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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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#976 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Bad news & good news ........ controlling other ships in convoy ... I just remembered (I think) that this only works in multiplayer ... damn.
Good news .....for those in the mod team ... remember the horrible damage model bug I encountered along time ago ? Compartments would take enough damage to flood, but the damage screen would show a flashing blue bar of water (would show flooding, then no flooding, then flooding) and would never actually fill up ... worse still, your boat would sink, depsite repairing damage, and it was never possible to pump out ? Well .... I actually think I fixed it. Turns out there is a magic sweet spot in ratio between flooding time, hitpoints and floatability (haven't worked it out precisely ... but I have a ratio which works). For the first time in years I tested playing a BB (The KGV) getting torpedoed multiple times by my demon AI torp launching subs .... and I took critical hits to engine rooms and midships compartments ... they fully flooded after damage got to 60%. I was then able to repair damage and the water got pumped out ... first time this worked with the TSWSM damage model for about 3 years.... only problem I have now is to re-work the water volumes ... the KGV descended down to the level where only the bridge and top of turret B were clear of the water ... and after pumping out she was showing all of the hull above water ... but still listing due to non repairable damage to the fuel tanks and side torpedo belts. Basically, apart from the ship going down too low, the ability to pump out and recover from damage and the remaining list were great and really realistic (in simplistic terms). This bug cost me hundreds of hours a couple of years ago. Can't believe I've managed to fix it.... I think I'll run out and buy a lottery ticket .. must be my lucky week ![]() |
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#977 | |
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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words can't describe how happy I am that things are moving along with the mod! ![]()
__________________
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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#978 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 0
Uploads: 0
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nice to hear that you guys are still (or again) working on this mod, i hope you will have a good and not so hard progress...
good luck lads see you on the hms nelson (i hope it will be in this mod) ps: sorry for my poor english |
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#979 |
Seaman
![]() Join Date: Jul 2010
Location: Scotland
Posts: 34
Downloads: 399
Uploads: 0
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Nice to see you guys back in action with this mod, looking forward to what it will be like when you's have it finished.
Keep up the good work! ![]() |
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#980 |
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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your english is just fine briggadoon, actually its better than some people I know and hang out with
![]() Also, the Nelson will be in the mod, it's been in there since we first started work!
__________________
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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#981 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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I spoke with Tom and he agreed to start importing SHV ships, and I am installing the game as I type this so I can work on the campaign
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#982 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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OK ..... I have spent the weekend debugging some ID conflicts between OM and TSWSM files. Also been tuning the ASW gameplay .... managed to get depth charges to work at variable depths, so it's possible, with a bit of luck, to sink the AI subs I included in game. The AI subs don't change depth, so I created several at different depths. Managed to sink my first one tonight driving a buckly class escort. Used external view and saw one of my DC's drop right under the type VII's bow ... bang... unit destroyed.
I've also added some blank (as in no real objectives) Allied start point careers in Europe, one for each year from 1939 through 1945. I am having diccuculty getting AXIS air power to show up.... I checked the config of the air bases and they look fine.... I'm just not seeing any aircraft when I start an allied Career from the UK... not sure why right now. Within the next few days I expect to be uploading a "base development" version of the mod which you & Tom can use to import SH5 models into and also create career detail. |
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#983 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Just managed to get something funky to work .... been setting up / testing damage model for the Buckly Class Escort ....... had trouble getting any compartment damage to register on the damage screen ... worked out the issue was with the damage zones have a parent of the entire hull model (as is normal) but the buckly has a front and back half ... seperate additional 3d models.... so I split the damage zones to be parented by the front & rear 3d models ..... and now damage shows up in the damage screen. So here's the funky part ...... took a barage of torpedo hits amidships (picked the poor little boat straight up out the water) .... and it broke her back .... this is the first time I've been able to get a 2 part model to break it's back without crashing the game .... it work fine for AI units, as we know, but for player controlled units .... for me it usually caused CTD.
Just need to refine the damage zones now. So here's another decision / question ...... am extending the depth charger launch application to give player DD's more than one controllable launching rack ..... now what I could do is replace more of the torpedo slots in Torpedoes_US.dat with depth charges, using each slot for a different depth of depth charge detonation. What this would mean is that once TSWSM is applied, we'd need to write a batch file or seperate mod to restore the original torpedoes if they wanted to play as a submarine and not a surface ship. Thoughts ? |
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#984 |
Seaman
![]() Join Date: Jul 2010
Location: Scotland
Posts: 34
Downloads: 399
Uploads: 0
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Would be a good idea m8 as it would give you that same realistic effect of a WWII destroyer though in your previous post you mentioned that AI subs don't change depth so really it would be giving you more work to do than is needed.
Personally I would think that making the AI subs act more erratic when under attack would be more beneficial (if it's possible) you know like what a player would do, slow down turn to avoid...basically get a bit squirrely so to give the player a harder challenge hitting it with a depth charge. |
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#985 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 0
Uploads: 0
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hey guys,
i have a question and maybe you guys can give me an answer: is there a possibillity of receiving a christmas-present this year? or will this huge update will take some further time? i would love to see an update under the christmastree!!! thanks a lot for still working on this epic mod lads and i wish you guys a good progress!!! (of course completely unselfish ![]() cheers briggadoon |
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#986 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 0
Uploads: 0
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and again all quiet on the u-boot-front???
noooooooooooooooooooo ps: is someone out there? |
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#987 |
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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#988 |
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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#989 |
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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#990 |
Seaman
![]() Join Date: Jul 2010
Location: Scotland
Posts: 34
Downloads: 399
Uploads: 0
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Probably on holiday or scratching his head about a bug that's just popped up
![]() A lot of us have been following the mod for some time now and I'm sure we can manage to wait some more time for it ![]() Personally I'm just waiting for a new psu as mines blew up before Christmas there and only having a part time job with other bills it's going to take a while ![]() |
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