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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Sep 2015
Posts: 7
Downloads: 30
Uploads: 0
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That does kinda suck though: I mean I get the reasons (readily) But it would be nice to have a way to set it up so the game was both for surface and sub-surface warships...hmm that's an Idea for a game...
(Personally I only ever really use my surface ships in the single missions. well that or the single war patrols). |
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Apart from what RR said (which is all true), another reason surface combat is messed up, is that the ballistics/shell damage/ship zones are not well done. Some of this might be fixable, but much of it not. Most of the devs' efforts went into torpedoes and depth charges. |
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#3 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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it is indeed possible to have playable ships with working damage models. If I ever get around to releasing the TSWSM, you'll experience what happens when you take damage from either other surface ships or from AI subs torps. Actually getting the damage to work as in causing you to sink and / or ship subsystems to stop working has been quite a challenge, but even worse, getting the effects of repairing things to take effect even more so. I've also discovered a myriad of ways to upset the game engine with a custom damage zone model .. including "ghost ships" where your ship is functional, but completely transparent in game, and also, my favourite so far, where the visual model of your ship lies at the bottom of the sea in two halves, while a transparent functional version happily sails away. My least favourite is a CTD caused by erroneous damage sphere numbering.
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#4 | |
Swabbie
![]() Join Date: Sep 2015
Posts: 7
Downloads: 35
Uploads: 0
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