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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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So... with the title and obviousness aside, i'm just sure not to be the first putting those two titles in the same basket?
It seems the dev's have done quite a bit of the ground work, what with giving us a whole "mode" to control the AI ships, only it seems that there is extremely limited control over them. I know that obviously we would need to control the AI's sensors in order to have any effect on a submerged target, but somehow theres got to be a way to capture what the AI sensors are getting and the next logical steps would be to interpret that data into a 3d sensor of some kind, such as an active sonar return scope. I'm just thinking out loud, but it just seems that this is a fantastic prospect, not just for multiplayer, but imagine doing a whole campain as a japanese destroyer / destroyer escort, or even a Yamato? I may be reaching high here, but this community leads me to believe i'm not ![]() |
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#2 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Hmm another challenge and i'm not sure how to approach it, is to get operating as a "convoy commander" out of just the multiplayer format, and be able to create missions using the mission editor that assign player units to non-submarine ships.
Maybe this is already possible? It should considering you can edit / make multiplayer missions correct? |
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#3 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Hmm ok continuing my vocal thoughts here...
If we have the capability of making a mission like the ones used when you do a MP convoy commander game, but yet make it a single player mission, that presents a problem of needing an AI sub to fire torpedos and stalk your convoy. I didn't even think about that. In multiplayer obviously the sub's are player controlled, but in the single player environment this takes us back to the age old problem of not having torpedo firing AI subs in the game. ![]() Hmm, the potential for massive surface battles is still there though. Think Battlestations Midway. Obviously very scripted, but man is it good for "fun factor" A far cry from a "simulation", but something to consider. And with the "addon" and what it contains having been announced, think of controlling surface ships, AND calling in for air support etc? That seems very doable even if torp firing AI subs is not. Hey if you can't have a dozen donuts, take half a dozen! |
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#4 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Well as much as I enjoy conversing with myself (and I do it regularly don't get me wrong) I'd sure love some friendly conversational competition on this one
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#5 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Wow ok so no one is interested in this, hmm while that is highly surprising, I am very interested in it so could some of you with knowledge of the file / file structures relating to my little project point me to a good starting point?
I don't see the need in learning basic 2+2 when you guys have already moved to college algebra if you know what I mean. This is my first swing at modding at all. |
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#6 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,392
Downloads: 79
Uploads: 0
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This sounds like a great idea ... but it may be worth waiting a while to see how much work the devs do for you in the form of the upcoming addon which gives us strategic control over surface + air forces.
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