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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 04-14-09, 05:27 PM   #451
polyfiller
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Darkfish - agree - 3rd aa gun setup is very confusing. I guess if we both use a method that works, that's the most important thing.

Quick update - Fiji (Colony Class Cruiser) completed.

Am running out of ships (UK & German). I could always start on the stock US ships, but these are not needed for release 1 right ?

On another note ... I am STILL looking for someone to help work on armour value balancing. Anyone want to / or feel they can contribute. Am going to do some testing this week to try and work out how it can be done. One test I need to get out of the way is - do the SH4 armour penetration capabilities reduce with increased range ? If not then the balancing exercise becomes more difficult as all the data I've found on penetration values varies substantially with range, therefore which range do we use as a baseline to apply to game i.e. gun x shoudl be able to penetrate armour thickness Y at x range. This may sound like a bit of a ramble but some research on the web combined with an understanding of shells.dat will confirm what I'm saying.

Oh and Darkfish - good luck with the exam
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Old 04-15-09, 02:27 PM   #452
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hmm... I can't find any more vickers MGs on the Hood... What exactly do you want to be removed and where can I find it?

Got a 7,3 (something like a C in US grading system) for the exam (oral exam dutch literature - luckily my last literature exam EVER)
means I learned much too long
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Old 04-15-09, 04:26 PM   #453
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I remember a Calvin and Hobbes comic.

it showed Calvin doing a test, and it said, "when did columbus sail to america?" his response was "1492" then
"congratulations, i have learned and remembered this little fact. I will now forget it, thank you for letting me manipulate the system" or something like that. then he says, "my tests are popular reading in the teacher's lounge"

and nice work Darkfish! i got a B in my psychology exam, that means i can identify Schizophrenia, OCD, and reactions to percieved threats! yay me!
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Old 04-15-09, 05:52 PM   #454
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Darkfish - the Vickers quad mounts which we need to remove are on the Renown, not the hood.

Am currently using your method to add rotating fire directors and radars to most ships - tho I'm running into the problem of the model components being too big i.e. radar not able to rotate because it's part of a bigger part we don't want to rotate. I'm also plaaying with the idea of creating new working radars in sensors.dat for the ships radars - for the simple reason the currently displayed radar models DO not translate their damage to the functioning radar we use on the ships (which is in effect hidden U boat radar antenae). However - to do this I need to find data regarding radar models, looks, and specifications. Not found any yet.

If we can't do the above, I have another trick, but it involves making the radar zones "children" of a custom zone we define ... when the custom zone is destroyed, our working U boat radar should be - the downside is that it won't enable repairable damage - the radar will either be fine or will be destroyed ... or slightly damaged if the very small zone for the stock submarine radars actually takes a hit - in my testing this happens far too little for it to be satisfactory.
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Old 04-15-09, 05:54 PM   #455
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Oh and well done on the exams.... Sledge - does that mean you can also identify obsessive compulsive modding disorder
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Old 04-15-09, 06:10 PM   #456
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yup, self diagnosed
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Old 04-15-09, 07:11 PM   #457
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Quote:
Originally Posted by Sledgehammer427 View Post
I remember a Calvin and Hobbes comic.

it showed Calvin doing a test, and it said, "when did columbus sail to america?" his response was "1492" then
"congratulations, i have learned and remembered this little fact. I will now forget it, thank you for letting me manipulate the system" or something like that. then he says, "my tests are popular reading in the teacher's lounge
I remember it! a great strip
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Old 04-16-09, 05:41 PM   #458
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Im going to dinner right now, but when I get back I will email TSWSMT all the SH3 ships that need to be converted. Re-skinning and re-modeling is not important atm. But before a full release they are a must!
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Old 04-17-09, 02:19 AM   #459
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edit
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Last edited by ivank; 04-17-09 at 03:25 AM.
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Old 04-17-09, 06:12 AM   #460
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Quote:
Originally Posted by polyfiller View Post
Darkfish - the Vickers quad mounts which we need to remove are on the Renown, not the hood.
Ah that's why I couldn't find them
I've deleted them from the model, it are only three of them, is that right?
a PM with the new model is on its way.

for radar info, have you looked on navweaps.com already? lots of info there. radar info is in the 'naval weapons' section, not 'naval technology'
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Old 04-17-09, 02:47 PM   #461
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Darkfish - thanks for the Renown - will import it tonight.

Does anyone in our team know how radar ranges work ? I'm creating RN radars (accurate ranges and model numbers etc) ... trouble is, I can't get anything detected beyond 30000 metres. I read somewhere on subsim that the game won't show anything beyond 30000 metres. I created entries in the sensors.dat for the new radar models ... and they work ... just not long enough range.

Any ideas anyone ?
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Old 04-19-09, 05:57 PM   #462
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Further update : historical radar models created for the RN ships we have thus far. Full radar loadoutwill change per ship (based on upgrade data I found on the web on the RL ships). Full radar loadout thus far comprises; Surface radar, Air worning radar, Surface fire control radar (x2 per ship) and AA fire control (thus far x 2 per ship, but may be more). Radar models defined are; 79, 279, 271, 273, 281, 281, 284, 285, 274. These seem to cover most of the main models in use during the war. I've NOT created 3d models for these - just a dummy node which I can use to assign specific radar sim values and also individual damage zone ID's. Each radar is individually deifined in equipment.upc and upgrades.upc - so the ship now looks more authentic from the damage screen in terms of loadout. If we can create 3D antenna models for each, the can easily be added.

Am still keen to find out if it's possible to extend the "active" world beyond 40 km - some air radar on ships could see out to 120 miles ... but the game will only display units within 40 km

And if I ever have to do another session of matching upgrade pack intervals to the ships upgrade pack definitions .... I'll go mad.

Also had a major problem with KGV - have created test missions from 1939 thru 1945 and placed AI versions of all the converted allied ships .... found some interesting clashes (and a few CTD's). Essentially not all ships had remapped ID's (KGV) and even then, clashes are not avoided ... only way to be sure is to rename all nodes in .DAT file so they don't match nodes in the AI controlled version of unit... this resolved issue with KGV.

Will be testing the new radars in terms of damage impact early next week.
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Old 04-26-09, 05:38 PM   #463
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Well I'm still working away on stuff;

1) Radar models for RN - created most we need and am still trying to get the granularity of detection sorted out - very laborious testing.

2) Managed to create main gun turret upgrades for BB's that mount the additional AA fitted to various RN BB's during the war. So far added quad 2pdrs to the Warspite B & X turrets and quad 2pdrs plus 2 x 20 mm to the Rodney B turret.

3) Added upgrade pack technical info to all the RN radar and RN main armement (so that when you look in the upgrade packs screen and click on a gun turret, it gives you all the ranges etc. and some historical blurb) - this took quite a while to do but I'm glad it's done now.

4) Sorted out the dark texture issue on the Rodney's 6 in turrets.

Is anyone else still around / working on the mod (been knida quiet on here for a while) ?
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Old 04-26-09, 06:09 PM   #464
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I'm still here...I'm going to start working on the SH3 ships

before you freak out, its the merchies...dont worry, I suck at making playables
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Old 04-26-09, 06:31 PM   #465
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So yea, Shamer when you convert them just send me them with a roster file, so I can finish my stuff and help with making stuff playable. Dont worry about remodeling/retexturing the merchants until later. Any news on whether or not your ready to re-model the other warships(Bismarck class, Scharnhorst class, Admirl Hipper class, british warships....)
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