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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Born to Run Silent
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+10 ![]()
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SUBSIM - 26 Years on the Web |
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#32 |
Stowaway
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I am definetly going to check out the FOV and periscope realism as one of the first things. I just hate it when the ships lenghts are not the correct amount of degrees at set ranges. To me that is one of the most importent things as it influences my targeting.
So im looking forward to check if UBI's developers actualy did it right this time. Or perhaps i can earn a free Add-on later as i did last time ![]() |
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#33 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
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For me, the watch crew is a total immersion killer and should IMHO be close to the top of the list for fixing / moding.
I just watched few of the videos and from what I was able to see - the feeling you get on the CT is dull to say the least. Bridge crew not using binoculars, only two of them actually doing the spotting, WO always glued to the UZO, only three watch crew instead of four of them etc... |
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#34 |
Eternal Patrol
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The UZO shouldn't even be there, unless the 1WO calls for it when making an attack. The binoculars aren't waterproof.
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“Never do anything you can't take back.” —Rocky Russo |
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#35 | |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
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+1000 I have been waiting for someone to post something like that for ages. ![]() |
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#36 |
Sparky
![]() Join Date: Jan 2010
Posts: 152
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Ubisoft has updated the Q&A with a short description of some of the dev tools used :
http://forums.ubi.com/eve/forums/a/t...7/m/8591082387 |
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#37 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
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Maybe you should post this in the general SH5 room as well?
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#38 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
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Aweomse graphics! When are you releasing this?!
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#39 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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One thing that seriously needs to avoided in the SH5 modding community is the super-mod hero worship crap that went on with SH3. That 'no-other-mods-meet-our-quality-approval-so-we-cannot-endorse-it' attitude really turned off a lot of the other modders. There should be room for all mods and modders, not just one or two super-mod teams.
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#40 |
Rear Admiral
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/popcorn
edit: To be fair.... >>cannot-endorse-it' attitude I'll defend those 4 words. When your doing a large mod, you really can't endorse much. There's alot of file interdependency and an improper tweak here, can have undesired outcomes there. When the end user runs a huge list of mods, just about anything can happen, and if your mod is the biggest one - you end up getting the blame, even though it was the end users fault for running a bunch of mods, without any iota or concern of unintended behavior, or conflicting changes, missing nodes, missing textures, etc etc. The list goes on. I suspect what is going to be a HUGE problem in SH5, is end users running a crap ton of smaller mods that are going to be overwriting the same files, causing wierdness until the community can decided on some baseline, and some alpha personality types (ehh.. not me though i probably am one), compile all the changes and rework the files so all the changes are in sync and not conflicting. |
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#41 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
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Well, there's two ways of doing that Ducimus. What Drifter means (I guess) is, that if I made a new mod and it wasn't up to your standards that you (the alpha) don't come in flaming me/putting me down, but instead provide pointers how to improve it or shut the hell up all together. No community needs one person/group run down other 'smaller' individuals/groups.
I understand that builders of supermods are in a tough spot vs their user base, but you shouldn't be building a publicly released supermod in the first place if you don't want to deal with that. You might as well keep it private instead then... RE: S3D... It's not that I selectively help people either, or even tell them their work is crap, just because I made the most common used mod-tool. There's only one way to improve the game, and that is together. I do see alot of problems with modding SH5 though. While the new tools are great, both patches and the increased complexity will bring many headaches. But enjoy everyone, it is good to know I don't have to spend another 2 years of spare time ![]()
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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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#42 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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![]() Anyways, I don't want to hijack this thread. That's all in the past now (hopefully). ![]() |
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#43 | ||
Rear Admiral
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![]() You mean there was more then one team leader in SH3? I thought there was only one team left standing after the mod war. *shrug* |
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#44 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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-crew on deck (not conning tower) when entering and leaving harbour. -correct conning tower for VIIB -fanfare at the harbour when entering and leaving harbour -remove subs on rails and give u-boat realistic pitch and roll in heavy sea,s
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#45 |
Eternal Patrol
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Actually there are two major mod teams still working on SH3 as we type. And doing a great job.
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