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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Stowaway
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![]() so no matter how dumb it is, you will never get dissapointed ![]() |
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#47 |
Black Magic
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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.
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#48 | |
Stowaway
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#49 | ||
Lucky Jack
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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. ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#50 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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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?
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#51 | |||
Stowaway
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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. |
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#52 | ||||
Lucky Jack
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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.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#53 | |
Rear Admiral
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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 |
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#54 | ||
Lucky Jack
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Never a truer statement BBW ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#55 | ||
Ace of the Deep
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#56 | |
Black Magic
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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. |
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#57 |
Stowaway
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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 ? |
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#58 | |
Black Magic
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Last edited by TheDarkWraith; 03-02-09 at 04:25 PM. |
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#59 |
Stowaway
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RGT!
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#60 |
Helmsman
![]() Join Date: Sep 2008
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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 |
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