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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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#17 | |||
Chief of the Boat
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#18 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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This is great news and some nice update mates...
A Hell of a job ! ![]() |
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#19 | |
Chief of the Boat
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#20 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
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Kaptain and GWX crew, I understand 1.04 is the final version.
My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc. |
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#21 | ||
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Anywho - http://files.filefront.com/wonderwha.../fileinfo.html
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#22 |
Stowaway
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The "Stay Alert Crew" mods
I have a question I notice a small thing that bothers me in the 16 km Stay Alert Crew that was biuld to GWX 1.3. When my crew spot a ship (big or small doesn`t metter) i go to the wach tower, looking throw the binocals and can`t see a damn thing, the same at night. In the standart GWX 16 km i don`t have thise problem. Now the question to GWX team Do you also notice thise small problem ? And do you rebild the visual spot range of the Uboat crew ? |
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#23 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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The Stay Alert Crew Mod is NOT going to be in GWX 1.04 for that (& other) reason. FYI, this mod was not included in the original GWX download/install.
The GWX Dev's don't plan to work on this but if you contact Rubini he might help.
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#24 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
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Great, thanks. Downloading now.
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#25 |
Planesman
![]() Join Date: Nov 2006
Location: Melbourne, Australia
Posts: 197
Downloads: 5
Uploads: 0
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Cheers muchly for the update Kpt. Looking foward to the final release....
I like the sounds of removing the map contact tails. I started playing without map updates, but to be honest I've found it very tough going when you meet a convoy. Keeping situational awareness working out where to try and sneak past the destroyer pickets is very tough indeed, and for someone like me that only gets a couple of hours a week to play its just too hard to be much fun. Having map contacts on makes it all a bit arcadish and easy though, I think removing the tails is a brilliant idea and should be a good middle ground Well done ![]()
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When you pull the pin from Mr. Grenade, he is no longer your friend. |
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#26 | |
Stowaway
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#27 | |
Chief of the Boat
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#28 | ||
GWX Project Director
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#29 | ||
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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what I was missing. M [edit] @ Danlisa that works Great thanks again. @ GWX Dev team. Wow Kship looks great and looks like its working good. M Last edited by Mush Martin; 08-30-07 at 07:50 AM. |
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#30 | |
GWX Project Director
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Regarding IABL's merchant mod, given the structure that Bigboywooly has built into the random campaign layer and its relationship to convoy merchant assignment, there shouldn't be much work to be done to make his merchant mod compatible with GWX. Regarding the damage models for the new merchants... in part yes and in part no. vonHelsching was our damage model officianado and we wore the poor guy out during the development of GWX version 1.0. (The last version that include new major content.) Though all damage models will remain influenced by the global settings in the Zones.Cfg file... building new damage models from the ground up... it is no longer practical for us to attempt it. That being said, if former GWX devs are willing, once we are sure of the parent model of the new merchies in question... given time, they will likely have GWX damage models ported over from the relevant ships in GWX... and possibly be a perfect fit. (Though I wouldn't look to the GWX devs to do much for a NICE LONG BREAK after release of 1.04, LOL.) |
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