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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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Now that took my breath away
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#2 |
Sparky
![]() Join Date: Oct 2005
Location: Johnson City TN
Posts: 155
Downloads: 0
Uploads: 0
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Holy Smokes! Looks very nice. Very nice indeed.
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"We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go." |
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#3 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
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Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
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#4 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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#5 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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This is great news and some nice update mates...
A Hell of a job ! ![]() |
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#6 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
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Kaptain and GWX crew, I understand 1.04 is the final version.
My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc. |
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#7 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
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Great, thanks. Downloading now.
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#8 | |
GWX Project Director
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Regarding IABL's merchant mod, given the structure that Bigboywooly has built into the random campaign layer and its relationship to convoy merchant assignment, there shouldn't be much work to be done to make his merchant mod compatible with GWX. Regarding the damage models for the new merchants... in part yes and in part no. vonHelsching was our damage model officianado and we wore the poor guy out during the development of GWX version 1.0. (The last version that include new major content.) Though all damage models will remain influenced by the global settings in the Zones.Cfg file... building new damage models from the ground up... it is no longer practical for us to attempt it. That being said, if former GWX devs are willing, once we are sure of the parent model of the new merchies in question... given time, they will likely have GWX damage models ported over from the relevant ships in GWX... and possibly be a perfect fit. (Though I wouldn't look to the GWX devs to do much for a NICE LONG BREAK after release of 1.04, LOL.) |
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#9 |
GWX Project Director
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Just as a heads-up.
The primary architect of the K-ship was Privateer. Ref, JU_88, and Ichneumon also have had a hand in bringing it to light. ![]() ![]() ![]() Thanks for filming it Jimbuna! |
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#10 |
Engineer
![]() Join Date: May 2003
Location: Bottom of New York Harbor
Posts: 203
Downloads: 518
Uploads: 0
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Buying stock in "StarBuck's" as I write....Looking foward to more Sleepless nights!!!!!!
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#11 |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
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Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
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"Some ships are designed to sink… others require our assistance." ![]() |
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#12 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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#13 | |
GWX Project Director
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Yet again Wilhelmshculz... you failed to read the post closely and fired off your response half-cooked... again. When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really. |
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#14 | |||
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Copy & Paste...... Quote:
Don't like it? Don't use it/Fix it yourself! Time to put up or shut up. You know who I'm speaking to. ![]()
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#15 | |
Navy Dude
![]() Join Date: Mar 2007
Location: Rome, Italy
Posts: 177
Downloads: 0
Uploads: 0
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Would it be possible to retain somehow the own sub's tail? During the attack I do not use waypoints, so having a tail on my sub, showing where it is going, would be a good help. Otherwise I am afraid I would be a bit too overloaded (I play with 100% difficulty and manual targeting). Maybe I should mod the 2km bearing indicator to a simpler form, and make it appear at lower zoom level? Any other idea? Maraz |
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