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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 12-29-08, 04:30 PM   #121
ivank
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Quote:
Originally Posted by Sledgehammer427
me either, it would be an interesting venture, but it just doesnt seem fun enough to attract a large-scale chunk of the market...

but i agree with tater on all aspects, carrier ops seem downright impossible with the SH4 engine...you cant build castles on swamps

(haha, monty python)
again agreed!
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Old 12-29-08, 04:40 PM   #122
tater
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To put it in a Submarine sim perspective, the aircraft on a CV are its raison d'être, as the torpedoes are for the submarine. Any attempt at CVs needs the air operations at least as complex as the TDC, torpedo models, and indeed AI that fights this weapon system.
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Old 12-29-08, 08:04 PM   #123
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ok, now, is it possible to make the real hull strenght of all surface ship in this mod?
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Last edited by pozine; 12-29-08 at 08:05 PM.
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Old 12-29-08, 09:05 PM   #124
tater
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Damage models start impacting, well, everything. The damage of all the weapons needs to be looked at... it's complex. Observer's mod for merchant shipping has moved on to warships, so I'd expect to see a comprehensive solution from that end at some point.

The stock damage system has hitpoints, so at a certain point, any weapon doing enough damage to actually do any damage (get past armor, etc) will eventually sink the target, it's just a matter of how many rounds. This is why in stock DDs are so ridiculously easy to sink with submarine deck guns and AA, you hit them until their hitpoints drop to 0, then BOOM!

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Old 12-30-08, 01:12 PM   #125
pozine
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ok, i have an idea, this mod would be like natural sinking mechanism,
the hitpoint of all ship are 300000 and they can only sink by flooding...
if you make ennough hole in the hull, the ship sink...
semi-realistik

and for the weapon damage, check on google for the weapon strenght of any ship, ex : the main weapon of the BB bismark.
you need to look at the penetration of this gun at a XX km. ( i don't know what is the size of the bismark main gun, but ill say 300mm )
if the penetration is 400mm at 15 km,
make a little calculation and you'll have the weapon strenght of all ship,
ex a gun that is 150mm (size) will make penetration on a 200 mm hull at 15 km


i don't know if it is possible, but its just an idea...
maybe the physics are more difficult than that.
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Last edited by pozine; 12-30-08 at 01:18 PM.
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Old 12-30-08, 01:33 PM   #126
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Im already implmenting the non HP style of damage model on the ships im making damage models for , the easiest way of doing the weapon balance is changing armor values , as the guns are overall too powerful but compared to each other they are ok
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Old 12-30-08, 04:50 PM   #127
tater
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Observer has done this HP wise.

Of course, should you mess with the warships, they might not work well with torpedoes.
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Old 12-31-08, 10:35 AM   #128
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Default OMG

The Holy Lemon Army is after all of us! Yes even you!!! RUN!

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Old 12-31-08, 02:40 PM   #129
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ok time to show my secret weapon :


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Old 12-31-08, 05:36 PM   #130
ivank
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OH!!!! YOUR GOOD!!!
But can you stop my evil minion limes!? or my group of brainwashed goats!!!!!
or
Chuck Norris!!!!

Happy News Years
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Old 01-01-09, 08:38 PM   #131
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Starting new carrer with Prince of Wales.
Will update after 1 patrol.
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Old 01-02-09, 06:36 PM   #132
W4lt3r
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When someone mentioned the gun ranges, i think it was ivank.. I've done a small cfg altering mod that changes the gun ranges drastically. AI Fires at around 15km while player can engage at 16-17km ranges. Makes the battles lot more interesting, though i haven't updated it for a while, mostly to make the crew able to spot targets at longer ranges, but stock settings allow you to lock targets at around 18-19km i think..

But yeah, if the thing isn't done already for this mod, i can provide this little alteration.
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Old 01-03-09, 03:28 AM   #133
iambecomelife
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Quote:
Originally Posted by W4lt3r
When someone mentioned the gun ranges, i think it was ivank.. I've done a small cfg altering mod that changes the gun ranges drastically. AI Fires at around 15km while player can engage at 16-17km ranges. Makes the battles lot more interesting, though i haven't updated it for a while, mostly to make the crew able to spot targets at longer ranges, but stock settings allow you to lock targets at around 18-19km i think..

But yeah, if the thing isn't done already for this mod, i can provide this little alteration.
That is an excellent idea. In most battles, ships would fire dozens of rounds for every hit, whereas in the SH3 series the battles end too quickly b/c of the artificially close range. IMO a more drawn-out battle is much more dramatic than the usual 5-minute slugfest that we get...
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Old 01-03-09, 08:23 AM   #134
sabretwo
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One question about the diesel animation...will the animation be toggled on and off based on the surface state of the uboat?
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Old 01-03-09, 09:49 AM   #135
tomhugill
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Wrong topic
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