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03-03-06, 08:56 PM | #661 |
Sea Lord
Join Date: Jun 2005
Location: Canada
Posts: 1,878
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I have now made a Beta release of my AOD Coastal Tanker. I have started a thread on the subject, which you should check out - I made a couple of corrections there that need to be read.
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03-04-06, 11:40 AM | #662 |
Silent Hunter
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That Scharnhorst is one of the best surface ship mods I've seen for any game. Just imagine her going at it with the "Duke of York" !
Does anyone remember who created all those warship add-ons for SHII and Pacific Aces? Those were very high-quality too, and we need a lot more warships for the game.
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03-06-06, 04:35 PM | #663 |
Bosun
Join Date: Sep 2005
Location: Hamburg Germany
Posts: 61
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The creator the "Scharnhorst" Gerome_73 of the German Ubi forum has already a new project in work. This times it tries to provide the U.S.S Iowa for SHIII.
Here are first pics: I will hold you up to date!
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03-06-06, 09:36 PM | #664 |
Sea Lord
Join Date: Jun 2005
Location: Canada
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I knew they would keep turning them out. And such good quality too. Do you know if they are planning anything else - I would like a Courageous class carrier myself. :hmm:
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03-16-06, 07:09 PM | #665 | ||
Silent Hunter
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03-17-06, 10:44 AM | #666 |
Ocean Warrior
Join Date: Jun 2005
Location: Finland
Posts: 2,950
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Whats happening in this front? Is Ubi delivering what it promised?
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03-17-06, 02:58 PM | #667 |
Sea Lord
Join Date: Jun 2005
Location: Canada
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All that is great to hear - please keep us updated.
I won't have any more kitbashes ready for awhile though. |
03-17-06, 03:46 PM | #668 | |
Ocean Warrior
Join Date: Jun 2005
Location: Finland
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03-17-06, 06:06 PM | #669 | |
Blade Master
Join Date: Jan 2002
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For the damage zones to be corrected to correctly represent the ships they will need to come to me. |
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03-17-06, 06:14 PM | #670 | ||
Ocean Warrior
Join Date: Jun 2005
Location: Finland
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03-17-06, 08:26 PM | #671 | |||
Blade Master
Join Date: Jan 2002
Posts: 1,388
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From another thread... I have been asked about ‘new’ moded ships and NYGM. I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’ All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play. For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160. Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results. Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships. EDIT: how long for custom ships old & new? I am 'designing' the damage layout for the merchants and this is expected to be done in a few weeks. At which time I will start work on the merchant ships, then comes the per ship testing. My time is the first issue, beta team size is the 2nd... So how long? Not soon... |
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03-17-06, 10:27 PM | #672 |
Sea Lord
Join Date: Jun 2005
Location: Canada
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Tomorrow, I am releasing a NYGM-compatible Converted Whale Factory with 2160 HPs. Don't know what to do about the zones though.
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03-17-06, 10:32 PM | #673 |
Ocean Warrior
Join Date: Jun 2005
Location: Finland
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Thank you for your aswer I just finished a mission and i really like how the ships go down Great things happening with this game
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03-18-06, 12:12 PM | #674 |
Sea Lord
Join Date: Jun 2005
Location: Canada
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Smoke now fixed on NCOT. Hasn't yet been tested, but funnel should still collapse fine.
BTW - Does anyone think I should release a fix for the Tugboat smoke too? :hmm: EDIT: Also, is there any feedback on this USS Pyro skin? (made from a combination of other ships' skins). |
03-18-06, 12:43 PM | #675 | |||
Frogman
Join Date: Jul 2002
Location: U-957: Patrol 05 In Progress...
Posts: 306
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Wolfy
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[Current JSGME Mods Used In My Game] "Dave, you will always be remembered! R.I.P." U-759 |
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