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Old 03-30-11, 04:28 AM   #1
etheberge
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Originally Posted by Sailor Steve View Post
There you will immediately run into a problem for those of us who don't like the KIUB mod.
Ah, I see, to each his own.

Honestly I don't even remember playing without it cause it's been so long. The only thing that bugs me a little with it is that the locked target ship's name isn't displayed anywhere except on the attack scope.

Out of curiosity what don't you like about KIUB?
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Old 03-30-11, 05:39 AM   #2
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ok this would seem to be a good idea to post what we are offering...so...
being that i have no one that has any experience in gampeplay files such as scripts and campaigns at the moment i cant say anything about that, but this is basicly a mod thats going to be a bunch of little mods put together and made sure they are compatible with om to addon. some are adding new stuff. i have to make a list but off the top of my head theres going to be the sound mod which incorperates the GWX speech files and a mix of sh5 and 3 wav files. hitman is offering his improved background for scopes. um maddogk is working on some improvements and fixes to the subs them selves. now as far as ideas that i would like to see in here that have been discussed in other posts is wet suits for bad weather, bigger compasses, more radio traffic, and a big one everyone is wanting is wolfpacks in the sense of either your given these mission orders to join a wolfpack in a designated area or you are on patrol and get a radio message directing you to a certain area, also more frequantly bad weather. being that i'm the one stirring all this up it becomes overwhelming at times as i cant do jack except texturing and some file swappage here and there. therefore i posted this as a cry for help based on a thread that was posted here and i feel that this could be a great thing, a single grain of rice can tip the scale kinda thing. im not doing this for myself. i'm doing this to get modders in this community to band back together and do something awsome for sh4 ato. if you have a v8 in your garage that never ran right because of some bad heads you don't scrap the whole engine, you take it apart and find out what you can do to make it better. please modders come and give your support. geeze i got all worked up. seriously though. we are not organized because i feel that we don't have enough modders and i havent sat down yet to make a list of everything. but its coming.....

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Old 03-30-11, 10:33 AM   #3
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ok peoples. i got the regular internet. its on. let the modding begin. mmuuuhahahahahaha.
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Old 03-30-11, 12:38 PM   #4
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Out of curiosity what don't you like about KIUB?
Nothing about the mod itself. I'm just a fan of having as little on the screen as possible, and I'm awful at manual targetting even with all possible help. It's really just a question of taste. Nobody's fault I don't have any.
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Old 03-30-11, 06:11 PM   #5
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Nothing about the mod itself. I'm just a fan of having as little on the screen as possible, and I'm awful at manual targetting even with all possible help. It's really just a question of taste. Nobody's fault I don't have any.
Haha, I see. I suck at manual targeting too (just use fast 90 most of the time) BUT I like having the extra dials on screen for the eye candy, even if I'm not 100% sure what a third of them do
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Old 03-30-11, 07:37 PM   #6
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I've been thinking about this wolfpack idea and radio chatter. Radio chatter prolly wouldn't be that difficult but I'd think we need to run a campaign, stop it every couple of game days, and pick a couple of locations where ships are located (as well as the historical position of a reporting u-boat) and write a radio report that will be broadcast. (quite time consuming)

Or just compile a file with random position reports and let those be reported by the game (basically fill the airwaves with mounds of BS)

Or force the game to run any unselected sub as an AI unit that can report actual convoy traffic generated by the game. (talk about massive overhead)

How are the current map updates/contact reports generated ?

Thoughts ?

I'm working on adding radio chatter based on the BdU KTBs (available here: http://www.uboatarchive.net/BDUKTB.htm) but it's time consuming and I'm only up to December 1939.

I'm picking and choosing stuff from the logs that makes sense game wise to add more ambiance and make it so you don't feel so alone at sea anymore. However all the messages are just fluff, they don't relate to anything in game. For ex if BdU is sending boats to investigate a specific area because it thinks it's full of ships, if you the user actually goes there it will of course be empty.

I you want to see the type of messages I have so far: http://www.box.net/shared/qvcvttifse

In the file my stuff begins after

############################
BEGIN ADDITIONS BY ETHEBERGE
############################


I was also toying with the idea of associating these new text messages with a new radio station (Combat Frequency?) that would contain either

a) actual morse code versions of the message that would be received at the same time as the text message, perhaps even encrypted with the Enigma cipher. That would be cool to listen too I think.

or

b) to save time just reuse a few dozens generic radio messages that would play randomly whenever a text transmission is received.


Razark did something very similar for the Pacific side http://www.subsim.com/radioroom/down...o=file&id=3078 and I think it's a great idea.

This radio station could be integrated easily in other stations that the user already has or just used on its own.

Anyway this is the sort of stuff that could easily be delegated to a couple different people, it's basically just assigning each other different years/months and following the same format.
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Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender
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Old 03-30-11, 11:13 PM   #7
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ok tell me what you all think. my opinion i tried but it looks alittle cheesy.



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Old 04-01-11, 11:13 AM   #8
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You need a graphics artist in the team
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Old 04-01-11, 04:01 PM   #9
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I have been trying to hit a target using the Kiub mod. It is really tough. I am not sure where the problem is. The torpedo angle is leading the target by a few or several degrees. Also, if you set a solution and activate the TC, and then change one component such as speed, you must reenter the other components (i.e. Aob and range). Arrggh.

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Old 04-01-11, 06:11 PM   #10
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Originally Posted by drakkhen20 View Post
ok tell me what you all think. my opinion i tried but it looks alittle cheesy.
And appears to much like a GWX screen.
Worry about things like that later down the road.

You have a Good Name now and that's enuff at this point.
Get a good list of what is needed and go from there.
As far as Models, or maybe even new SH4 Units released?
Check the threads and ask the Modders themselves by PM.

You'd be amazed at who actually will help when PMed.
The worst they can do is not respond.
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Old 04-01-11, 10:18 PM   #11
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actually i googled german wolves and found this particular pic and layerd it over a screenshot i took ingame and added the text which makes it cheesy looking, but yes the insperation came from that little GWX mod you all made for sh3.

hey hitman......coughs and looks the other way and mumbles " you could be the artistic one if you want". hell your throughing your new work in here right?
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Old 04-11-11, 08:36 PM   #12
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Quote:
Originally Posted by drakkhen20 View Post
ok tell me what you all think. my opinion i tried but it looks alittle cheesy.



By drakkhen20 at 2011-03-30
I can help with interface screens, among other things. Please check your PM.
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Old 04-11-11, 09:51 PM   #13
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excellant, welcome to the team.
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Old 04-02-11, 10:55 PM   #14
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well i'm not saying anytime soon, but hopefully we could get some screen shots of our new models of the uboats that moaddogK is working on. i know i cant wait.
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Old 04-03-11, 01:08 AM   #15
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Sorry guys, didn't have much time to play with models, was playing with ammo most of the day. I can't for the life of me get the starshells to explode on impact, at least not with the effect i'm after (think napalm)
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