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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2551 | |
Silent Hunter
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Mini update: Finished all the top ace sinking tonnages! Completed 1918 last night. Woohoo! To simplify things, the game will calculate top ace scores biweekly, but in my opinion that's a good compromise. Early in the war, Otto Weddigen is the man to beat (Aboukir, Cressy, & Hogue gave him about 36,000 tons to start with!) Later in the war you compete with aces like de la Periere, Rose, & Saltzwedel. |
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#2552 |
GLOBAL MODDING TERRORIST
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#2553 | |
Silent Hunter
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I did not forget about our discussions, and actually it's a good time to get together again because I have decided on the poly count for new NPC human figures (about 1400 polys for men, 1800 polys for women). I tested my high-poly freighter with about 40-50 crewmen at ~ 1500 polys each, and got no slowdown. ![]() ![]() ![]() I am starting to build a library of ship crew members, based on the SH4 submarine crew and some 3rd party figures I paid for to get permission to use. Categories will be: -Navy Sailors -Soldiers -Merchant Sailors -3rd Class Passengers/Refugees -Wealthy Passengers -Fishermen -Nurses/Hospital Ship Crew -Dock Workers IMHO we probably don't need anything too extravagant, just "at rest", "panic", and maybe jumping overboard animations. Possibly a few others like soldiers firing guns, fishermen fishing, etc. I have already gathered some pictures of Edwardian-era clothing so we can have nice, period appropriate skins. Also, a few new animations for the player sub wouldn't hurt (U-Boat chef cooking, crew torpedo maintenance, helping injured comrades, etc). |
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#2554 | |
Admiral
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Whooaaahhh.... ![]()
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#2555 |
GLOBAL MODDING TERRORIST
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I think I can manage what you want.
I have a vast collection of animations that I can adapt to the SH4 standard. I'll dig out my Scripts for 010 and update them as needed. |
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#2556 |
Torpedoman
![]() Join Date: Dec 2011
Location: Florida, USA
Posts: 116
Downloads: 105
Uploads: 0
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Found this article tonight and thought about your MOD!
http://www.hisutton.com/Brazilian-Navy-Sip-Ceara.html The Surprising Secret Of This Brazilian Navy Ship From 1915 ~ 1946 Brazilian Navy's “Ceara” Submarine Tender BraziliaCearas Specifications Displacement: 3,500 tons light, 6,400 tons fully loaded Length: 101.6 m Beam: 15.7 m Draught: 6.45 m (fully loaded) Speed: 12-13 knots Propulsion: 2 x 2,100 HP Diesel engines, 2 shafts Armament: Modest weapons. Possibly 2 x 101.6 mm, 2 x 57mm 4 x Hotchkiss 3-pounder 'Armstrong', 2 x 7mm Hotchkiss machine guns. Reports vary Complement: 89 The ship was designed and built in Italy in 1915 to support 3 'FF' type (Foca Class) submarines. These were also Italian and formed Brazil's first submarine force. Small and relatively fragile, they primarily provided training in Brazil. FF Type (Foca Class) Submarine Specifications Displacement: 160 tons surfaced, 260 tons submerged Length: 46 m Beam: 4.4 m Draught: 4.4 m Speed: 13.5 knots surfaced, 6.5 knots submerged Propulsion: 2 Fiat 6cyl 700 hp diesel engines driving 2 electric motors, 2 shafts Endurance: 1600 nm @ 8.5 knots surfaced, 100 nm @ 4 knots submerged Armament: 2 x 450 torpedo tubes (some sources say 3) Complement: 20 Operating Depth: 40 m Ship’s Fate Ceara’s service life, from 1917 until 1946, seems unremarkable. And although active on the Allied side in WW2, naturally this ship did not see combat. Yet its long service life meant that it far outlived the FF type submarines which it was designed to house. Subsequent Brazilian Navy submarines were larger and would not fit inside the hangar. So it is unclear whether the hangar was still useful (I suspect not). The design was however still noteworthy, a particularly well-equipped strategic asset |
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#2557 | |
Silent Hunter
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#2558 |
Swabbie
![]() Join Date: Nov 2002
Posts: 11
Downloads: 10
Uploads: 0
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Hi,
I've been following this mod for many years and enjoying the updates. I have noticed a bit of feature creep with you discovering new techniques within the engine, increasing your skills, expanding the scope of content. I'm curious about what the list of features and content you'd consider acceptable for an 'initial release'? I was think that - if you set goals for an initial release, and then started planning version 2.0 and version 3.0 (or other expansions) we might get to try some of it sooner! Something like a single player controlled submarine, and enough assets to replace the existing opponents with a couple of WWI escorts. With additional ships coming in subsequent releases. But even if you don't do that - I'd be very curious what you'd consider complete enough for a 'beta' or a version 1.0! Thanks! |
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#2559 |
Gefallen Engel U-666
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Avimimus!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#2560 | |
Silent Hunter
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Goals for later versions include British & Austro-Hungarian subs, possible speedboat/destroyer campaigns, more extensive East Coast warfare, Black Sea Campaign, detailed Gallipoli campaign, accurate interiors for multiple subs, and battleships/cruisers for the following nations: -France -Austria-Hungary -Turkey -Italy -United States -Russia There's no need to worry about feature creep; I always maintain a good idea of what the core features of the mod will be. Note that 3d modeling for the large warships is about 100% complete, and that the other player units will come along quickly now that the U-31 is done. Excellent progress was being made a couple months ago; the only reason for the current slowdown is my office offering overtime that lets me increase my salary by 40%. This is a huge opportunity, and of course the extra money goes to more WWI source material for the mod. |
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#2561 |
Silent Hunter
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Super minor update: Working lifeboats are in! In other words, cables actually dropping down from the pulleys & lowered from the davits...As opposed to ghost lifeboats that come out of nowhere. This was an easy improvement to create, and I'm surprised that nobody else has done it before..
Of course, work on "important" stuff goes on, but IMHO the project to make sinking ships look "more alive" is itself important, and a major goal of the mod. WOTK is basically a big collection of sub-projects making their way to completion. Tonight...finishing touches on the U-139 cruiser submarine hull. I have three wings3d windows open right now. ![]() |
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#2562 | |
Navy Seal
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![]() I am quite excited for this mod. |
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#2563 |
Canadian Wolf
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Impressive indeed
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#2564 |
Frogman
![]() Join Date: Apr 2015
Location: Trieste/Siena Italy
Posts: 297
Downloads: 164
Uploads: 0
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Can’t wait !! : ))
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ALFA TAU!!! Rapidi Ed Invisibili-the campaign (an italian mod for SH4) |
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#2565 |
Silent Hunter
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Coming soon .... the BEHEMOTH.
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