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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 01-08-09, 10:29 PM   #166
ivank
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Quote:
Originally Posted by tater
I'd like to play both sides ion the Solomons. IJN DDs are sexy, though, you have to admit. IJN CAs are also particularly pretty ships.

Course my fave plane is the F4F, so maybe I'm aestetically broken.

:rotfl:, I too like IJN CA's are nice looking ships! but I do not like the IJN DD's or the F4F
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Old 01-08-09, 11:29 PM   #167
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Me personally, among ship nuts, regard pretty much anything IJN to be sexy...Kongo class especially...maybe that means i have an affinity for the brit ships too?:rotfl:
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Old 01-09-09, 06:51 PM   #168
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Hmmm. i was thinking, maybe making a New Mexico class BB playable?
i always like those
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Old 01-09-09, 10:17 PM   #169
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Quote:
Originally Posted by polyfiller
Folks - if we want to achieve slower acceleration then I think it's going to take something more than just a shipname.sim file change. I tried playing with mass, drag etc. last night on the Yamato and could slow acceleration down ... but at the expense of reducing the top speed significantly (ahieved 6 minutes to accelerate to 11 kts ... and that's as fast as it would go). Also played with reducing number of engines etc. in the UPCGE file. Will have another go at messing with engine power, but susepct that it can't be done with the .SIM file.

Maybe there's a graph file or something somewhere to change. Am going to have a look around. Maybe a more experienced modder knows where to look ?
Polyfiller,

I have not done any testing but thought I might throw out an idea. What if you used your numbers for drag, etc to slow acceleration but give it a false max speed. Don't increase the power on the engines just a higher max speed. For example lets just say max speed is 20 Knots and your drag numbers make it max out at 11knots. So if you set the max speed to 30 knots, without increasing engine power, could it be possible to decrease the acceleration but get the top speed back to 20 knots?

Just an idea.

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Old 01-10-09, 01:45 AM   #170
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Quote:
Originally Posted by Sledgehammer427
Hmmm. i was thinking, maybe making a New Mexico class BB playable?
i always like those
Darkfish already made it playable
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Old 01-10-09, 06:25 PM   #171
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Quote:
Originally Posted by ivank
I agree.

Does anyone know how to capture sound to use in the game?
I have the perfect main gun sound for the battleships, and battlecruisers, but I dont know how to get it into the game.


Sound


i dont know if someone answered your question but use : audacity

use the secound sound plz it is better



someone had ever tryed to make a better ai?
like to make them to "cross the T" ?
or other tactics...etc etc

http://en.wikipedia.org/wiki/Crossing_the_T
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Old 01-10-09, 11:13 PM   #172
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The AI don't do anything other than to follow waypoints, EXCEPT for Escorts (unit types 0-4).

It might be interesting to change surface units all to that type, and see if they will vary from their waypoints.
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Old 01-11-09, 05:52 PM   #173
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yes, its what i think too,
make all surface units have an attack path /patrol
it will take time but it will worth it.

also, make the destroyers fear you, trying to approach you, zigzagging to avoid shells and then release a salvo of torps.

make the collision model better, when you ram a DD at flank, the destroyer will break in two.

good luck!!
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Old 01-11-09, 09:22 PM   #174
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Quote:
make all surface units have an attack path /patrol
it will take time but it will worth it.
add it to the scripted chunks of the campaign, the hardest part is the waypoints.

Quote:
make the destroyers fear you, trying to approach you, zigzagging to avoid shells and then release a salvo of torps.
they already do that, minus the salvo of torps, zigzagging little buggers

Quote:
when you ram a DD at flank, the destroyer will break in two.
i can swear i wrote about this before, but, you only ram when you are out of torps, shells, and your decks are ablaze. otherwise, ramming will make you have to go into drydock for far longer than you need to. its better just to blow the guy to mars with ur guns. also, im sure most DDs won't break in half if rammed broadside.

Quote:
Originally Posted by Ivank
Darkfish already made it playable
well, thats just great, im far behind on everything i guess. btw, nice job recruiting Chinese U-47, hell be a big help!
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Old 01-11-09, 09:27 PM   #175
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Quote:
Originally Posted by Sledgehammer427
Quote:
make all surface units have an attack path /patrol
it will take time but it will worth it.
add it to the scripted chunks of the campaign, the hardest part is the waypoints.

Quote:
make the destroyers fear you, trying to approach you, zigzagging to avoid shells and then release a salvo of torps.
they already do that, minus the salvo of torps, zigzagging little buggers

Quote:
when you ram a DD at flank, the destroyer will break in two.
i can swear i wrote about this before, but, you only ram when you are out of torps, shells, and your decks are ablaze. otherwise, ramming will make you have to go into drydock for far longer than you need to. its better just to blow the guy to mars with ur guns. also, im sure most DDs won't break in half if rammed broadside.

Quote:
Originally Posted by Ivank
Darkfish already made it playable
well, thats just great, im far behind on everything i guess. btw, nice job recruiting Chinese U-47, hell be a big help!
Chinese U-47 said he might be able to help us after his mod is done. So it is up to us to finish V1 atm
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Old 01-11-09, 09:33 PM   #176
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My patrol with the HMS King George V:

Left Liverpool, got to Fremantle, was attacked by 3CL's, 5DD's, sunk.

Thoughts: BB was a little weak to sink from the small force it was attacked by.
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Old 01-12-09, 07:58 AM   #177
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that actually seems about right.
considering the force, even a human can die from so many beestings
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Old 01-12-09, 09:12 AM   #178
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Quote:
Originally Posted by ivank
My patrol with the HMS King George V:

Left Liverpool, got to Fremantle, was attacked by 3CL's, 5DD's, sunk.

Thoughts: BB was a little weak to sink from the small force it was attacked by.
weird, I succeeded in sinking 3 enemy BBs a while ago...
Guess it were my fabulous tactics...
Running away with ahead flank and attacking the enemy beyond the AIs engagement range
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Old 01-12-09, 10:18 AM   #179
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i tryed a carreer with the North Carolina class ship and rammed a CL, the cruiser were destroyed and capsized ( i dont know if it is the appropriate term in english )
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Old 01-12-09, 12:03 PM   #180
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[quote=Sledgehammer427]

add it to the scripted chunks of the campaign, the hardest part is the waypoints.

Quote:
make the destroyers fear you, trying to approach you, zigzagging to avoid shells and then release a salvo of torps.
Quote:
they already do that, minus the salvo of torps, zigzagging little buggers

not really, they approach you, and then RAMM'M you at flak speed.

they think youre a sub and when they are at 10 meters of me BOOM, i relese a shell salvo and the DD explode.
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