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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Welcome to the world of modding :rotfl:
Now think of the time and effort put in some of the bigger mods... ![]() Carry on sailor! ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 11-22-08 at 05:55 PM. |
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#32 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
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Last edited by Gorshkov; 11-22-08 at 06:45 PM. |
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#33 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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There's no mod team here with 10 people or more (PTO anyway). Make no mistake, the fact that 20+ people contributed to ie. RFB does not mean the team is that big. Only a handful of guys have worked on it for well over a year. Same for TMO, one man show. What you are doing now does not compare even remotely (no disrespect, each modder deserves appreciation).
You are using S3D as well as I read, a project that took 1.5 years to date pretty much daily some hours of work. By one man. Anyway, I was just welcoming you to modding, and wanted to highlight that modding takes alot of time, effort and comes with alot of frustration. I was asking you to picture and appreciate what many of us have gone through before you... Cheers, skwas
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 11-22-08 at 07:07 PM. |
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#34 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
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Anyway in every modding team you must also include often external beta-testers without whom no mod would be finished. Besides I do not have much experience in modding as others.
Last edited by Gorshkov; 11-22-08 at 07:47 PM. |
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#35 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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modding is a hard long road... welcome to modding !!!
and as Skwasjer said, don't think there are many big teams outthere... ours is small too ! keltos |
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#36 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The RFB "team" is smaller that you imagine.
It's also larger than you imagine, I suppose, largely because of skwas. Now anyone with a bright idea can try it! S3D is the best thing for SH, ever. Anyone saying otherwise would need a mental health professional, or would have some irrational axe to grind. A couple days ago, you were a bitching user, now you are a modder! tater |
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#37 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
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[quote]BTW, if your RL u-boat (or fleet boat) skipper had been able to stick around, he would have scuttled that "total loss" ship using either an extra fish, or the DG. Period. So if you want to count them as sunk, add another torpedo to the number it required to sink (meaning that you add a "damaged" with however many hits it did take, and a sunk with that number plus one.
The scene in "Das Boot" comes to mind, when they needed to finish off the severely damaged Tanker that wouldn't go down ![]() @Gorshkov: Good luck with your mod. I'm a stickler for realism, and if this proves to have historic results, I'll definitely give it a try ![]() |
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#38 | |
Navy Seal
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![]() That makes me court jester, beta tester to destruction, and sabateur. I'm indispensible! ![]() (why'd my password to kickinbak just quit working?) ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 11-23-08 at 08:50 AM. |
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#39 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
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#40 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
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My mod version 0.2 BETA has already been uploaded on FileFront.
Changelog: - AP settings changed according to Keltros001 formulas - modification of stock damage min-max radii based on real warheads power calculations |
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#41 | |
Stowaway
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![]() Last edited by Webster; 11-23-08 at 12:58 PM. |
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#42 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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keltos |
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#43 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
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@WEBSTER: Of course! I simply slightly modified stock damage radii for all torps depending on their HP values. In sum these changes are no significant. Anyway this is only a starting point for testing.
@keltros01: You have link in one of my latest posts. Happy testing. ![]() Last edited by Gorshkov; 11-23-08 at 03:38 PM. |
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#44 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
![]() for a future version : edit the first post and place your link there, it makes it easier for people to find ![]() keltos |
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#45 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
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OK! I have played one mission as IXD2 skipper (lightly defended convoy attack near Capetown) with my mod and results are as follows: I fired 14 torpedoes (T-I FATI, T-III, T-V) and sank six ships: first three armed trawlers with T-Vs (really stupid AI - I finished them off one after another with one torp each!) and later I assaulted undefended but escaping (very poor firing position!) convoy destroying three merchants (2 Libertys, 1 Hog Island) and damaging 2 Victorys. Of course not all fired torps hit, there ware also duds yet on average I spent 1.8 torp per sunken merchant.
Not bad and quite real at least for historical torpedo damage power! I wait your feedback, too! |
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