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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the deep .
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As i said in the wishes thread , the ability to customise the crew faces and modders ability to add crew and maybe new animations will greatly add to the games ambiance .
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#2 |
Ace of the deep .
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The ability to make our own subs/ships/boats like in the way people make trains for the auran trains simulator games would be awesome . Freeware and 3rd party addons of ships and subs would dramatically increase the games appeal . Here is a trainz 3rd party website http://www.trainzone.co.nz/download.htm
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#3 |
Pacific Aces Dev Team
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Attention! I am now collecting all suggestions in the firts post, which I'm editing on the fly.
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One day I will return to sea ... |
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#4 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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I missed one... about the main guns in a battleship, with the backfire there is the blast wave on the water in front the guns. Also like the splash when a projectile impacts the water there was no effect in previous version when it hits the ground.
![]() About the arrayed targetting system in it's AI version, would be great to have the way to array objects to others. I mean, we now can decide which sensors uses every object, but every object sees by itself, I would like a far weapon could pick a target using the sensors from another object closer to the target. The purpouse would be to improve coastal defenses adding realism simulating radio transmitions between an observation bunker and the batteries. So... 1. manually, multiple weapon-objects against the target player picks with the cursor. 2. AI, objects adquire targets from another object sensors. Last edited by haegemon; 09-18-09 at 06:48 PM. |
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#5 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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Someone told in another thread, that of editing narrow channels and rivers was imposible cos the smallest pixel was still to big. Another fix.
- Something to edit narrow channels and rivers. |
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#6 |
The Old Man
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Great idea Hitman
![]() - Collision Boxes for cameras as we might add objects to the interior. - Ability to overlap cameras (I miss the Uzo view in SH2). - Full control over the sound volume and effects (at least the ability to make them act as "dials" with an exponential factor linked to speed or whatever). - Rotation Parenting between dials, or, better, allow us to make new dials and scripts for them (such as a dial for Course-2xAOB+Range, or whatever). - Periscope rotation dials ![]() - no more hardcoded limitation for which cameras/dials/commands work in certain pages (might be fixed already). - a show/hide controller, dragable/fixed controllers for interface objects (again, might be fixed already). - Settable mouse sensitivity on all cameras for all axes (in case we mess with zoom levels, the sensitivity is either too high or too low). -cameras should have controllers with weights (proportions) and customisable pivots (world, certain object etc.). These weights should be dynamic, compatible with triggers. -Allow setting the rotation axis for 3d objects. I'm tired of exporting objects into Gmax to change their pivot. -Dials (or more precisely, knobs and needles) should accept "animations" files such as arrays of images. -Conditions for item loading (if sub is Type2, load something, if clock between 16:00, 05:00, unload something) |
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#7 |
Eternal Patrol
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And not just battleships. When my destroyer would fire her 5" guns I noticed the same effect; much less of course, but still there. At the time I called it "scudding".
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | |||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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I would tell... To make other generators of "light" particles or to change properties of objects material ... Quote:
I would tell... to make (WaterInteraction controller as example) ... at generation of new object, if WorldLink = true its direction (in World) coincided with a direction written down in parametres of new object, if WorldLink = false the direction of new object coincide with a direction of the replaced object... Quote:
I would tell... to have possibility easy to create new (full-function) Crew slots (additional members of crew) with existing StateMachine Classes and with new StateMachine Classes... ... I would like to have the universal (none conflicted) controller for movement and rotation of any object (using events, commands and uboat/damage states)... ... I would like to have rotation of sensors object (Revolving in SensorData controller) only when sensor is active ... ... I would like to have possibility to do any 3D-objects disappeared/appeared (not correct visible/invisible) depending on the submarine states (surfaced/submerged and others) ... in SH4 we have IsVisible = 0/1 for crew death in StateMachine system ... as example disappeared/appeared some instruments on Watch Deck depending on the submerged/surfaced submarine (as watch crew)... ... To improve controllers WaterReflection and VisibleUnderWater (artefacts) ... ... To increase UBoat states (surfaced/submerged) and damage states in StateMachine system ... ... and so on ... In other words to expand possibilities of game modding ... my english does not allow me to describe all ... ![]() ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 09-26-09 at 04:14 AM. |
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#9 | ||
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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You can already hide objects depending on sub state...
![]() I just wish for true scriptable behaviors, like what they seem to have done for the 2D UI. But this will not happen I think ![]() Q3 had QVM's which worked a charm... it allowed you to take full control over the device context, game state and more, and you could really go beyond what most games allow us to do and that was 7 years ago. I still wonder why not many developrs have not picked that concept up.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#11 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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To have a generic 3D invisible trigger_event box and the ability to tie it to any event/animation/sounds/FX we'd like to design. For example to design additional waves splash + additional splash sounds. etc.
Less restrictions in terms of tweaking the 3d engine especially underwater. I don't know what the preview screenshots we saw are supposed to reflect so much final game engine, but there's lots we can do! Not just fog in the distance and some not-so-blended blue gradient. And also ability to integrate "easily" some more shaders because it's what could make a real difference. Depth of field effect also, it's quite standard these days In other words, have the possibility to tweak and add atmospheric effects underwater like the photoshoped screenshots of SH4 once were: This is what would be awesome and really atmospheric: ![]() This is far too simplistic: ![]() Also, no more "shared" textured on 3d model. It's a bit painfull to modify the hull and to suprisingly discover the UZO modified also in the process! or some mirroring everywhere of parts of the texture. It makes designing very high-res textures for those whose PC can handle them virtually impossible. In the same fashion, no UV count restriction on 3D model. be able to add as much UV maps as we want to have lots of different textures on 3D model. And no texture size restriction also |
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#12 |
Black Magic
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That's already possible. If you know the file structure then you know that you can add more quite easily. Most people think they are limited to the number of maps that are in the associated file...not so. Now I don't know how many the game will support but you can definitely add more.
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#13 | |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
Downloads: 0
Uploads: 0
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But then a lot of players will say they don't have the money to buy that video card that can support all those things. And the [whole] game must fit inside those 256 mb video cards.
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Kilroy was here |
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#14 | ||
Pacific Aces Dev Team
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![]() In SH4 US fleet boats the reticle certainly was in the dds file, but in the german subs I couldn't find it anywhere ![]()
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One day I will return to sea ... |
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#15 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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As a physician, I am interested in injuries, illnesses and disabilities. In SH3 the medic was introduced, but ineffective. I don't have access to German medical studies re the U-boats, but there is an extensive body of work concerning the American boats. On each patrol there were illnesses, injuries and even deaths from accidents and enemy action, which restricted the effectiveness of the boat.
I am working on a mod for SH3 which incorporates (known) scenarios from the medical literature and gives the medic a real importance and a vital function. I would like to see this type of realism incorporated in SH5.
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