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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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#466 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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I'll see If my models are still there, maybe I can import them myself
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#467 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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k sounds good
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#468 |
Gunner
![]() Join Date: Dec 2008
Location: Australia
Posts: 92
Downloads: 85
Uploads: 0
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hmm?
in this mod do we have an actual bridge view like were they steer the ship ?
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SH3 WARSHIP MOD WITH GWX 3.0 > http://www.bts-mods.com/?page=sh3user=mickey117 PART OF SUPER SURFACE WARFARE MOD > http://www.subsim.com/radioroom/showthread.php?t=144946 {FIGHT TO THE LAST SHELL} ![]() |
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#469 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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These bridges however won't have a steering wheel cause the ships were steered from the wheelhouse, not the bridge. Small RN vessels AFAIK generally had an open bridge having not much more than a binnacle, some voice tubes and at the very most a telegraph.
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#470 |
Gunner
![]() Join Date: Dec 2008
Location: Australia
Posts: 92
Downloads: 85
Uploads: 0
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k
so did end havin a look jw??
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SH3 WARSHIP MOD WITH GWX 3.0 > http://www.bts-mods.com/?page=sh3user=mickey117 PART OF SUPER SURFACE WARFARE MOD > http://www.subsim.com/radioroom/showthread.php?t=144946 {FIGHT TO THE LAST SHELL} ![]() |
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#471 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Update on what I'm working on at present; balancing armour values v shell penetration values. This is driving me mad, slowly, but most certainly mad.
I'll either give an update and will issue a ship mod pack later this week with the balanced armour changes, or someone will have to come and look me up in an asylum somewhere. Shammer - if you arecleaning up textures for the playable ships, I suggest the following order; Scharnhorst, hipper then some of the British BB's. Bismark looks OK to me, as does Deutshland class. If you work on the British BB's - don't foget to change the render controller in the .DAT if you intend to use SH4 type textures i.e. with bitmmaps. Ivan - not sure what you want me to do with the ships sent via email - none of them are intedned to be playable, right ? |
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#472 |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
Uploads: 0
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Waiting famelic...
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#473 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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poly: None of those ships are to be playable, just converted, reskinned for convoys
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#474 |
Swabbie
![]() Join Date: Jul 2008
Posts: 6
Downloads: 4
Uploads: 0
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Dear SWSM Team,
First-off - Thank you to all the modders that have put any time into this project, I'm sure it is much anticipated by many, and the community is what makes the Silent Hunter Series shine like no other Simulation. Secondly; my apologies if this has been brought up already in this thread, but I see a lot of work going on towards models and features for the mod, but what of Gameplay? I believe there was mention of having historical battles/routes in place for ships in each theatre, or missions of those respectively... I think what would be really interesting functionality (pardon my ignorance towards the amount of work involved for such an implementation) would be to have Allied AI-driven Ships follow you, either in missions or campaign. The player would effectively get to play as Fleet Commander, the AI ships would stay in formation unless actively engaging enemy forces. Time compression should still work correctly with Allied AI - thought there may be an issue with "Ship Spotted!" notifications... ![]() We can already implement "Fleet" situations by stipulating waypoint paths for the AI in missions - we could fulfill the Fleet Commander or Support Roles as desired - but I don't think currently there is any way to enable the ability to roam free with the support of a Fleet, or some sort of Force. Again, my apologies if this has already been mentioned, along with other Gameplay/Plot descriptions. If anyone has tried this AI tweak- or has any ideas - or would like to tell me to read the thread better - please do not hesitate to reply ![]() Keep up the Great Work Team! - I am building a brand new PC in anticipation of this MOD ![]() Cheers! ![]() |
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#475 |
Swabbie
![]() Join Date: Aug 2007
Location: England
Posts: 9
Downloads: 23
Uploads: 0
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cant wait
ever since i have found this thread i have read it every week because i can not wait 2 play it, you guys are a credit to the sub sim community and look forward for this release
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#476 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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thank you
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#477 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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To TSWSMT:
How is work coming along? I need your work to continue mine. So as you guys finish ships send them to Darkfish to be made playable, then to Tomugill and poly for damge models |
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#478 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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what if you used some of the code for the convoy defense game mode in multiplayer...might give you the fleet commander thing....
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#479 |
Engineer
![]() Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
Downloads: 15
Uploads: 0
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sorry if this has been asked already... Is this gunna be for 1.4 or 1.5?
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#480 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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AFAIK 1.5 only.
I'm currently working on the V&W destroyer, and I've got one very weird problem. The V&W will have four deck guns that all show up in the equipment/upgradepacks tab. I've done this with other ships before, but never had any problem like this: no matter what I try, the playable gun is always the X mount (2nd from the stern, M03) ![]()
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