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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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#856 |
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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Concerning career mode,
We are definitely looking into making ship-based and advancement-based careers an option, that way, if you want to start with a corvette and work your way up to a destroyer, than you can, or a destroyer to a BB, or a cruiser to a BB, so on. or if you just want to start with the battleships we will have that option too. we already have the Nelson in-game, and its a real heavy-hitter but so far, a lot of the members are students, we don't have a whole lot of time to begin with, but we are working as much as we can ![]()
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#857 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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In case no one saw the thread in the fleet boats mod section, I am currently trouble-shooting a serious problem with my damage model - for some reason all the main compartments (on all playable ships) stopped flooding until they reached 100% damage. I'm making some progress, but so far it's burned two weeks worth of modding time :-(
As for the Nelson ...... Shammer is right .... I gave the damage model for this one and the armament special attention (it uses a 16 inch shell setup from historical data I could find). When I balanced the damage model, I setup 1 x KGV & 2 x Nelson class against AI Bismark ..... and the Bismark goes down. Reason I used 2 x Nelson class was that it was difficult to introduce the disability the Bismark had during it's final engagement (steering)..... but TBH, on the basis of all the research I did on BB vs. BB engagements, most pretty much came down to whoever hit first... most 14inch + armament could do critical damage to most BB's... so the adjustments in the damage model I made make each BB different, but the real deciding factor is still who lands first. Some are more repairable than others, which also helps differneciate also. |
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#858 |
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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well, in my back to work scheme of things, I decided to start extracting SHV models, which, I must admit, are wonderfully detailed for being of such a low-poly count.
the Komet! ![]() the Penguin ![]() The Bismarck ![]() close up on the Bridge ![]()
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#859 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Looking good! Next weekend we are going to go into 'warp drive' with this.
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#860 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 0
Uploads: 0
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yeah ´warp drive´, nice to hear that.
@polyfiller i hope you can fix the problems of your damage model. i´ve just a question about the ship´s turrets and their crew: is it possible to reprogramm the torpedorooms to turretrooms? (sorry i dont know the english names of the rooms, i hope you understand what i mean) if you go to the periscope-section you have the same menu like the (on deck)cannon, except you are controlling the main-turrets. the front-torpedoroom is for the front-turrets, and the backward-torpedoroom is for the backward-turrets (for example: for the nelson the front-torp-room is for the first and second turret, and the backw-torp-room is for the third turret). if it is possible so you can control directly the main-gun-section, the on deck-cannon-section and the flak/AA-section, so you have more control of your ship. the on deck-cannon-section can be devided in two subsections for left side and right side/front and back. the flak/AA-section can be devided in three to four subsections for front, middle, back-section for example just a few thoughts about the ship-mod, because i don´t know which function the torpedorooms will have in a ship-mod (sorry for my bad english, i´m working on it) you guys rock!!! i hope you will finish the mod, i keep my finger crossed for you!!! ![]() ps: an other (short) question: some destroyer have torpedolauncher on deck straightened to the side of the ship, will it be possible to fire the torpedo not to the front but to the side? |
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#861 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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What you are asking has indeed been discussed. We have decided that such would be very complex and offer very little in return. We will have a full 3D bridge though.
We later after v2 come back and add and edit certain things, but this is not set stone. |
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#862 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Briggadon .... sadly the game enginre restricts / prevents us from controlling more than 1 deck gun station and 3 AA guns....... I think it would be possible to re-work torp rooms into gun stations ... but TBH don't see the point...... especially when you consider so many of the surface ship fleet had torpedo tubes themselves and I have modelled the number per ship and the damage / launch locations to be as close as possible to historical detail available.
What we have achieved with the damage model is you get an individual crew compartment and abilitty to repair each main gun turret, but you can only control one. I once go the game to "glitch" and switch to a different gun turret when pressing the turret station button but have never got it to repeat this. TBH, attempting to configure the damage model has lead me straight into so many hard coded features / values / issues that I sometimes wonder why half the values are included in the various config files ... because some are most definately useless (over-ridden by hard code). |
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#863 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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And Ivan / Shammer ...... I am making progress with the sinking issue debugging ..... but am getting very inconsistent results and still can't nail down the cause.... I think I'm close... I've got the admiral sheer back to the point where it's main compartments flood and you can repair them and they empty i.e. you don't sink ........ but every now and then I run a test and the symptoms return ...... it's really difficult to troubleshoot because it's obviously trigerred by an enemy shell hitting part of my damage model which triggers the issue .......... trouble is, I can't control which parts of the model they hit during each test.
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#864 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 0
Uploads: 0
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hi guys,
any news so far? |
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#865 | |
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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Briggadoon, I'm heading to Ivan's place tonight (we live close by) and we are going to work on some stuff this mod needs to get really going again. ![]()
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#866 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Some serious mod work is going down here on Long Island!
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#867 |
Frogman
![]() Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
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I'm coming across this way late in the game it seems but I'm really excited about a WW2 surface warfare mod.
![]() Is there a website for the mod?
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#868 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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my dear friends when this baby is ready all hell its going to break loose
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#869 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Given the cr*p the game engine is causing me over the damage model ... it already has :-(
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#870 |
Swabbie
![]() Join Date: Mar 2008
Posts: 5
Downloads: 72
Uploads: 0
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I know it's too early to talk about it,but when can we expect the release?
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