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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2581 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#2582 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,190
Downloads: 280
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@Hans Geezus mate couldn't you have made it a little more detailed ![]() ![]() Best regards. Fubar2Niner |
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#2583 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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The final version will be more detail with crew doing their daily duty and you will have a wary skipper taking a peek at the horizon with his binocular on upper bridge. By the way who is that Geezus? ![]() Best regards Hans |
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#2584 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,190
Downloads: 280
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![]() Best regards. Fubar2Niner |
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#2585 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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#2586 | |
Stowaway
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![]() That thread was started just to get the information and proof out to those who would follow through on the HARD part. ![]() Glad to see it was not wasted time. ![]() |
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#2587 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,190
Downloads: 280
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#2588 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,190
Downloads: 280
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Just a quick reassurance, in my book your time here is never wasted ![]() Best regards. Fubarwhatshisname ![]() |
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#2589 |
Stowaway
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#2590 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,190
Downloads: 280
Uploads: 0
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#2591 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Surely it wasn't a waste of time but i still have a lot of animations to do before anyone can fully enjoy that new milestone. But i think it worth the effort after all we have done in this mod. Statemachines controllers are really powerful and now i feel comfortable playing with them and what i would really like to have is some more trigger for different situations but the way it is now satisfy me enough. Best regards Hans |
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#2592 |
Stowaway
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#2593 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Hi shipmates,
Just some tough getting to my mind regarding surface ships, something that would really put surface ships to the next level would be to have the possibility to have database for ship names and that when this ship is sunk it is remove from the game. This would give us the ability to have individual names, i know that some will say that after you sunk most of them you won't be able to find any so the game will come to an end as a work around we can maybe have a certain quantity of ship with custom names and the rest would be generic traffic as in vanilla. I don't know how hard it would be to implement this kind of feature but don't come here telling we cannot do it because i heard that often about features that are currently in place and working in mod. Any suggestions is welcome about that topic . Best regards Hans |
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#2594 | |
Pacific Aces Dev Team
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------------------------------------------------------------------------- That said, if what you want is to see the ship name in your log in the Uboat and later in the office, you could theoretically do this in the campaign layers. As you know, there are ship names in the campaign layers (though many ship entries are generic, so they don't have a name). Theoretically, you could replace all entries by specific names from Steve's database (Though you would lose randomness and variety in convoy composition when you replace the generics) and the read the patrol results as SH3 Commander does and delete that name from the ship's list. I think this all could be automated by a simple script, if one knows how to do that. More or less as follows: 1) Run script for the 1st time: Script reads Steve's database and writes random names to all entries in the campaign files, according to ship class. 2) Do your patrol 3) Run script again: Script reads ships sunk by you and deletes them from Steve's database, then writes random names to all ships again from the updated list (Or just to those sunk). You could theoretically make the script replace the generic entries at random and not with a specific class, so you can add variety to convoy composition. However, there is a major problem with this approach: Currently, every time a convoy is spawned its composition varies thanks to the generic entries. If you fix them by changing them to specific ship classes and names, ALL convoys of that type spawned during your patroil will have the exact same composition of ships and even the same ship's names. So you could eventually engage again the exact same convoy, including ships you or the wolfpack might have already sunk some days ago. You would only solve this by updating the names and convoy composition "on the fly" but that requires writing into the memory, as the campaign files, once loaded by the game when your patrol starts, will no longer have any effect.
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One day I will return to sea ... |
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#2595 |
Swabbie
![]() Join Date: Aug 2007
Location: Poland
Posts: 11
Downloads: 127
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If I may interrupt, maybe it will be better addition to gameplay to create script that will read random shipname from the list and display it on the side of the ship in the game, on the textures. You would know then what was the name of ship you sunk. If ship was sunk that name won't be displayed anymore.
In other games for example IL2 there is possiblity to display number and markings of each aircraft over the textures. I don't know if it's possible in SH3 engine - it's just a idea, and I'm just a gamer. |
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