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Old 02-26-06, 11:35 AM   #16
Vonotto
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Teddy Bar, I am going to make it my lifes work to find you a woman as you have to much mod making time on your hands.
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Old 02-26-06, 01:29 PM   #17
JCWolf
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NOOOOO


It's bad enought when we see them, and now you whant to make them invisible????


Also , please don't had magic Harry Poter mines at the game pls. that will turn a litle unrealistic doesn't it? :hmm:


But ok anyway i just don't use it bro...

You are bad.... and whant to sink all are boats ...
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Old 02-26-06, 01:48 PM   #18
Hartmann
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I´m agree.
A invisible mine is too much realism for me.


The better is make the mine like the real life , visible, as a phisical object. ...in fact, in a very clear waters could be visible.

The people who wants a invisible mine and harcore realism ,can tweak the water transparency through Sh3 commander. this can make every underwater object invisible.
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Old 02-26-06, 10:51 PM   #19
GT182
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Just call it the StarForce mod. LOL

Then no one will want invisible mines.
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Old 02-26-06, 10:55 PM   #20
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Guys,
Fair go, what part of....



Quote:
The NYGM Minefield Mod will be available in the NYGM Tonnage War Mod and fear not, we will include the original just in case you cannot make this exciting leap.
do you not understand :rotfl:
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Old 02-26-06, 10:56 PM   #21
Der Teddy Bar
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Quote:
Originally Posted by Vonotto
Teddy Bar, I am going to make it my lifes work to find you a woman as you have to much mod making time on your hands.
My wife will appreciate that as between moding and dating she see's very little of me :rotfl:
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Old 02-26-06, 11:02 PM   #22
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For me, I just prefer that I not be tempted. Because 1 of every 100 times temptation will win out. This way, no temptation.

You have a CHOICE....

You will not be forced to use it, and it will be there as an add in option. That is, the file is included and you can implement it if you want, and ignore it if you do not.
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Old 02-27-06, 06:51 AM   #23
U-Schultz
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Geez people, I am a little surprised at the apparent venom here. Or thats what it sounds like to me. Of course I am still working on my first cup of coffee.

ALL mods are always an option that you can choose to use or not.

Personally I think the idea of invisible mines is cool as hell.

Adds a real sense of danger and suspense when a minefield is in the area. I would leave them at full strength. I can't recall any sub or ship, from all my studies and reading, that observed a submerged captive mine from the bridge. Or in the case of just a sub, while submerged. Only the ones that had broken free and were floating were seen at all.

Penetrating enemy harbors should be a knuckle biting sweat-fest.
As for friendly harbors thats what the escort ship is for.

Good work Der Teddy Bar
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Old 02-27-06, 06:03 PM   #24
Der Teddy Bar
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Quote:
Penetrating enemy harbors should be a knuckle biting sweat-fest.
Actually that was another reasoning behind the idea.

It is evetually my hope to have the time to learn more of 3DS Max so that I can redesign the ports to be both more accurate and better.

But for SHIII the more pressing items for me is sorting out the air cover and the new Ship Damage Mod. We are still looking at/for a way to enable repair times and the removal of the 'ship sunk' message.
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Old 02-27-06, 10:50 PM   #25
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Quote:
Originally Posted by U-Schultz
Geez people, I am a little surprised at the apparent venom here. Or thats what it sounds like to me. Of course I am still working on my first cup of coffee.

ALL mods are always an option that you can choose to use or not.

Personally I think the idea of invisible mines is cool as hell.

Adds a real sense of danger and suspense when a minefield is in the area. I would leave them at full strength. I can't recall any sub or ship, from all my studies and reading, that observed a submerged captive mine from the bridge. Or in the case of just a sub, while submerged. Only the ones that had broken free and were floating were seen at all.

Penetrating enemy harbors should be a knuckle biting sweat-fest.
As for friendly harbors thats what the escort ship is for.

Good work Der Teddy Bar


What venom bro???? :hmm:


Just that he told us that this mines mod would be included in the tonag. Mod and we thought there was no way of geting redd of it if we didn't whanted...


Get the picture

As for Der Teddy Bar , is one of the best Modders in active and far from mi launching any stupid critics. on his work man...

But it was mi opinion about the mines , nothing else bro...

thanks for your hard work Der Teddy Bar, and for sharing it with us ..
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Old 02-28-06, 12:12 AM   #26
Clyde00
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In WWI Lt. Norman Holbrook, RN took B-11 into the straights off Dardanelles and the minefields. He stated that he could hear the mine mooring cables scraping past the dive plane guards and the sub hull. He never stated that he saw the mines just that the minefield's position was noted before he sailed.

U-32 with Baron von Spiegel was caught up in a sub net in the Channel. The sub net had mines attached and one detonated but no leaks were found. They then drug the net with them (with the suspension float) and had no idea why they were going so slow or how the enemy knew there exact position till they surfaced and saw the net.

Historical evidence leans toward not being able to see the mines. SH3Gen could be very usefull for those who want invisible mines and like to see there approximate position on the map.

Most sub captains did not use the periscope when entering minefields as the scope could snag a mooring or float. I know I have heard a contact while submerged, raised obscope and became startled to see a mine about 10 meters away floating. Anyone toyed with the idea of expanding a slideout of the minefields around Britain for the navmap?

I can make the maps and organize them into the SH3Commander date folders so they would change during the war years if someone would help me to get them into the navmap (like the Navimap mod).
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Old 02-28-06, 01:25 AM   #27
LukeFF
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Quote:
Originally Posted by jcwolf
What venom bro???? :hmm:


Just that he told us that this mines mod would be included in the tonag. Mod and we thought there was no way of geting redd of it if we didn't whanted...


Get the picture
Quote:
Guys,
Fair go, what part of....

Quote:
The NYGM Minefield Mod will be available in the NYGM Tonnage War Mod and fear not, we will include the original just in case you cannot make this exciting leap.


do you not understand ROTFL
Apparently you didn't understand that.

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Old 02-28-06, 09:04 AM   #28
JCWolf
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by jcwolf
What venom bro???? :hmm:


Just that he told us that this mines mod would be included in the tonag. Mod and we thought there was no way of geting redd of it if we didn't whanted...


Get the picture
Quote:
Guys,
Fair go, what part of....

Quote:
The NYGM Minefield Mod will be available in the NYGM Tonnage War Mod and fear not, we will include the original just in case you cannot make this exciting leap.


do you not understand ROTFL
Apparently you didn't understand that.


Yeah sorry about that, but sometimes, depending on the hour of the day i'm too lasy to read and.... ....thats what hapends when you don't read stuff ....
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Old 03-02-06, 06:58 AM   #29
U-Schultz
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*Bump*

Do you have an ETA for this Teddy Bar?

Or did you plan on releasing it in your future mod package?
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Old 03-02-06, 04:10 PM   #30
Der Teddy Bar
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Quote:
Originally Posted by U-Schultz
*Bump*

Do you have an ETA for this Teddy Bar?

Or did you plan on releasing it in your future mod package?
It will be included in the NYGM Tonnage War Mod, due out in the next day or so.
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