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Old 07-22-09, 12:11 PM   #31
PL_Andrev
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Three questions:

#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...

#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo ...

#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?

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Old 07-31-09, 01:51 AM   #32
DGatsby
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Very neat. Looking forward to this mod.
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Old 07-31-09, 03:28 AM   #33
skwasjer
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Great job sofar guys, I'm impressed with what you manage to do with the game
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Old 08-05-09, 10:28 AM   #34
Rockin Robbins
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Great work guys! This is looking great and appears to be one that will work as well as it looks.
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Old 08-05-09, 01:36 PM   #35
DarkFish
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Quote:
Originally Posted by Antar View Post
Three questions:

#1: Is possible to use torpedo weapon like on SUB? I remember that it was main weapon against heavy ships in Destroyer Command... of course I think about escort ships not BB...

#2: Can be used main and secondary artillery to different targets? Or use only main / secondary artillery as we want? I ask because someone want to play with limited ammo ...

#3: Do you solve team problem?? Can we play f.e. 4 German vs. 4 British?
#1: yes of course Types that historically had torpedoes will have them in TSWSM.

#2: you can't assign them seperate targets. You can of course 1st assign your gunners target #1, then man the playable gun and attack target #2 yourself while your gunners still fire at target #1.
We are planning to have all the main guns show up in the crew page, so a ship with e.g. 4 main guns will have 4 seperate gun compartments, each with their own crewmembers. If you want to silence gun 4 you can simply take away all its crew.

#3: For the moment we are not working on any multiplayer fuctionality AFAIK.
Quote:
Originally Posted by skwasjer View Post
Great job sofar guys, I'm impressed with what you manage to do with the game
only possible because of your S3D Without it I would never have gotten this far in modding SH4.
Quote:
Originally Posted by Rockin Robbins View Post
Great work guys! This is looking great and appears to be one that will work as well as it looks.
I certainly hope so
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Old 08-07-09, 03:45 PM   #36
polyfiller
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Darkfish - like what you've done with the dials - very nice.

Ans Skwasjer - most of this mod wouldn't have been possible without your S3D !!!

Darkfish - can you confirm that the S Boot has a damage model, or do I need to do it ?
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Old 08-08-09, 07:44 PM   #37
cheese123
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Will you be able to use search lights?
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Old 08-30-09, 09:47 PM   #38
The_Pharoah
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hey guys

I've been after a WW2 surface sim for so long. I managed to whet my appetite with the first gen 1 surface ships that were released last year (eg. Yamato, etc). However, what you guys are doing is just awesome and I guess the next generation. The potential is awesome esp for DDs and other larger vessels in the Pac war. I know I'm thinking ahead but imagine being able to use these in a campaign which includes:
- bombardments (eg. prepping landing beaches)
- ASW (maybe one day we'll have AI subs)
- ship v ship action (battle of savo island, leyte gulf, etc)
- 'promotion' to captaining say a light cruiser, then heavy cruiser then mighty BB or something as you progress.

*sigh* perhaps I should shut up and wait like everybody else!

Pharoah
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Old 08-30-09, 10:02 PM   #39
Sledgehammer427
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Pharoah, thanks for your interest!
if you look to the main (official) post you can see a better view of what we have been up to. We already have AI subs that fire torpedoes, we have torpedo firing ships, and I'm making walk-inable bridges for the german battleships!
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Old 02-20-11, 05:04 AM   #40
chrysanthos
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hey ivank how that ship has so many armor belts do you going to make her playble?
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