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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Well as much as I enjoy conversing with myself (and I do it regularly don't get me wrong) I'd sure love some friendly conversational competition on this one
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#2 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Wow ok so no one is interested in this, hmm while that is highly surprising, I am very interested in it so could some of you with knowledge of the file / file structures relating to my little project point me to a good starting point?
I don't see the need in learning basic 2+2 when you guys have already moved to college algebra if you know what I mean. This is my first swing at modding at all. |
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#3 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,392
Downloads: 79
Uploads: 0
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This sounds like a great idea ... but it may be worth waiting a while to see how much work the devs do for you in the form of the upcoming addon which gives us strategic control over surface + air forces.
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#4 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Yep this is true.
I just know that they won't have this completely done, otherwise they would be advertising it as such, (destroyer command II) and be marketing it appropriately and also PRICING it appropriately. So that leads me to believe that a great deal of work will remain, and i'm just trying to get the fires lit so to speak early. Yeah the addon will be awesome considering that the devs are not only opening up all those new avenues, but also packaging in other bug fixes that remain as well as a sort of patch 1.5. I'm very excited for it, but also impatient by nature :\ I just think it would be soooo fun to navigate a massive US warship out of pearl and be the flagship on a surface fleet headed to a major naval engagement. I know we didn't have much battleship action in the pacific theatre (for obvious reasons) but even a heavy cruiser would be fun. Firing those shells long range, ordering your DD's to make torpedo runs at the jap BB's. Speaking of which, what ever happened to the promised feature of planes like kate's dropping actual torpedos? Did that never happen? I haven't heard it mentioned even in complain form in some time now... |
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#5 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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No one have any input on kate torpedo bombers and their dropping of torps? If there is an AI routine for torps that those planes use, even if it isn't implemented in game (which is obviously isn't) that is something to work from. We already have subs @ periscope depth, at least we did in SH3.
Anyone? |
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#6 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Bump, for myself. No one else is posting anyway :|
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#7 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Time to revive this thread. We are "Post addon" now, and I would really like to start working on this.
Can someone help me with the basics, what makes a unit "player controllable" and how would I go about beginning the tedious process of creating a new "interior"? I want to pick a ship and stick with it, lets say an Iowa class BB. So I would need to model the bridge / helm area as that is where you'd stand. Perhaps we could use some Destroyer command stuff and spruce it up a bit texture wise. Any ideas? |
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