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Old 08-27-10, 06:26 AM   #16
Stormfly
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Quote:
Originally Posted by Chevelless View Post
amazing screen shots !

By the way, which files are related to fire and smoke?? Meterials???or any others??
have a look in /Library/particles.dat and textures.
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Old 08-29-10, 04:24 PM   #17
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actual version have also a new damage/flooding behavior, special mix between anti instand death, longer repair times and Warship charactaristic armor/hitpoint values, armor and hitpoint values independent for each ship.



...result is a much more immersive and challenging warship gameplay because of more interaction with the damage screen, do more crew management and "i am thinking that i am sinking feeling"
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Last edited by Stormfly; 08-29-10 at 04:40 PM.
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Old 09-01-10, 04:45 AM   #18
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here is a 23 minutes ingame footage (work in progress), using one of our mp missions for norway...

...leaving norwegian fjord at Fedje, enganging allied landing, support and battle groups.

http://www.filefront.com/17253369/St...ssentials.wmv/

...for some reason a special mixed flooding sound wont play while recording a video


current readme:

- Added compatibility with Living Silent Hunter campaign and multiplay mode.
- Added working battleship damage, shopping and campaign screens.
- Reworked armor, equipment and hit points to more realistic values, you will sink mostly with your ship, much reduced instand death.
- Reworked flooding and damage behavior, reduced crew repair efficiency for best balance and gameplay immersion.
- Added new warship effect entrys regarding fire, smoke, oil and exploisions, if system or compartment is repaired, fire and smoke should stop.
- Added special surface sound package including many new much more fitting sounds. (some alert sirens are not historical correct)
- Added ship interrior from Mikhayl`s superb S-Boot Mod.
- Integraded left UI OLC gauges from Mikhayl`s S-Boot Mod.
- Added last MEP 20k admosphere mod created by Makman94.
- Adjusted AI cannon range and max error angle. (set for 20k admosphere atm)
- Removed dive and surface commands from commands.cfg`s
- Added new command for "case fire" for main guns ( Control + Spacebar )
- Added new command for "case fire" for AA guns ( Shift + Spacebar )
- Removed searchlights from BB, CA, CL, CV and merchants.
- Effect particles special mix between Urfisch ModStrikl beta and Living silent Hunter (including ship horns, sirens, red distress flare).
- Searchlights disabled for merchants, BB,CA,CL,CV , No starshells for merchants.
- Added special MP Missions for Living silent Hunter SCP Special Edition.
- Added modifikations to be playable in Living Silent Hunter campaign mode. (Flotillas, spawnpoints in harbors, renown for a Pocket BB at start).
- Added special Submarine mod folders for multiplay (each player have to stay in the same Ge(number) class.
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Old 09-01-10, 11:29 AM   #19
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That is quite nice there stormy. After trying out the different versions, I think the MOD is nearly there. SHIII must be pushed to near its limits with LSH and WSM on top of it.
Calm seas!
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Old 09-03-10, 11:41 AM   #20
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Default To the Author of this mod and its modders

After a few years off SH3 (switched from "student" to "real life work" ) I decided I wanted to see all the new mods this great comunity has done in the past 2 years, and I must say that I am truly impressed by you modders out there. The mods you have been adding are really great!
I stumbled on the Warship mod and (beeing my little boy's dream from the release of SH3) I decided to give it a go.
I think that the with this mod the whole game becomes like a new simulation, and I can't wait for future updates.

I have Sh3 + GWX 3.0 gold and 16km horizon; and I have a few questions:

1) I can't make this mod work with the widescreen mod I use for GWX. Is there a way to make it work or do I have to wait for future release?

2) I think that all the "pimping" you have done so far is fantastic, but I would go much further than just that word, it really shows how much time and effort was spent to make the original mod even better

3) I noticed (a "problem" with SH3 from the beginning) that (I think) the aim of the ships is too good for the distances at wich the battle is waged at the beginning (15km or so) so I would like to ask if in the future the aim of the ships will be turned down a little (cc 10%)? or is it just fine as it is?

I will be following closely this thread, hope to hear more news and a modded release soon.
Keep up the great work and sorry for my English.

SH3 FOREVER!
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Old 09-03-10, 08:48 PM   #21
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welcome back U-274 !

1) ...there is no final descision taken on which UI-mod this package is finaly based later, a widescreen version of this UI is not planed, good widescreen UI`s are rare and realy needed.

2) thanks for the kind words, just putting some good things together, adding here and there something.

3) may i ask in which order you activated which mods exactly ? You know the British Home Fleet is a dangerous opponent, so i dont liked to kill them all the time and everywhere without get killed myself, so i adjusted next to own damage and flooding behavior, ai`s cannons error angle to 2.5 deg together with new visual sensor settings (for 20k admosphere), because they should hit you also from far distance from time to time

still working on the damage model and armor settings, will also add some more skilled default crew (for MP) regarding gunners, engineers and so on.
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Old 09-04-10, 03:13 PM   #22
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Will you be altering the tonnage needed for medals? Using the ships is fun, but getting a Knight's Cross and all of its expansions after 1 commerce raiding run at Gibraltar is kinda...
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Old 09-04-10, 04:14 PM   #23
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Quote:
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Will you be altering the tonnage needed for medals? Using the ships is fun, but getting a Knight's Cross and all of its expansions after 1 commerce raiding run at Gibraltar is kinda...
yea, how do you think it should be ?
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Old 09-04-10, 09:28 PM   #24
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Write your name in the sea !

...fuel efficency is important.



after a captial hit into the fuel bunkers and writing the first letter, i had only 5% fuel left
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Old 09-05-10, 03:08 PM   #25
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Quote:
Originally Posted by Stormfly View Post
3) may i ask in which order you activated which mods exactly ?
I use Sh3 with latest patch + GWX 3.0 Gold
With JSGME I activated (in this order):

1) 16 km atmosphere
2) enhanched damage effect
3) widescreen gwx 3.0
4) gwx VIIC41 player sub

But if I activate WSM 3.0 mod + Gel,II or III, I must deactivate:
- widescreen mod
- enhanched damage mod
(they seem to conflict when I use them with JSGME).

Good luck with your work!
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Old 09-07-10, 12:17 PM   #26
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Another question:
I always wanted to know if in SH3 the small caliber shells (example 8") do or not bounce off strong armor like that of the Bismark or if they do damage every time they hit target (the latter would be less realistic). I ask this because I saw your video (nice editing by the way ) and your ship gets literally desoyed by the shell fire of all those destroyers (other than the fire of the english Battleships of course).
Is there a way to make SH3 work so that an 8" shell hitting the Bismark actually doesn't explode but bounces off? or is it unrealistic in terms of SH3 engine?

Smooth sailing
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Old 09-07-10, 01:59 PM   #27
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Quote:
Originally Posted by U-274 View Post
Another question:
I always wanted to know if in SH3 the small caliber shells (example 8") do or not bounce off strong armor like that of the Bismark or if they do damage every time they hit target (the latter would be less realistic). I ask this because I saw your video (nice editing by the way ) and your ship gets literally desoyed by the shell fire of all those destroyers (other than the fire of the english Battleships of course).
Is there a way to make SH3 work so that an 8" shell hitting the Bismark actually doesn't explode but bounces off? or is it unrealistic in terms of SH3 engine?

Smooth sailing
you know, shells of a DD or CL will do damage to a BB regarding the rig, the rudder and screws, crew on flying bridge or crew in less armored places on deck like aa guns or something. Dont forget the case, if your armor is maybe gone of the engines compartment, and this is maybe also flooding a bit allready, they will do additional damage to this area of the ship.

but what was sinking the Bismarck at the end of this video, was a King George V and Admiral Nelson class BB which approached as a reinforcement battlegroup from the north west. They closed into fireing range 18km away in a critical moment and sunk me (20k admosphere).

...its a pitty that the video shows a "half instand death" at the end, so you couldnt enjoy the final sinking while on the bridge, but the current version have much improvements like flooding is visual announced in the damage screen and instand death much more reduced. Regarding interrior textures, they also got altered to a more "big ship" like appereance together with a picture of Admiral Reeder and a new damage screen texture on the wall.

regarding bouncing off projectiles without exploading effect with lower damage projectiles on heavy armor would be nice, didnt looked into that til now...
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Old 09-07-10, 04:38 PM   #28
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Quote:
Originally Posted by U-274 View Post
I ask this because I saw your video (nice editing by the way )
...by the way, the video itself didnt got edited but cutted to reduce lenght, all sounds you get in the video are from the surface sound package, that means they are in game
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Old 09-08-10, 12:48 AM   #29
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Thanks for the rapid reply
Wow, if the video is not edited, than it is a really a great testament to where SH3 has come over those years thanks to it special community of modders . I think its one of the best and most dedicated of any other game out there.

Keep up the good work and watch out for enemy BB
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Old 09-25-10, 11:45 AM   #30
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Default Question?

Will this work with Stock SH3 with 1.4b patch and warship mod?
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