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Old 09-11-09, 03:57 PM   #16
Mush Martin
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A way to make D/P Guns work on player Subs/ships.
air launched torpedo profiles for the AI.
and the ability to man ASW Sloops. frigates, DE's or corvettes.
when doing convoy command mode

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Old 09-11-09, 04:11 PM   #17
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Great idea Irish. The health state of the crew is one of the main priorities for any captain. Since we have a cook, I hope the supplies will run out and as they do and the food becomes more "hairy" the health of the crew should deteriorate along with morale. Injuries should be more common and detailed. Banging your head on a pipe during a DC attack must've been quite frequent. Running on the surface in bad weather should loosen some stomachs. And having a badly injured crew member might require a return to base or at least running at depth for a while to allow the medic to do his work.
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Old 09-11-09, 06:16 PM   #18
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Quote:
Originally Posted by maerean_m View Post
1. Already did that. It was getting too big and very difficult for many people to work on the menus at the same time.
This really sounds great. I worked on that file last summer, trying to make a new screen for the periscope in German uboats, and I more or less stopped, when I was unsatisfied with it, because I wanted to do more, like add a button for open/close torpedo doors, move the water level indicator to the outer most left of the screen and lower the position of the fired torpedos. But still the top dials, I made, were attached to the torpedo choice panel, so when you clicked the button to hide it, then the upper panel just moved to the right. Most annoying....
But what I made till I stopped working on it further worked perfectly...
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Old 09-11-09, 08:33 PM   #19
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Harbors - harbors are made by creating 'clones' from the items in the 'harbor kit'. Can these be real objects instead of clones? Being clones poses some limitations on what you can do with them. And because the harbor objects inherited from the base harbor object who inherited from 0x0 this caused even more problems when you tried to do some fancy tricks with the harbor objects. Basically looking for a better system of making harbors and the objects in them.
The lighthouse's rotating 'light' needs to be fixed so that it doesn't shine through it's own lighthouse (SH3 not sure about SH4)
When an object is created that depends on some player guidance (TDC for example for the torpedo), instead of it always spawning north when it doesn't have the information it needs, let it spawn in the direction the controlling object is facing. For instance: I create a torpedo rack on a ship (which is really a gun with the shell's explosion effect spawning a torpedo or the gun's firing effect spawning a torpedo) and when the torpedo rack locks onto a target and it 'fires' the torpedo will spawn in the direction the weapon is facing instead of north (000). This is what has been holding back AI torps from using real torpedoes when I have tried.
Let the ship and sub objects be able to be spawned in code. This will help with making lifeboats, fast boats, etc. If I make a ship that is actually a lifeboat I want to be able to spawn it in code. For instance: when a certain object on the ship is destroyed I want to be able to spawn a lifeboat in it's replacement (through a controller).
Ability to add new dials, buttons, etc. and to be able to map those items to objects so that they can be controllable.
Ability to turn on/off commands. For instance: you have to order your sub to dive by either pressing the key on your keyboard or pressing the dive button. Make this able to be done in code - give me a controller or something that I can use to make these events happen without user input. This will make MANY things happen that I/others have been wanting to do.
Let each crewmember be able to be customizable. If I want one to have a jacket and another not I should be able to do this (easily). Don't tie their jacket to the base 3D model of the crewmember or to it's animations. The jacket should be a seperate object that is able to be 'worn' by the crewmember. Granted this poses some addition animations just for the jacket (or other objects). Let this apply to anything that can be added to a crewmember's person.
I'm sitting in Houston's airport awaiting my next flight so if I think of more I will post more. I just can't think of anything more at the moment.

Last edited by TheDarkWraith; 09-11-09 at 08:47 PM.
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Old 09-11-09, 09:44 PM   #20
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As i said in the wishes thread , the ability to customise the crew faces and modders ability to add crew and maybe new animations will greatly add to the games ambiance .
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Old 09-11-09, 09:54 PM   #21
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The ability to make our own subs/ships/boats like in the way people make trains for the auran trains simulator games would be awesome . Freeware and 3rd party addons of ships and subs would dramatically increase the games appeal . Here is a trainz 3rd party website http://www.trainzone.co.nz/download.htm
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Old 09-11-09, 10:03 PM   #22
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make it simpler to mod the game... for noobs to modding.
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Old 09-11-09, 11:21 PM   #23
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Quote:
AVGWarhawk said:
I was advised that there is a lot of SH4 structure in SH5. This was from the developers.
Don't upset me!!
Quote:
Webster said:
actually, as i understood it, they said it would share a "simular" file structure so modders would be familiar with the modding methods but that the game itself is a completely all new thing with the best 2009 can offer with nothing taken from sh3 or sh4
That's what I like to hear, I feel a bit better now!
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Old 09-12-09, 03:08 PM   #24
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straight from the devs:

Quote:
Originally Posted by maerean_m View Post
... Basically, there's nothing that was taken from SH3 (which was launched 4 and a half years ago). Everything has been redesigned and things that may look like SH3 (because of the historic background) have been recreated to meet the standards of 2009.
and this looks good too:

Quote:
Originally Posted by maerean_m View Post
I do believe you'll be amazed by what Dan has prepared for you in the terms of TDC and manual targeting . I would have never thought of the idea he came up with.
We'll be previewing it at the Subsim meeting.
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Old 09-17-09, 08:54 AM   #25
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Controllers that actually work. i.e.: a GLOBALWIND controller that actually will cause the items it's hooked to to be affected by wind (smoke, fire, etc.).
It would also be nice to see the flags weathervane in the wind instead of always pointing in the direction they are placed code wise.
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Old 09-18-09, 07:33 AM   #26
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Another thing worth mentioning (SH3 and 4 already did that in some places) is to have as many external plain text configuration archives as possible, to tweak sensitivity of sensors, weather patterns, etc. Even if the engine is hardcoded, just being able to manipulate the triggers can be good enough to allow excellent tweaking adn trimming of the engine.
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Old 09-18-09, 10:07 AM   #27
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spread the uv maps out on the textures so we can have more flexibility skinning the subs. trying to skin the top of the bow without making the stern look silly makes my cranial vascular structures weaken, and they may burst soon. Aspirin helps, but only delays the inevitable.
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Old 09-18-09, 01:55 PM   #28
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Well, what people does, and according to what people does while moding we can ask:


1.-The capability to use every ocean in an spheric world.

2.-All objects (vehicles and characters) with as parameters as ships. Sea objects with parameter to fly, float and dive. Surface objects with parameter to ground and fly. Include a parameter to turn lights on/off for all objects which can glow in the night.

3.-The capability to array multiple weapons in one target system, manually controled. To fire with all weapons arrayed over the same target. Also a parameter to simulate the backfire effect on a ship. A must for surface vessels modding as Battleships and cruisers. Also a must for anti-aircraft and gun batteries targetting.

4.-Very important more triggers and events (triggers: based on location of an object, on damage, on the high, ammo load, etc. Events: esplode, damage, move, target, radiomesage, etc)

5.-More freedom to give live to land. Vulnerability for ground objects (if its characteristics are like in ships there's no problem to moddify them).

6.-Finally i would ask for FX boxes. Invisible as object but usable via events and triggers aplied to ambient on the game (smoke, fire, ambiental sound, ambiental glow and flash light). That should be a must to mod land targets, surface warfare.
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Old 09-18-09, 02:22 PM   #29
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Attention! I am now collecting all suggestions in the firts post, which I'm editing on the fly.

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Old 09-18-09, 06:15 PM   #30
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I missed one... about the main guns in a battleship, with the backfire there is the blast wave on the water in front the guns. Also like the splash when a projectile impacts the water there was no effect in previous version when it hits the ground.



About the arrayed targetting system in it's AI version, would be great to have the way to array objects to others. I mean, we now can decide which sensors uses every object, but every object sees by itself, I would like a far weapon could pick a target using the sensors from another object closer to the target. The purpouse would be to improve coastal defenses adding realism simulating radio transmitions between an observation bunker and the batteries.


So...

1. manually, multiple weapon-objects against the target player picks with the cursor.
2. AI, objects adquire targets from another object sensors.

Last edited by haegemon; 09-18-09 at 06:48 PM.
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