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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 01-22-09, 06:38 PM   #211
pozine
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any news from the capsizing mod??
and from the tswsm?
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Old 01-22-09, 10:23 PM   #212
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Update

As asked here is a little update on the mod:

What's done:
KGV class BB
90% of campaign files
Damage model

What needs to be done:
3D modeling
converting
making ships playable
patrol files
convoy files
adding DM to all ships
translating mod into German

I don't what Tomhugill and his team are up to(I have been away since monday)
I know Slegdehammer427 will be resuming his work this weekend
I know Darkfish has like 2-4 ships to do before he needs to wait on more from SH427
I am waiting on the new ships for the convoys, and I just got a ship designing job so my work is going to be slow
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Old 01-23-09, 12:21 AM   #213
Sledgehammer427
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first, i have my PC back

second, S3D works
dont ask how, i have NO idea.

third, a SHIP designing job?!
i have a college textbook that deals with all of thos trigonemetry numbers and hullslip coeffecients, again, dont ask how i got it, i have resources
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Old 01-23-09, 10:25 AM   #214
pozine
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maybe the guy who repaired your computer had repaired S3d and others programs...
maybe a bug in your pc
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Old 01-23-09, 02:26 PM   #215
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thats my guess, it was a cracked windows XP, so that proly did it
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Old 01-23-09, 03:01 PM   #216
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Quote:
Originally Posted by Sledgehammer427
thats my guess, it was a cracked windows XP, so that proly did it
Yea that would do it, then again I use a windows XP from Australia:p.

As for my job, I am in charge of taking this shipyards hull designs and converting them in to Patrol Boats, and making some designs of new PBs and crew boats for the Panama Canal! I have had the job for 24hrs and I already have 2 designs that I am fixing up now.(I was realy bored during triple free this morning!) Any ideas for some designs?
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Old 01-23-09, 06:44 PM   #217
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go traditional
S-100 Schnellboot.
minus the torpedo tubes.
if they are patrolling strips of land, the s-boats design allows for shallow area entry, and have a very good radius, (700nm at cruising speed)
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Old 01-23-09, 07:21 PM   #218
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Quote:
Originally Posted by Sledgehammer427
go traditional
S-100 Schnellboot.
minus the torpedo tubes.
if they are patrolling strips of land, the s-boats design allows for shallow area entry, and have a very good radius, (700nm at cruising speed)
I wish! But I was just told by my boss(3rd cousin) that the ships have to be designed off of this:

http://www.newtonboats.com/org_site/boats/50x16.htm
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Old 01-23-09, 07:53 PM   #219
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cut down the deckhouses, put a fifty cal on the bow, and put a low deckhouse about midway
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Old 01-23-09, 09:21 PM   #220
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I was thinking about stuff very similar to that! I was going to cut down the Deck house, move it to the centre, and since the ship is meant to carry 3-6 2cm cannons, I will put the housings as so: a twin up front, 2 in the deck house, and 1 on the stern. Hows that?
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Old 01-23-09, 11:30 PM   #221
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even tho we are totally hijacking the thread, that sounds good
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Old 01-24-09, 02:31 AM   #222
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lol so true! Okay lets get back on subject
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Old 01-24-09, 12:59 PM   #223
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Folks - update on getting damage to actually impacty ships performance - I've managed to get engine damage to slow ship speed in proportion to the damage. Only trouble is my conclusions will prevent us from having different levels of engine redundancy from ship to ship. What I really mean by this is each ship we add must have identical numbers of engines configured. I got a really good rundown on how damage works from Observer over at sub sim cnetral forums.

The reason is that engine damage will only slow a ship if zones 21,55 & 29 are used. To make matters worse, the multiplier value has to be set in zones.cfg for zones 21 & 55. Seeing as we can only have one zone entry in zones.cfg for 21 & 55, wew can only have one multipler value. If we deviate form this, engine damage will result in only marginal reduction in speed.

Will provide full detail to Tom when he's online. I got a really good rundown on how damage works from Observer over at sub sim cnetral forums - worth a look if you want more info.
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Old 01-24-09, 01:21 PM   #224
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Quote:
Originally Posted by polyfiller
Folks - update on getting damage to actually impacty ships performance - I've managed to get engine damage to slow ship speed in proportion to the damage. Only trouble is my conclusions will prevent us from having different levels of engine redundancy from ship to ship. What I really mean by this is each ship we add must have identical numbers of engines configured. I got a really good rundown on how damage works from Observer over at sub sim cnetral forums.

The reason is that engine damage will only slow a ship if zones 21,55 & 29 are used. To make matters worse, the multiplier value has to be set in zones.cfg for zones 21 & 55. Seeing as we can only have one zone entry in zones.cfg for 21 & 55, wew can only have one multipler value. If we deviate form this, engine damage will result in only marginal reduction in speed.

Will provide full detail to Tom when he's online. I got a really good rundown on how damage works from Observer over at sub sim cnetral forums - worth a look if you want more info.
I see how that can be an issue. One question though; I don't know if Tom told you, but the shell damage needs to be changed. When a large shell hits a ship it causes a giant hole in the ship, this is NOT realistic! We need to change it to allow the same structural damage but yet make it so there is only a small hole in terms of visual damage. I will post pictures later.
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Old 01-24-09, 11:19 PM   #225
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Ivan, i might have a line on that Montana-Class to make it playable
EDIT: we are allowed to DL the Montana, as well as the Alabama
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V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!

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