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Old 09-17-12, 04:48 PM   #196
iowa101
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SHO

Thats never happened when I download his mods, doubt it requires any others but i wouldn't know, I also use them with stock 1.5, and just in case! take off any other ships you have, having two ships active at the same time can cause problems.
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Old 09-17-12, 11:25 PM   #197
chrislong
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Karle what mods are your ships compatible with ?
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Old 09-18-12, 02:50 AM   #198
Karle94
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Any major mod since my mods replace enough files to sqeeze into the campaign.
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Old 09-18-12, 08:41 AM   #199
polyfiller
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Karl - is there any way I can convince you to join the efforts to compelete the TSWSM ? I just posted in the ATO mods forum about my intent to compete the 1st beta release of the TSWSM.

Could really do with some assistance form someone who understand how to make ships playable .... I also know how to do this (I've comepleted around 40 for TSWSM) ... but I really need some more active modding talent to help out.

One thing I want to do is to use you improved graphics / model for ships like HMS Hood in the TSWSM ... the one we currently have was taken, IIRC, from SH3. This would mean taking your 3D model and aligning it with the .upc and .zon files we use for the current Hood ... I can do this but I need to direct my time to other parts of the mod I need to comlpete before beat release.

Also quick quesiton - do you ships have working external damage models i.e. do shell holes appear in the ship you are playing if hit ?

Please please please consider helping .... it would give the community a mod with a large variety of surface ships to campaign in, plus lot's of nice features not seen before.

Thanks (hopefully in advance ;-)
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Old 09-18-12, 09:53 AM   #200
Karle94
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Quote:
Originally Posted by polyfiller View Post
Karl - is there any way I can convince you to join the efforts to compelete the TSWSM ? I just posted in the ATO mods forum about my intent to compete the 1st beta release of the TSWSM.

Could really do with some assistance form someone who understand how to make ships playable .... I also know how to do this (I've comepleted around 40 for TSWSM) ... but I really need some more active modding talent to help out.

One thing I want to do is to use you improved graphics / model for ships like HMS Hood in the TSWSM ... the one we currently have was taken, IIRC, from SH3. This would mean taking your 3D model and aligning it with the .upc and .zon files we use for the current Hood ... I can do this but I need to direct my time to other parts of the mod I need to comlpete before beat release.

Also quick quesiton - do you ships have working external damage models i.e. do shell holes appear in the ship you are playing if hit ?

Please please please consider helping .... it would give the community a mod with a large variety of surface ships to campaign in, plus lot's of nice features not seen before.

Thanks (hopefully in advance ;-)
I am infact a member of TSWSM and have been for quite some time. No one has told me to do anything for quite some time. I have done some small changes from time to time on the Hood. Some ships, but not all has a damage model. Some don`t cause none fits them. To make a damage model is quite difficult at best.
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Old 09-18-12, 10:23 AM   #201
polyfiller
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Oooh that is good news .... so maybe I can suggest a few things you can do to help get the beta out ?

First one would be to convert your hood 3d model to use the TSWSM damage model and other config files...

Next would be ..... how to import your muzzle flash for the big guns into the env.dat and particles.dat in the TSWSM .... the one in TSWSM is based on envirnment 4.0 (I think) and I don't want to replace it with your files for fear of breaking some other changes I made to it ... but I can't remember what they are :-(

I am currently trying to work out how to add new naval bases as career start points - so that I can load out Rosythe and Scappa flow with all the playable british ships as carer start points.
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Old 09-18-12, 10:41 AM   #202
Karle94
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The only change in my muzzle flash mod is done in the materials.dat and particles.dat. The changes to the stock is only recoloring. Others, like for 6, 8 inch guns are new and won`t ruin other things. There`s also a new effect for weapons like the Bofors 40mm.
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Old 09-18-12, 10:43 AM   #203
polyfiller
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Yes, I thought as much ... any chance you can send me the modified node numbers so I can export them and import them into the TSWSM file ?

Probably best to send via PM.

Thanks.

As a member of the team, I can make available to you current status of the mod - but you will need Ops Monsun to be able to use it.
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Old 09-18-12, 11:15 AM   #204
Karle94
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I changed all of the fire effects, that`s all of the stock aspects I`ve changed. Do send the newest version of the mod.
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Old 09-19-12, 04:57 PM   #205
Karle94
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I decided to increase the number of AA guns from 39 to 59. Replaced some pom-poms with the Bofors and increased the sheer on the bow for a third time. Didn`t even notice, eh?





This is what happens when the fighting gets close:



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Old 09-25-12, 11:37 AM   #206
Arael
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Do you still take requests?
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Old 09-25-12, 11:39 AM   #207
Karle94
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Quote:
Originally Posted by Arael View Post
Do you still take requests?
Reasonable ones, yes.
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Old 09-25-12, 12:30 PM   #208
yubba
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Default OOoo OOoo oo I got one..

Are you doing anything with the anti ship missles, I got the tomahawk with the 688 but the range is short.. it falls short of 4000 yards have gotten hits at 3000 yards tried for 5000 and watched them fall into the sea..and are you going to get them to fire from modern ships. thank you.
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Old 09-25-12, 12:46 PM   #209
Karle94
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Quote:
Originally Posted by yubba View Post
Are you doing anything with the anti ship missles, I got the tomahawk with the 688 but the range is short.. it falls short of 4000 yards have gotten hits at 3000 yards tried for 5000 and watched them fall into the sea..and are you going to get them to fire from modern ships. thank you.
Already done. 2500 km range I believe.
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Old 09-25-12, 04:37 PM   #210
yubba
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Default Ooooooook, where ????

Sorry about being a pain,, and my wording I have a horrible scense of humor it is as bad as my spelling you can ask anybody,,, you do nice work, I have had asked about a pilot house on these mods before,, I came up with a idea that uses the control room veiw with the forward bulkhead removed and have a modified bulk head with port holes added with the dive plane station removed I think the s-boat control room would do nicely but this is way beyond my skills. Could you please direct me to where I could find the missle mods thank you..
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