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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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RL has slowed production of the Super-Mod, but work will pick back up soon. I am still hoping for a May release of Version 1, or at least a beta.
What need to be done for TSWSM: Version 1: SHIPS: -Renown-class (BC) -Admiral class (BC) -Revenge class (BB) -Queen Elizabeth class (BB) -Nelson class (BB) -County class (CA) -York class (CA) -Leander class (CL) -Town class (CL) -Dido class (CL) -Flower class (PG) -Black Swan (PG) -V&W class (DD) -Tribal class (DD) -Mod Leander (CL) -Bismarck class (BB) -Scharnhorst class (BC) -Deutschland class (PBB) -Admiral Hipper class (CA) -K-class (CL) -Type 34 (DD) -Type 36 (DD) -H-39 class (BB) CAMPAIGN: Convoys Patrol Objectives Minor issues with bases Coastal batteries DAMAGE MODEL: Needs to be finalized and added to all ships VOICE: Need new voices for the German, British, Australian navys |
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#2 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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A new feature for TSWSM: Playable DCs!
Now we can finally take revenge for all the ships we sank as a sub commander! ![]() ![]() (oops... forgot to delete that huge radar antenna from the bridge) ![]() ![]() It are altered torpedoes that behave as depth charges. You can sink moving AI u-boats with them, although the subs can't dive/surface, in other words have a fixed depth (currently 50m for testing, will change it to something deeper) |
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Is the fixed depth set by the end of run? GREAT work.
You might consider this: Make multiple DC "torpedoes." Have them named based on set-depth. So you can drag the DCs in the racks/throwers until you have the desired pattern of depths. For IJN ships these would be 30m settings (30m, 60m, 90m, then later 120m). |
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#4 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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#5 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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loving the DC's
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Remove the magnetic radius, or make it vanishingly small.
Where did you put the DC controller. I'm interested in this, since the IJN didn't aim DCs at particular depths, but set the depths at 30, 60, 90m, etc, then threw patterns. SH4 has AI override the detonation depth. |
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#7 |
Nub
![]() Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
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somebody can help to install this mod?
where I obtain the necessary files and where I place them in the SH4 It is simple? Thanks for your help |
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#8 | ||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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Also, there's a limit to the magnetic detonition radius. If I make it too small the DC controller will make it explode before the torpedo controller will. And in that case you won't get any renown. Quote:
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#9 | ||
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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keltos |
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#10 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, contact or proximity DCs are far more effective than "normal" DCs going off at set depth.
In testing DC mods, I have watched... way way too many DC attacks. In many cases, I was looking for what would happen with a near contact hit, and they'd sink right past and blow well beneath the boat. Basically, with the way the AI treats depth error on DCs, ~1/3 blow above you, about 1/3 below, and the remaining 1/3 at around your depth. A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub. |
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Other idea for ya for the DCs.
You are using torpedoes. So presumably they are auto-loaded, OR the player can drag them to each "tube." Assuming you cannot make "set depth" work, make several DC types. They all look identical, and make the names that show up to the player identical. Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m. Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks. |
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