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#1 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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I recommend myself
![]() http://www.subsim.com/radioroom/showthread.php?t=135025 This way u should imagine our BB(only a lil bit bigger and some guns more)
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#2 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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First the basic functions, later you'll got time to figure how to improve the things up. The cannons, torpedoes, crewmen and rooms, are the later part. Just put the nodes in the dat file.
![]() Did you try to edit a stock game ship? Just curious |
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#3 |
Swabbie
![]() Join Date: Jul 2007
Posts: 5
Downloads: 38
Uploads: 0
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Cant wait for this mod at all it looks so Epic!
![]() Just a question, whats the ETA on this epicly epic mod? |
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#4 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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My own rough guess would be 2 weeks at minimum, regarding the issues there are nwo with the mod.. But i'll stick with the playable Fubuki Mod for now, although the gunners are too dumb to shoot farther then 5 km.. But keep up the good work.
*Edit* figured how to change ranges for the gunners myself. Should work with this mod also. Last edited by W4lt3r; 04-16-08 at 01:38 PM. |
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#5 |
Mate
![]() Join Date: Aug 2007
Posts: 56
Downloads: 24
Uploads: 0
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Not long now guys, just working on a nice skin for it and trying to make the gun angles work better, also the 5km range issue is fixed on the PBB.
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#6 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
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You figured it out also sailor, or did you happen to read my post on the DD thread?
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#7 |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
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Too bad we don't have AI Leander and York class cruisers, we could have a reenactement Battle of the River Plate
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Current Eastern Front status: Probable Victory |
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#8 |
Mate
![]() Join Date: Aug 2007
Posts: 56
Downloads: 24
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Yea, I'm afraid only the cumberland is there and it didnt have a part in the fight.
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#9 | |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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![]() Quote:
But no it looks like the AI PBB(with sunlight, reflections and so on) +MMarques will make a super skin:p Can we leave the gun control system the same way ike on the DD?
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#10 |
Chief
![]() Join Date: Jan 2008
Posts: 320
Downloads: 81
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Yeah leave it the same way, just add some playable guns. (AA and deck gun, but not the main battery)
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#11 |
Loader
![]() Join Date: Dec 2004
Posts: 88
Downloads: 21
Uploads: 0
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no main battery? really?
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Best naval sim of all time - TF 1942 |
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#12 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
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Did any of you ever play Great Naval Battles of the North Atlantic? You had the option of allowing the gun crews to automatically fire using the fire control directors or optics or you could manually take over one of the turrets. Basically, the turret view looked sort of like the TBT/UZO with settings for type of ammo, range, rate of fire, and spread (narrow, wide, or normal). I think it also had a counter to show how long it would take to reload the guns. Animation of the overhead view of the ship would show the gun barrels lowering to load and then raising again to firing position. If the ship was listing too much, the guns were no longer able to see their targets or fire. Pretty good for a 2D DOS game.
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#13 |
Chief
![]() Join Date: Jan 2008
Posts: 320
Downloads: 81
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Sounds like a good idea Sarsfield, i wonder what Xan think about it? :hmm:
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