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Old 11-22-08, 05:52 PM   #31
skwasjer
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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!

Last edited by skwasjer; 11-22-08 at 05:55 PM.
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Old 11-22-08, 06:44 PM   #32
Gorshkov
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Quote:
Originally Posted by skwasjer
Now think of the time and effort put in some of the bigger mods...
But for ten to thirty times larger modding teams than mine! :rotfl:

Last edited by Gorshkov; 11-22-08 at 06:45 PM.
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Old 11-22-08, 07:05 PM   #33
skwasjer
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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

Last edited by skwasjer; 11-22-08 at 07:07 PM.
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Old 11-22-08, 07:42 PM   #34
Gorshkov
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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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Old 11-22-08, 08:15 PM   #35
keltos01
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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 !

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Old 11-23-08, 02:12 AM   #36
tater
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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!

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Old 11-23-08, 05:05 AM   #37
Fish40
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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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Old 11-23-08, 08:48 AM   #38
Rockin Robbins
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Quote:
Originally Posted by Gorshkov
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.
And every modding team neads a useless guy like me who just uses his big mouth to promote the mod, make fun of the team members and then make mods to break the mod.

That makes me court jester, beta tester to destruction, and sabateur. I'm indispensible!
(why'd my password to kickinbak just quit working?)

Last edited by Rockin Robbins; 11-23-08 at 08:50 AM.
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Old 11-23-08, 11:13 AM   #39
Orion2012
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Quote:
Originally Posted by Rockin Robbins
Quote:
Originally Posted by Gorshkov
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.
And every modding team neads a useless guy like me who just uses his big mouth to promote the mod, make fun of the team members and then make mods to break the mod.

That makes me court jester, beta tester to destruction, and sabateur. I'm indispensible!
(why'd my password to kickinbak just quit working?)
That's wierd, I had trouble getting the sight to come up last night too, saying password incorrect. Perhaps sight issues? It's working now though.
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Old 11-23-08, 11:39 AM   #40
Gorshkov
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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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Old 11-23-08, 12:56 PM   #41
Webster
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Quote:
Originally Posted by Gorshkov
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
i would caution you to remember that the games damage models are very screwy so using real numbers may be way way off on results you get. the reason is ships dont act real so you more than likely will need to use unreal numbers to get real results. thats one of the reasons i took the short cut of using one setting for all torps and just used multiples to get more or less damages. i wish i had taken the time to do it properly like the way you are doing it.

Last edited by Webster; 11-23-08 at 12:58 PM.
 
Old 11-23-08, 03:24 PM   #42
keltos01
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Quote:
Originally Posted by Gorshkov
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
could you post the link to the file please ?

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Old 11-23-08, 03:35 PM   #43
Gorshkov
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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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Old 11-23-08, 05:53 PM   #44
keltos01
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Quote:
Originally Posted by Gorshkov
@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.
got it

for a future version : edit the first post and place your link there, it makes it easier for people to find

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Old 11-23-08, 08:23 PM   #45
Gorshkov
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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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