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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
Uploads: 0
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![]() A question hope not to be boring but also conning tower' weapons should cause drag ? aren't they big enough ?
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#47 |
Stowaway
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This is extreme
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#48 |
Electrician's Mate
![]() Join Date: Nov 2008
Posts: 139
Downloads: 0
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thank you thank you thank you!!!!!
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#49 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Hmm....wasn´t it my first supermod for SH3 ?
![]() Seems to be ages ago ![]()
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#50 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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I'd like to mod the campaign, but it's a massive effort.
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#51 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Yes, all flak guns and the 88mm will cause drag. This will affect one's dive time, rate of depth change, acceleration, max speed submerged, and turning radius. It's one of the coolest realism features added to the game by the devs.
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#52 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
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Early war the 20mm AA guns needed to be stored inside the sub is that gonna be modelled also?
Crap I need to buy the game if I start thinking about mods for it... |
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#53 |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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Are you planning to change the damege model of the sub.?I find this (and AI sinking mechanics) quite annoying. Got rammed by destroyer, black screen and the crew still responding to key commands. The damage mod in RFB was great - destruction because of flood and not som HP loss.
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#54 |
Captain
![]() Join Date: Jul 2007
Location: Somewhere under the ocean
Posts: 504
Downloads: 302
Uploads: 0
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Good luck and looking forward to this very much- just what SH5 needs, and hope you can address some of the weak areas of the stock game.
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#55 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Should be possible.
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#56 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#57 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Are you guys also going to add more playable subs to the game? I've heard the Type IX and Type XXI appear in the game as non-playables, though I haven't seen them myself.
Granted, it would be a big project (especially modelling the parts of the interiors that weren't present in SH4 U-boat Missions, as well as bringing the parts that were up to SH5 graphic standards), but with crew abilities that affect O2 consumption, battery charging rates and endurance it seems like making a Type XXI with realistic submerged speed, range and endurance shouldn't be all that tough in SH5... Of course, it'd also be awesome to walk into the XXI's torpedo room and see the hydraulic loading system in action. ![]() |
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#58 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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lol The type 2 is in the files - unfinished and thats it No IX or XXI |
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#59 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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The Type II is in the game files, with no interior, maybe make it playable and just plop the VII interior into it?
Also, while rummaging through files (forget where) I did find information labeled TypeIX A B C and D so...
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#60 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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All the fleet boats tetures are still there but dont mean the sub is Many files contain references to subs not ingame cos they are left from previous game versions |
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