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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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here it is: gap - armaments & equipments patch
This patch should:
The patch includes as well my 'undestructible searchlights fix'. Follow this link for further details: http://www.subsim.com/radioroom/showthread.php?t=197680 |
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#32 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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You can change the crew from "poor, novice, competent veteran to elite" all within the editor.
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#33 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#34 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I hope this works, it will appear in Historical Missions as a mission with no name and the date will be the 1st of the 1st 1940.
Link; https://rapidshare.com/files/8171507...t%20(3).misge; I hope it works, also do not try and alter the outcome of the fight, because both the convoy's speeds are set to 15 knots, and I have not tried or tested what happens if you do so, because it is a test, there are no objectives or ways to finish. Hope it works, if it does, enjoy the fight. ![]() |
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#35 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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And also, good work on the getting the guns to work on our good friends, the pocket battleships
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#36 |
Navy Seal
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#37 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#38 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I installed your mod, and it looks much better with the 105mm guns on the Germans ships having muzzle flash and the sound effects, but the Dido light cruiser's turrets do not have muzzle flash, and because the King George V ship shares that turret, they also do not have muzzle flash our a sound, seeing your good work on the German guns, I think you could make the Dido's guns work properly.
![]() Last edited by V13dweller; 01-01-13 at 11:03 AM. |
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#39 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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One note for my scenario, it is NOT complete, it has no objectives, no victory conditions, it is just a demonstration used for testing mods for the ships involved.
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#40 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() what about the 28 cm guns? Are they firing now? Quote:
![]() I've copied all the SH5 guns' stock settings into a spreadsheet, and I can see the (many ![]() ![]() The first patch was sort of a proof of concept, since it was focused into fixing a variety of different bugs, rather than fixing all of them. The remaining bugs will be hopefully fixed with the next patch. Talking about the 5.25" Mark I guns, fitted aboard Dido class cruisers and, as secondary armaments, on the King George V class battleships, their problem is very similar to the one that was affecting German 105 mm guns: they were assigned a... 5 inch AP shell as muzzle flash effect, instead of a reference to a proper fx (!) ![]() Exactly the same happens with several other guns. This seem to me too a blatant and recurring anomaly for being considered a simple oversight, and I am still wondering if devs didn't make it on purpose (for what reason? ![]() We will discover it with the next patch I will release! ![]() Quote:
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#41 | |
Ocean Warrior
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Happy New Year Gap!
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Previously used/tested your searchlights fix only..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#42 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Best wishes for a prosperous 2013 to you to, mate
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If there is enough interest, I will develop further my work and eventually release it as a full mod. See the first post of this thread for some details on my work plan ![]() |
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#43 | |
Ocean Warrior
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I'm always here
![]() How can I help? Quote:
![]() Looking forward!
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#44 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Please keep working on this Gap if you have time, sounds great!
![]() I have too noticed that the ships attack strategy is sometimes a bit odd, they don't fire at the closest vessel, so one destroyer can charge in and cause a big damage to the enemy and be relatively safe. But I guess there is no way to edit the behaviour without exe modding? I promised to help this project with the torpedo dud-values, but currently I'm in a big hurry, so there is not so much time, let's see what happens... Some work is already done. One of the biggest issues is now that duds seem to work with the GR2 ships, but never on imported .dat ships, before TDW's fixes it was the other way around. |
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#45 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you sir, you support is much appreciated
![]() In many ways. You can pick one of the points listed in the first post, or just choice a related aspect that I didn't think of initially (as Rongel did), and start developping it. You don't need to be an "expert modder" (I for one am not): I think the hardest part is not actually editing files (this is easily done, and anyone with the needed time can learn doing it) but rather collecting reliable information, converting the raw information into game settings, balancing and matching the new settings so that they will interact realistically, testing the settings in game once we think we got a satisfactory result, adjusting them again if required, and so on. The information I've collected so far is contained in this excel spreadsheet. Its 'guns settings' worksheet contains an abstract of the main stock settings, compared (in each second row) with alternative and (I hope) more accurate settings that are deduced from the 'guns characteristics' worksheet. As you can see many spaces are left blank, as I miss information on many specs. You could help me finding the missing data, or at least extimating the most likely figures for filling the empty spaces, and you could as well apply the suggested settings, and test them in game. Same goes for collecting multimedia resources, such as guns/shell sounds to be included in the mod, and pictures/real footage to get inspiration from, for making the mod not only realistic but also enjoyable to eyes and ears. Last but not least, the cornerstone at the base of the above mentioned balancing process, is a better understanding of how the various settings are applied in game, and how they interact with each other. Is gun's rate of fire affected by weather, fatigue, unit's ranking, etc? Is there a settings for increasing/decreasing aim accuracy independently for each gun? Is the same aim accuracy affected by crew ranking, wind, fog, time of the day, etc? to which range/impact angle is the armor penetration of each shell relative? Does it change (and if yes, how) when range / impact angle changes? This is a quick sample of the questions I wasn't able to find an answer to, so far ![]() Answering at least some of them would greatly speed up the development of the mod, and make it better. Anyone wanting to help me in unraveling those gordian knots is very welcome! Thank you mate, as you can see, I am trying to make disciples for the great cause ![]() ![]() Quote:
![]() At least in part, those issue are possibly to be solved via AI scripting. In any case, the answer to your question is a 3 letters word: TDW ![]() Quote:
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![]() ![]() Hopefully, one day not too far away, we will be able to port any SH3/4 imported unit to GR2 format without major headaches. Have you seen this thread ![]() Last edited by gap; 01-01-13 at 04:47 PM. |
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