SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-04-08, 03:41 PM   #46
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 180,310
Downloads: 63
Uploads: 13


Default

Check out your dates

Quote:
Current ETA for The Hilfskreuzer and Armed Merchant Cruiser Mod: Early to Mid Jan 08
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Old 10-04-08, 05:22 PM   #47
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

Quote:
Originally Posted by jimbuna
Check out your dates

Quote:
Current ETA for The Hilfskreuzer and Armed Merchant Cruiser Mod: Early to Mid Jan 08
sorry didnt see that! corrected!
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 10-04-08, 06:55 PM   #48
Task Force
Rear Admiral
 
Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
Default

Any screen shots yet?
__________________
Task Force industries "Taking control of the world, one mind at a time"
Task Force is offline   Reply With Quote
Old 10-04-08, 08:27 PM   #49
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

theres nothing to take pictures yet. Right now only the German Campaign files are ready. Darkfish and I are making the ships playble, we ran into a few problems. Gotmilk is working on ships. and S.hammer427 is working on textures. When we get a ship in the game I will post a update
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 10-04-08, 08:34 PM   #50
Task Force
Rear Admiral
 
Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
Default

Ok. Cant wait to see the first batch of screen shots.
__________________
Task Force industries "Taking control of the world, one mind at a time"
Task Force is offline   Reply With Quote
Old 10-05-08, 06:02 AM   #51
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 180,310
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by ivank
Quote:
Originally Posted by jimbuna
Check out your dates

Quote:
Current ETA for The Hilfskreuzer and Armed Merchant Cruiser Mod: Early to Mid Jan 08
sorry didnt see that! corrected!
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Old 10-06-08, 08:17 AM   #52
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default First pics!

OK, here are some screenshots of the ships I have (almost) finished so far.


Captain (Buckley) class frigate


Fiji class light cruiser


Dido class light cruiser


King George V class BB (the merchant on the background won't be living for much longer)
DarkFish is offline   Reply With Quote
Old 10-06-08, 08:59 AM   #53
tomhugill
Planesman
 
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
Default

*Chants we want more* Looking awesome so far , hows the fully functioning bridges idea coming along? Also thoseships look decidedly un german
tomhugill is offline   Reply With Quote
Old 10-06-08, 10:02 AM   #54
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by tomhugill
*Chants we want more* Looking awesome so far , hows the fully functioning bridges idea coming along? Also thoseships look decidedly un german
You're right, those ships are RN. I'm doing mostly RN ships, the only KM ship i got working so far is the Scharnhorst, but that one has got bad textures and is missing a playable gun.



Since the RN and the KM mods will be released together I figured I could post these RN ship pics here..

From what I've heared of it the bridge will have working instruments and crewmembers holding the steering wheel and stuff
Doable but as ivank says it'll be a lot of work...
DarkFish is offline   Reply With Quote
Old 10-06-08, 10:24 AM   #55
difool2
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 30
Uploads: 0
Default

How's the bug hunting/vanilla feature squashing going? Having done several patrols and setpiece battles in both the pocket BBs and the Bismarck, several aspects of the core engine need to be addressed:

Superstructure damage eventually causes your engines to stop working, and not even a repair specialist can get them working again (there's "nothing" for him to fix in the damage screen).

Rarely are exposed systems damaged, and only a few superstructure bits can be blasted off (like floatplanes). Turrets are never taken out of action or have their turning gears jammed.

BBs (both mine and others) can often take a terrific pounding before eventually sinking. A North Carolina class had my Bismarck, a Yamato, and 3 other Japanese BBs blasting away at it-he must have taken dozens of big gun hits, and over 200 hits from smaller calibers, before he succumbed.

Not to mention that natural sinking mechanics would need to be modeled, as once the game decides they are sunk down they go in less than a minute.

And the AI-the big ships stay in formation and ignore you in terms of their headings, while the DDs rush you. Can the DDs be made to launch torps?

Just curious as to how much progress has been made on the damage modeling front.
difool2 is offline   Reply With Quote
Old 10-06-08, 04:13 PM   #56
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

I can answer that. The Damage model editing is not being worked on yet. Once the ships are all done, we will start working on that.
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 10-06-08, 04:54 PM   #57
tomhugill
Planesman
 
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
Default

I have found some strange things with the PBB ive taken none big bang damage which has breached the hull and the lower bbs seem to have a mor eintresting dmg model , fighting them with the PBB I can blow bits off , cause explosions etc. Where as with the NOCAL and IOWA it just seems to chip away with nothing much happening then sinking. Strangly this is the same with torps , I hit the iowa with 5 fish and the was no bangs just eventually sunk. I have tried this afew times always with the same results. PLaying with the playable bismark I seem to chip away at the iowa then it just sinks with no fuss. odd
tomhugill is offline   Reply With Quote
Old 10-08-08, 10:09 PM   #58
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
This mod will include the H-39 BB! H-44 is still on the fence
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 10-10-08, 12:14 PM   #59
gile
Swabbie
 
Join Date: Jul 2007
Posts: 12
Downloads: 9
Uploads: 0
Default

I am very glad to see these supermods coming to life. I wish I could help, but with no time or moding skills, I hope a sincere will show my gratitude.

Like said here below, the damage system needs a serious overhaul. I know its probably hardcoded, but I hope you can improve the damage system.



Quote:
Originally Posted by difool2
How's the bug hunting/vanilla feature squashing going? Having done several patrols and setpiece battles in both the pocket BBs and the Bismarck, several aspects of the core engine need to be addressed:

Superstructure damage eventually causes your engines to stop working, and not even a repair specialist can get them working again (there's "nothing" for him to fix in the damage screen).

Rarely are exposed systems damaged, and only a few superstructure bits can be blasted off (like floatplanes). Turrets are never taken out of action or have their turning gears jammed.

BBs (both mine and others) can often take a terrific pounding before eventually sinking. A North Carolina class had my Bismarck, a Yamato, and 3 other Japanese BBs blasting away at it-he must have taken dozens of big gun hits, and over 200 hits from smaller calibers, before he succumbed.

Not to mention that natural sinking mechanics would need to be modeled, as once the game decides they are sunk down they go in less than a minute.

And the AI-the big ships stay in formation and ignore you in terms of their headings, while the DDs rush you. Can the DDs be made to launch torps?

Just curious as to how much progress has been made on the damage modeling front.



One more question, well, maybe more of a request; will the campaign start with smaller ships, like DDs and such, with renown points or something similar, to get bigger ships, guns, better engins...some sort of an upgrade system. I would hate to just jump in my brand new Bismarck and start shooting off...

And here is a thought: taskforce. Can it be done? The big ships rarely fought or sailed alone. Is the game engine capable of "sticking" a few friendly ships to tag along with our own? Now that would bring this idea of surface ships to a higher level. Like I said, a thought...

Anyway, just to show my respect to you guys.
gile is offline   Reply With Quote
Old 10-10-08, 02:05 PM   #60
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

Quote:
Originally Posted by gile
I am very glad to see these supermods coming to life. I wish I could help, but with no time or moding skills, I hope a sincere will show my gratitude.

Like said here below, the damage system needs a serious overhaul. I know its probably hardcoded, but I hope you can improve the damage system.



Quote:
Originally Posted by difool2
How's the bug hunting/vanilla feature squashing going? Having done several patrols and setpiece battles in both the pocket BBs and the Bismarck, several aspects of the core engine need to be addressed:

Superstructure damage eventually causes your engines to stop working, and not even a repair specialist can get them working again (there's "nothing" for him to fix in the damage screen).

Rarely are exposed systems damaged, and only a few superstructure bits can be blasted off (like floatplanes). Turrets are never taken out of action or have their turning gears jammed.

BBs (both mine and others) can often take a terrific pounding before eventually sinking. A North Carolina class had my Bismarck, a Yamato, and 3 other Japanese BBs blasting away at it-he must have taken dozens of big gun hits, and over 200 hits from smaller calibers, before he succumbed.

Not to mention that natural sinking mechanics would need to be modeled, as once the game decides they are sunk down they go in less than a minute.

And the AI-the big ships stay in formation and ignore you in terms of their headings, while the DDs rush you. Can the DDs be made to launch torps?

Just curious as to how much progress has been made on the damage modeling front.


One more question, well, maybe more of a request; will the campaign start with smaller ships, like DDs and such, with renown points or something similar, to get bigger ships, guns, better engins...some sort of an upgrade system. I would hate to just jump in my brand new Bismarck and start shooting off...

And here is a thought: taskforce. Can it be done? The big ships rarely fought or sailed alone. Is the game engine capable of "sticking" a few friendly ships to tag along with our own? Now that would bring this idea of surface ships to a higher level. Like I said, a thought...

Anyway, just to show my respect to you guys.
we are workoing on the damage system now. I was thinking of making the player start off with a small ship and work their way up, but I dont know how to make a ships an upgrade! So for now, the player picks a class of ship and starts from there. I trying to get the ships from BC, BB, AC to have at least 1 CA,CL,DD escorts.
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:01 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.