SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-02-09, 02:37 PM   #46
Contact
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Sailor Steve
I don't have the skills to do even the most basic modding where game functionality is concerned. I think it's amazing that people can figure out how to do something like this at all. I also don't care how fast the AI torpedoes travel if all I can see from my sub is that a ship has been torpedoed by someone other than me.

Great work as usual, RB, and hopes for even better in the future.
You don't get the point Stevie. People can even figure out how to make u-boat fly if they want. But will the game be better because of flying u-boat ? Perhaps if you are the one who accepts everything and more important you are nonsence tolerant, so there will be no crap mods for you at all, I bet.
so no matter how dumb it is, you will never get dissapointed
  Reply With Quote
Old 03-02-09, 02:44 PM   #47
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Contact you made your point now let it go. You don't like it that's fine. There might be some others that do or others who like it simply for the fact that they want to learn from it. Maybe, just maybe, someone learns something from it to make something better.
TheDarkWraith is offline   Reply With Quote
Old 03-02-09, 02:59 PM   #48
Contact
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Racerboy
Contact you made your point now let it go. You don't like it that's fine. There might be some others that do or others who like it simply for the fact that they want to learn from it. Maybe, just maybe, someone learns something from it to make something better.
No worries, it was my finishing touch in reasoning
  Reply With Quote
Old 03-02-09, 03:01 PM   #49
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,257
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by Contact
Quote:
Originally Posted by Sailor Steve
I don't have the skills to do even the most basic modding where game functionality is concerned. I think it's amazing that people can figure out how to do something like this at all. I also don't care how fast the AI torpedoes travel if all I can see from my sub is that a ship has been torpedoed by someone other than me.

Great work as usual, RB, and hopes for even better in the future.
You don't get the point Stevie. People can even figure out how to make u-boat fly if they want. But will the game be better because of flying u-boat ? Perhaps if you are the one who accepts everything and more important you are nonsence tolerant, so there will be no crap mods for you at all, I bet.
so no matter how dumb it is, you will never get dissapointed

Yes, perhaps the mod is not realistic but it is a start to something that could possibly be a big improvement. Looks to me it is in a development stage really. Talking it up and offering ideas can make this mod all that much better. Calling it crap does no one any good. As tater stated, AI torps come from planes on SH4. Perhaps that can help getting this to work for SH3 and...........getting this into SH4 for the ships that do not fire AI torps.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 03-02-09, 03:16 PM   #50
coronas
Ace of the Deep
 
Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
Default

Reading Interesting Shadows Thread, skwasjer writed about directional lights of searchlights. Can AItorpedoes be attached to this lights controllers like Laser Guided Bombs? Searchights always looking for enemy ships and point in their direction, would it work?
__________________
coronas is offline   Reply With Quote
Old 03-02-09, 03:22 PM   #51
Contact
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Contact
Quote:
Originally Posted by Sailor Steve
I don't have the skills to do even the most basic modding where game functionality is concerned. I think it's amazing that people can figure out how to do something like this at all. I also don't care how fast the AI torpedoes travel if all I can see from my sub is that a ship has been torpedoed by someone other than me.

Great work as usual, RB, and hopes for even better in the future.
You don't get the point Stevie. People can even figure out how to make u-boat fly if they want. But will the game be better because of flying u-boat ? Perhaps if you are the one who accepts everything and more important you are nonsence tolerant, so there will be no crap mods for you at all, I bet.
so no matter how dumb it is, you will never get dissapointed
Btw GWX4 should born at the end of this summer if I remember correctly ?
Who knows if all the hardcore moders would focus on SH4 today, maybe there would be less patches and various fixes after it's primary release..


Yes, perhaps the mod is not realistic but it is a start to something that could possibly be a big improvement. Looks to me it is in a development stage really. Talking it up and offering ideas can make this mod all that much better. Calling it crap does no one any good. As tater stated, AI torps come from planes on SH4. Perhaps that can help getting this to work for SH3 and...........getting this into SH4 for the ships that do not fire AI torps.
Well I say that with the release of GWX 4 interest in SH3 will so badly hit the ground and looking forward to the perspectives moding for SH3 should fall dramatically. I think it's time to focus on moding possibilities of SH4 already and to be precisted I mean helping GWX team with your moding knowledge.
I think if it was possible somehow to add AI torps properly into SH3, GWX team would already done so. Weren't they ?

Last edited by Contact; 03-02-09 at 03:41 PM.
  Reply With Quote
Old 03-02-09, 03:42 PM   #52
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,257
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by Contact
Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Contact
Quote:
Originally Posted by Sailor Steve
I don't have the skills to do even the most basic modding where game functionality is concerned. I think it's amazing that people can figure out how to do something like this at all. I also don't care how fast the AI torpedoes travel if all I can see from my sub is that a ship has been torpedoed by someone other than me.

Great work as usual, RB, and hopes for even better in the future.
You don't get the point Stevie. People can even figure out how to make u-boat fly if they want. But will the game be better because of flying u-boat ? Perhaps if you are the one who accepts everything and more important you are nonsence tolerant, so there will be no crap mods for you at all, I bet.
so no matter how dumb it is, you will never get dissapointed
Btw GWX4 should born at the end of this summer if I remember correctly ?
Who knows if all the hardcore moders would focus on SH4 today, maybe there would be less patches and various fixes after it's primary release..


Yes, perhaps the mod is not realistic but it is a start to something that could possibly be a big improvement. Looks to me it is in a development stage really. Talking it up and offering ideas can make this mod all that much better. Calling it crap does no one any good. As tater stated, AI torps come from planes on SH4. Perhaps that can help getting this to work for SH3 and...........getting this into SH4 for the ships that do not fire AI torps.
Well I say that with the release of GWX 4 interest in SH3 will so badly hit the ground and looking forward to the perspectives moding for SH3 should fall dramatically. I think it's time to focus on moding possibilities of SH4 already and to be precisted I mean helping GWX team with your moding knowledge.
I thing if it was possible somehow to add AI torps properly into SH3, GWX team would already done so. Weren't they ?
Not sure. Perhaps what one can not do another can make possible. Please keep RB's thread on RB's topic.

I beg to differ on your first statement concerning the release. SH3 looks to like modding will go on forever. People just love the game. That is a whole other thread of discussion. Carry on.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 03-02-09, 03:43 PM   #53
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Quote:
Originally Posted by Contact
I thing if it was possible somehow to add AI torps properly into SH3, GWX team would already done so. Weren't they ?
Maybe
Maybe not
Some things always get put to the back burner - much the same as they did for the original devs
Things get started only to be put aside through lack of time

Just because its not in GWX doesnt mean it cant be done
Plenty of talented ppl in these forums
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 03-02-09, 03:46 PM   #54
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,257
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Contact
I thing if it was possible somehow to add AI torps properly into SH3, GWX team would already done so. Weren't they ?
Maybe
Maybe not
Some things always get put to the back burner - much the same as they did for the original devs
Things get started only to be put aside through lack of time

Just because its not in GWX doesnt mean it cant be done
Plenty of talented ppl in these forums

Never a truer statement BBW
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 03-02-09, 03:52 PM   #55
coronas
Ace of the Deep
 
Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Contact
I thing if it was possible somehow to add AI torps properly into SH3, GWX team would already done so. Weren't they ?
Maybe
Maybe not
Some things always get put to the back burner - much the same as they did for the original devs
Things get started only to be put aside through lack of time

Just because its not in GWX doesnt mean it cant be done
Plenty of talented ppl in these forums
Great words, BBW.
__________________
coronas is offline   Reply With Quote
Old 03-02-09, 03:53 PM   #56
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by coronas
Reading Interesting Shadows Thread, skwasjer writed about directional lights of searchlights. Can AItorpedoes be attached to this lights controllers like Laser Guided Bombs? Searchights always looking for enemy ships and point in their direction, would it work?
throughout the making of this I was able to make 'laser guided' torps in effect but not using searchlights. So yes, in effect, 'laser guided' can be modeled to some degree. They did not have laser guided anything back then so I disregarded that design.
The object 'shot' was attached to the shooter and it's course followed the path of the shooter. The 'shot' object still had forward velocity but it meandered all over the place because it's path was altered by the shooter's rotation (yaw, pitch, and roll - also influenced by parent object's rotation) and by the shooter's position (which changed based on parent object). If the shooter was locked onto the target all the way until the shot hit the target then all was well. If it started searching after it fired it's shot then all went wacky.
Now using a searchlight could squelch most of those problems.
TheDarkWraith is offline   Reply With Quote
Old 03-02-09, 04:02 PM   #57
Contact
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Anyway I would like to see more talented people working for GWX4 all together, rather than independantly. Well maybe I'm missing something on the policy of devs team here. But I think that if there are more people working on certain objectives then we all would have to wait less for it's release, and have less patches or bugfixes in the future after it's primary release this time.

What was that famous poster in the GWX website ? Teamwork wins ?
  Reply With Quote
Old 03-02-09, 04:11 PM   #58
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Contact
Anyway I would like to see more talented people working for GWX4 all together, rather than independantly.
That's a can of worms you don't want to open! You'll never catch me associated with them. Now drop this subject all together. If you want to open this can of worms then start another thread on it. If you'd like to discuss the matter with me then do so via PM.

Last edited by TheDarkWraith; 03-02-09 at 04:25 PM.
TheDarkWraith is offline   Reply With Quote
Old 03-02-09, 04:29 PM   #59
Contact
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

RGT!
  Reply With Quote
Old 03-04-09, 06:14 AM   #60
TorpedoMo
Helmsman
 
Join Date: Sep 2008
Posts: 108
Downloads: 115
Uploads: 0
Default

Tried to use your explosion as the default one, but I can't find the ID references via id-search, so don't know where to change.
Can anyone send me the edited torpedo.sim?

TorpedoMo
TorpedoMo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:14 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.