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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2746 | ||
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
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Okay, I'll keep working on adding the other special missions.
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#2747 | |||||
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 346
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![]() I'm sure implementing minelaying would be tricky. One objection that I've seen is that it would be impossible to credit tonnage sunk by mines to the U-boat that laid them, once that boat sailed away. Actually, I think the lack of credit would be perfectly historical: U-boat crews hated laying mines firstly because it was dangerous to get so close to enemy harbors, but also because they rarely got credit for a sinking unless B-Dienst could confirm it through wireless intercepts. I've often wondered whether a script could check to see whether mines were placed at the correct depth. If they were, then there could be a random (but low) chance that we would be credited for sinking a random ship after returning to port. This would also remove the necessity of making the mines actually explode, since everything would be done through probabilities behind the scenes. It's not like a U-boat on a minelaying mission would stick around a harbor to watch the results anyway. Sorry for my ramblings...I like to dream of these things, even if they're not possible right now ![]() Quote:
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Last edited by keysersoze; 03-12-13 at 08:31 PM. |
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#2748 | ||||
Stowaway
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#2749 |
Ocean Warrior
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Gary was wrong.. this is not the part of OHII.. this is standalone mod..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2750 |
Stowaway
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Hi Trevally
![]() You can add in the future ships of the modes mehr Traffic, Nationen und Schiffe 1.8 in OH II? That would be great! ![]() P.S. Unfortunately comrade Uekel not attend forum subsidies and mega-mod Schleichfahrt! has no further development! ![]() ![]() |
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#2751 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I am sorry for the delayed answers
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Unfortunately, many of these missions fall outside the timeframe of OH's Arctic Convoys (see my previous post on this topic, and my suggestion to add a new Arctic Campaign). EDIT: in this post and in the following ones, Trevally posted a few charts showing the locations of OH's campaign/objectives. Useful for reasoning on which missions are compatible with which objectives, since I agree with you that assigning an U-boat based in France to a mission which will take place in the Arctic, won't make much sense ![]() Last edited by gap; 03-14-13 at 09:42 AM. |
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#2752 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2753 |
Ocean Warrior
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I think this is impossible, at least right now.. because of .dat models.. I think so..
I could never get these mods (MTNS and New UIs) working together.. it's too 'hard' to our game.. these heavy mods.. or MTNS + OHII + other UI mod, or New UIs + OHII.. only this way.. unfortunately.. Maybe someday.. after the GR2 Editor's release..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2754 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2755 |
Ace of the Deep
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honestly, you can easily import/clone models right now. It is a bit of a pain, as you have to make sure to fix all the bone/mesh names in the gr2 file and re-attach all the controllers as they will be broken, but the actual import is easy.
My main pain with working on the 9b uboat (AI one) consists of the uboat having sooo many different layers (probably partially because you can only assign 2 materials maximum per mesh, so you can't break things into subsets so much). But if you have ready-to-go models, importing them into gr2 is pretty easy... (well, and i'm squimish on importing a SHIII 3d model... It just doesn't look as nice). If you want, i'll pick couple of ship's gr2's and will start making a clone out of them according to a list of ships that we have .dat files used for at the moment. |
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#2756 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2757 | |
Stowaway
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![]() I remember reading once that you had to start a new campaign or get back to port and then out to sea again before the boats show up. I can confirm that after reactivating the mod at sea, there still weren't any boats, but once I returned to port and went out to sea, they're back. IIRC, I may have already made a post confirming this in Rongel's thread a long time ago. |
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#2758 | |
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 346
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![]() Like I said, this is probably impractical, but I'm just thinking out loud... ![]() |
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#2759 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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In part, the current campaigns are based on your concept, but I think it is not applied as strictly as you are suggesting. Definitely worth discussing it with the "boss" (no, not Springsteen, I am talking about Trev) ![]() |
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#2760 | |||||||
Navy Seal
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![]() I can use them like any unit - set or spawn. The issue here would be to find the correct triggor to spawn the mine ![]() Quote:
![]() If two planes are ok - they could be scripted in. The issue with airbases sending plane is that they send too many and we get ctd Quote:
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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