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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
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Believe it or not, I'm already experimenting with merchant mods.
![]() -You can easily extract the ship 3d models and look at them using wings3d or some other tool with .obj file capabilities! It's very intuitive. I also want to add lots of new merchant ship types, and tweak a few existing models. Most of the ship models are excellent; others could be altered a bit (I have blueprints of some of the actual merchants in the game). -You can also extract the images for different contacts on the 2d map. So it should be possible to create a more difficult map that displays less information about ship type and nationality. And is not an all-seeing omnipotent "radar" -I still don't know exactly how ships are armed, but I expect to figure it out soon. Probably one of the excel databases. You are right about ship armament. As early as 1940, thousands of British cargo ships were armed. By 1941, nearly all British ships would have been armed. By 1943 ALL British and American ships on oceangoing convoy routes were armed, according to my historical sources. Usually at least one 4-5" gun, and at least four antiaircraft guns of .50cal - 20mm. The only ships that would not have been armed would be small craft that never left the safety of harbor. -You can adjust spawn probability for the small groups of merchants easily. All part of the excel files. That way, no countless batches of unarmed 3-4 ship groups. When they finish development and make the SDK available, I imagine modding will really heat up around here. ![]() |
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#2 |
Watch
![]() Join Date: Jul 2020
Posts: 24
Downloads: 19
Uploads: 0
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Thanks for the small history lesson on the boats during the early 1940's! I knew that there was no way they were't arming (almost) every ship that was carrying freight. You'd have to be mad not to! That's something that bothers me when it's 1944 and there are still convoys of 3 ships that have no escort. . . like come on, this is too easy.
And yeah, hopefully the map can be made less of an "all seeing eye," because that and the uselessness of the hydrophone, and the lack of more ships is really all that is bothering me about this game. It's wonderful other than those things, which I feel can be modded in pretty easily, or even done by the devs. I wish the devs would release the SDK files already, the subsim community seems small but everyone here seems super dedicated lol. I'm sure we'd see a lot of great mods once that happens. Hopefully the release date stays on track for qtr 4 of this year. |
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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Yes, there are some mods in development for making uboat more realistic
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#4 |
Mate
![]() Join Date: Apr 2016
Location: AN72
Posts: 55
Downloads: 33
Uploads: 0
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"Yes, there are some mods in development for making uboat more realistic"
Have they been in development for 5 years like this game? |
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#5 | |
Watch
![]() Join Date: Jul 2020
Posts: 24
Downloads: 19
Uploads: 0
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![]() Quote:
Are they a small dev team? that would make it more understandable. |
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#6 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
https://uboat.net/allies/merchants/ship/5.html Steamer "Manaar" returned fire when she was attacked on 6th September 1939, three days after Britain declared war. |
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