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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#2 |
Commodore
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Mod status and future plans.
I'm pretty satisfied with the bridge watch. I could make it somewhat better with some different animations, but that's starting to look more like something to hope for in patches and expansions. If that changes, I'll be glad to revisit it. I've investigated adding more crew to the deck gun and torpedo room. I have one more thing I'd like to try on the deck gun but the torpedo room is a bust. There's a only two usable waypoints in there and they're both occupied. Finding usable animations that are offset from those waypoints has proven futile. Not a big disappointment for me since that's just a sideshow. The aft tube doesn't have any loading sequence at all. 90% of the action takes place in the control room and bridge. I'd still like to do something with the bosun. Having him occasionaly touring the boat checking on the crew seems a good choice. Possibly having other crewmen moving around a bit makes sense too. I don't know if that will be in 1.2 or not. Which brings me to something pretty exciting I'm working on for 1.2 - command based actions. Currently the crewmen are just looping through a set of animations with no connection to what the boat is doing or orders the player has given. The devs have implemented a command interface to allow the crewmen to perform action based on the command, but it's pretty limited and unfinished. Some of the functions referenced are very intriguing (OperateLeftTelegraph, OperateRightTelegraph), but sadly not functional. I'm working on a method to utilize that interface to drive the idle scripts, where I have more freedom. What this means is when you issue a command, like 'dive', the Chief will call out ballast tank and hydroplane orders using the sound files already in the game- "flood main ballast tank", "fore planes five degrees down", etc. Then the planesmen will operate the correct controls, the ballast tank operator will turn his valves, and so on. The devs made the sound files, animations, and interface to make this all possible, but never got it completely implemented. I'm pretty sure I can get it functioning well enough to be a nice addition to the atmosphere and realism.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#3 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#4 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Heretic, I've tried using the commented-out animations in some of the unfinished crew script files; Like the set_speed.aix, but the game crashes with even minimal modification. I wonder if at least the:
Wp:LookAtPlayer(); Wp:LookAtEngineTelegraph(); aren't functional.. It's great that you see a solution to this by using the Idle scripts ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#5 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#6 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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Thanks again, Heretic!
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#7 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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most excellent mod Heretic, great work!
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#8 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
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Heretic,
Really enjoying what you've already done here. Keeping my fingers crossed for you as you dig deeper and deeper into the control room possibilities. Keep up the good work and I'll keep thanking you! ![]() |
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#9 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#10 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
Downloads: 20
Uploads: 0
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The questions beckons to me. How come you have done in 2 weeks what the devs could not do in 1 year? LOL.
Nothing personal towards the devs. BUt you modders are making them look shamfull for what you have done in just 2 weeks time. Totally amazing. |
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#11 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#12 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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iam using your mod and must say the crew is much more realistic now, Thanks !
Do you think about also exchangin the navigator, he looks not fitting for a sub crew in my eyes. ...and all this news sound pretty good ![]()
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Stormy...... |
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#13 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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pretty damned amazing stuff, if you ask me:
![]() ![]() ![]() Heretic's crew mod, Pascal's uniforms, captainhelm's lighting, chasing convoy HG70........and the game was released 2 weeks ago?.......... ![]()
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![]() Last edited by Bilge_Rat; 03-16-10 at 07:15 PM. |
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#14 | |
Commodore
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__________________
- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#15 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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