#131 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Starting new carrer with Prince of Wales.
Will update after 1 patrol. |
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#132 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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When someone mentioned the gun ranges, i think it was ivank.. I've done a small cfg altering mod that changes the gun ranges drastically. AI Fires at around 15km while player can engage at 16-17km ranges. Makes the battles lot more interesting, though i haven't updated it for a while, mostly to make the crew able to spot targets at longer ranges, but stock settings allow you to lock targets at around 18-19km i think..
![]() But yeah, if the thing isn't done already for this mod, i can provide this little alteration. |
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#133 | |
Silent Hunter
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#134 |
Frogman
![]() Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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One question about the diesel animation...will the animation be toggled on and off based on the surface state of the uboat?
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#135 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Wrong topic
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