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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Three questions:
#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB... #2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo ![]() #3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British? ![]()
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#32 |
Nub
![]() Join Date: Jul 2009
Posts: 2
Downloads: 41
Uploads: 0
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Very neat. Looking forward to this mod.
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#33 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Great job sofar guys, I'm impressed with what you manage to do with the game
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#34 |
Navy Seal
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Great work guys! This is looking great and appears to be one that will work as well as it looks.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#35 | ||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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![]() Quote:
![]() #2: you can't assign them seperate targets. You can of course 1st assign your gunners target #1, then man the playable gun and attack target #2 yourself while your gunners still fire at target #1. We are planning to have all the main guns show up in the crew page, so a ship with e.g. 4 main guns will have 4 seperate gun compartments, each with their own crewmembers. If you want to silence gun 4 you can simply take away all its crew. #3: For the moment we are not working on any multiplayer fuctionality AFAIK. Quote:
![]() I certainly hope so
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#36 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Darkfish - like what you've done with the dials - very nice.
Ans Skwasjer - most of this mod wouldn't have been possible without your S3D !!! Darkfish - can you confirm that the S Boot has a damage model, or do I need to do it ? |
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#37 |
Gunner
![]() Join Date: Dec 2007
Location: on some striat
Posts: 96
Downloads: 1
Uploads: 0
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Will you be able to use search lights?
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#38 |
Soundman
![]() Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
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hey guys
I've been after a WW2 surface sim for so long. I managed to whet my appetite with the first gen 1 surface ships that were released last year (eg. Yamato, etc). However, what you guys are doing is just awesome and I guess the next generation. The potential is awesome esp for DDs and other larger vessels in the Pac war. I know I'm thinking ahead but imagine being able to use these in a campaign which includes: - bombardments (eg. prepping landing beaches) - ASW (maybe one day we'll have AI subs) - ship v ship action (battle of savo island, leyte gulf, etc) - 'promotion' to captaining say a light cruiser, then heavy cruiser then mighty BB or something as you progress. ![]() *sigh* perhaps I should shut up and wait like everybody else! ![]() Pharoah |
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#39 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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Pharoah, thanks for your interest!
if you look to the main (official) post you can see a better view of what we have been up to. We already have AI subs that fire torpedoes, we have torpedo firing ships, and I'm making walk-inable bridges for the german battleships!
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#40 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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hey ivank how that ship has so many armor belts
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