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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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#1 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
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You mean this:
![]() It looks aweful. I believe the guys at UUW is making that one.
__________________
![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
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Something like that, I began to work 2 years ago and what is holding me is texturing since I haven' had any lesson or seen a decent blender tutorial yet.
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#3 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Just to remind folks where we got to on this .... .the ops monsoon integraiton work was completed. I didn't get CTD's ... but I did find some issues with damage model when testing in campaign mode... can't remember exaclty the issue.... but it's also worht pointing out that I hand't even scrathed the surface of testing / bug fixing .. I just know i runs with OM and I removed any conflicts with OM files when doing so.
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#4 |
Seaman
![]() Join Date: Jul 2010
Location: Scotland
Posts: 34
Downloads: 399
Uploads: 0
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Although I don't know much about modding I could offer my services as a beta tester if needed? Have beta tested various MMO games in the past to name some: NavyField, Pirates of the Burning Sea and the more recent Star Wars: The Old Republic.
Just some food for thought. Cheers Nem |
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#5 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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OK folks, this is a heads up to a possible Beta / alpha / substantially bug ridden pre-release of the TSWSM.
I have re-started work on this mod and need to limit how much I do before releasing what will be unfinished and full of bugs. The main reason for the release is to create some renewed interested and to draw some additional people into helping out with the work required to turn this into a more complete mod. To run this you will need the UBoat missions add on to SH4 PLUS Ops Monsun V705, Ops Monsun V705 to 720 upgrade, Ops Monsun V720 Patch. What to expect; 1) Multiple playable surface ships for a US, UK & Germany. 2) Custom damage model enable all key components to be displayed as damaged and repaired.. 3) Customized ship handling and "bigger" seas - so these babies look more realistic when the going gets rough. 4) Customized muzzle flash and sound for the battleship main guns. 5) Working depth charges controlled by the player if playing as a destroyer. 6) Computer controlled U-boats (only German right now) which will engage you and fire torpedoes at you. 7) Computer controlled cruisers also have ability to lob torpedoes at you. 8) As far as I could make them, historically accurate radar operation - I tuned each radar set to detect at ranges I was able to research on t'web... I did not mess with the 3D models ... I can't do that stuff. 9) Includes one of the radar graphic contacts mod for the radar screen - can't remember which one. 10) Some torpedo attack planes will now do as their names sugests ... they'll lob torps at you. 12) Sorted out visibility and gun accuracy as much as I am able to. So far the longest range engagement I've been able to conduct is out to about 20km. The game engine makes accuracy horrible, despite messing with special abilities and gun seetings. 13) Re-balanced all ships armour vs. gun balancing so that things line up and play alomst as you'd expect historically ... dont' think this is absolutely right, but I did alot and cna't remember what I had not finished. OK, so now some folk might be getting excited ... here's what I need to do before release; 1) Create some allied European bases and populate with the ships so you can start a career. Can't remember how to do this so ned to do some reading. 2) Test sail all ships at start of career. 3) Resolve some minor playability bugs with some of the ships. Credits etc...... Much of what is included in the mod was built up over 2 years ... much of it is 5 years old. I will post credits to those I am able to trace / remember. If anyone objects to content being used, I'll pull it (I honestly don't know who to contact over much of it).... and also not that I, in no way, take credit for the bulk of the graphical content (3D stuff) or some of the clever stuff like depth charges etc ..... all I have done is pull it together and done a bucket load of gameplay work, especially around damage models. So wich me luck. Anyone wanting to help out with item 1) above, please contact me urgently. Thanks. Can't believe I just decided to do this ..... arrghhhh ! |
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#6 |
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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Hey Poly, as part of the "Command" section of the group, let me know what you will need help with, what I can do, and when you need it done, I'll back you up
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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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#7 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Sledge - good to hear from you.
What I am stuck on right now is knowledge regarding how to add new career start bases. I want to add Scappa Flow etc as career start points... I've started working it out for myself ... but it would be good to get input from someone who knows how to do this. |
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#8 | |
King of the Ocean
Join Date: Mar 2010
Location: Michigan, United States
Posts: 337
Downloads: 621
Uploads: 0
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![]() Quote:
![]() Ive used that program alot, maybe i can help!
__________________
Proud owner of SH3/4/5 Proud owner of the DCS series ![]() "He who controls the seas controls the world." |
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#9 |
Bosun
![]() Join Date: Mar 2010
Posts: 63
Downloads: 60
Uploads: 0
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The idea that anything from this could be released is very exciting to me. I really will take whatever you can get out, as I have been hoping for/looking for this kind of game for awhile.
I wish a good WWII surface ship game would be made, but I would love to see what this mod can do. |
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#10 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Well right now I'm trying to work out how to make all the OM campaign traffic available if you start an American career. If I can work out how to do this then I reckon I can get a very rough Beta out quite quickly. Much of the original ship definitions, plus torpedo firing AI subs, depth charges for the player to launch, and plenty of big boats to drive ........ are already in place ... there's just not much to do if you start an Allied career in Europe ... in fact, it's a total pleasure cruise in baron seas.
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#11 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Hey Polyfiller!
Last I spoke with Tom he also expressed interest in restarting this mod. I have busy will my classes, but on the weekends I am willing to participate again. Contact Tom and I and we can plan this out. |
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#12 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Ivan - good to hear from you. .... OK ... I'll send Tom a PM.
Sledge had a good idea about rolling in a previously created American atlantic campaign created by Lurker ..... I really need help witht eh capmaign building now .... I cerated some test start bases in UK (Rosyth, Scappa, Portmouth, Plymouth) .... these work.... but we really need to create all the convoy & axis traffic, by using Sledge's suggesiton or getting the OM German Campaign files to work with a US career. So far I've done one test which was unsuccesful. I took the EU_Coastal.mis from OM CapmaignGe and put it into the US Campaignb folder. I then added the Campaign file definition to the bottom of the US Campaign.cfg .... and nothing shows up in terms fo the traffic defined in the EU_Coastal.mis if I start a career from Portsmouth. Probably me not knowing how to add campaign components or how to save the file from mission editor (RND layer, scriped or whatever.... I dont' know which to use or how the merge function works). I need help and probably psychiatric care :-) |
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#13 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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oh no dont tell me that this mod.....when will be ready.....it will be only for operation monsun:/ i hope it will work for stock 1.5 right? because i am going to have nightmares.....
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#14 |
Bosun
![]() Join Date: Mar 2010
Posts: 63
Downloads: 60
Uploads: 0
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Any news on the status of this project? Is there a chance we can get some kind of alpha/beta release in the near future?
I would love to just see what kind of things this mod can do. I appreciate all of you that have been working on it and have been tracking this for the past couple of years. The PC gaming world needs a surface naval game.... |
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#15 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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I have tried to raise polyfiller to get a copy of the to do some work on to try and get finished but no luck
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