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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 02-17-10, 06:19 PM   #751
DirtyACE
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Quote:
Originally Posted by ivank View Post
Well you now what they say, When in Rome...
Ah yes, indeed.
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Old 02-17-10, 07:13 PM   #752
Sledgehammer427
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euhhhh

when in rome....find some more 3d modelers because I am swamped?

I'm still going guys! fret not!
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Old 03-03-10, 09:05 AM   #753
skidoorider
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When is the surface warship mod going to be released?
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Old 03-10-10, 06:04 PM   #754
OneDominatus
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I found this on the first post "IT WILL BE READY WHEN ITS READY"
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Old 03-23-10, 01:48 AM   #755
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Sounds like a very good idea.
The game was badly lacking in historical battles.

I'll look into converting the ships into multiplayer compatibility when or if that's ever ok'd.
Would be quite a lot of ships lol..
But it's tons of fun in multiplayer.

If we made historical battles in multiplayer maps.
We could have up to 8 people in various surface/submarine ships, working together.

I think that'd be pretty bad ass.
4 battleships, a couple carries, maybe a heavy cruiser or two.
All working together in multiplayer, in historical battles.
It wouldn't be some normal, run of the mill, short map.
Would take likely hours to complete.
But it'd be fun.
Just a thought. :P

One thing I do not know how to do yet, is launch planes off carriers.
Has to be a way.
Likely one that exists, but I've modded outside for the entirety of my modding time and have absolutely no idea whats been released..lol

Also We have several of those ships already made for multiplayer.
Which means their basically single player ready.
Yours if you could use em.
Baltimore, Brooklyn, Tennessee, Iowa, North Carolina, Montana, Fletcher and the PT-109
Just finished their final release with full functionality.
Well full to the limits of our knowledge.
No they don't launch depth charges, because enemy submarines are worthless anyway.

Fully functional systems and damage repair as well.
Even new names for the after and forward torpedo rooms.
Mechanical for the aft torp room and Forward Bulkhead for the Stern torp room.

Surface ships are capable of a lot more than they seem to be given credit for.
Being above the water is as much of a curse as it is a blessing..lol.
Your prone to being bombed and torpedoed constantly.
Not to mention, you cant go under mines in a surface ship..lol
You have to adopt tactics like the enemy ships, moving in sig zag patterns to avoid getting hit.

Also still not a good idea to rush into a swarm of ships, because they can pop your bulkhead and make you explode, regardless of your remaining hull.
The way my brother and I have our mutliplayer ships, makes them very enjoyable to play in, or just watch.
You really have to watch your damage crew and what their working on in a surface ship.
Stop paying attention and the next thing you know, your a fireball.

I think this will be a blast.

Last edited by Bish0p; 03-23-10 at 02:19 AM.
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Old 03-24-10, 12:45 PM   #756
vit90
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it's great

Good work, guys! Work over such wonderful mod! Please, keep us informed events and spread more sreens from a mod! I wait this mod!

Last edited by vit90; 03-25-10 at 10:23 AM.
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Old 04-01-10, 03:34 AM   #757
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There must be some way to use aircraft on a aircraft carrier. Even if it doesn't look pretty.

A few ways I can think of.
-Have the aircraft carrier drag an "airbase" along with it somehow.
-Control the random spawn of aircraft for a strike through radio perhaps.
-A "hack" from a extra program to spawn a airstrike assigned to a hotkey with limits to which they can spawn.

I'd also like to see a way to control the cruisers in the u-boat missions mod as the Kriegsmarine. It has the potential to allow someone to command a task force. This would truly transform the game into something else. Taking it to a strategic level.
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Old 04-01-10, 03:33 PM   #758
ivank
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The mod team welcomes another 3D modeller. And are discussing bringing SHV ship models into SHIV.
Maybe now we can pump out this game soon.
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Old 04-03-10, 12:00 PM   #759
HELLISH1
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Quote:
Originally Posted by ivank View Post
The mod team welcomes another 3D modeller. And are discussing bringing SHV ship models into SHIV.
Maybe now we can pump out this game soon.
I have found the way to bring in sh5 ships to sh4. Not a direct import, but just a few steps, have to have granny 3d viewer, and 3ds max
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Old 04-09-10, 04:21 PM   #760
ivank
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GREAT! Well go ahead and start importing British warships for now
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Old 04-09-10, 07:45 PM   #761
audessy
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So I was messing around in SH4 and coming up with ideas to have a extra friendly ship or possibly commanding a task force. I set an armed merchant cruiser to have a very large range. I had it follow me to my patrol zone in South Africa.

To my surprise the cruiser actually engaged aircraft and even the aircraft attacked it instead of me! I know how useful this could be to this mod. Here is some pictures from the voyage.


Firing main guns with AA shells. 5.9 inch AA? Ouch! At closer range he uses machine guns. He also dodges. It's kind of scary how smart they made them.


A torpedo bomber getting eaten alive.


My Walter U-Boat ganging up on the poor little plane


Night fight. Merchant shining it's spotlights at the plane. A pretty sight.


Apparently the cruiser was more important than me!


He followed me from the middle of the Indian Ocean all the way to the tip of south Africa... Then a task force came and ate him. I got my revenge.

It actually wasn't that hard to do. I just met up with him and gave him the exact same waypoint as me. My only issue is that I couldn't get this working with the US campaign. Not even the scouter aircraft. The icons won't show up on the map even though the ability shows up in the "captains special abilities" area. I added all the required stuff to the UPC files. But still no go.

More info on my testing. The aircraft carriers you can control at higher ranks move about the sea randomly. You can launch scouts from them. What I'm wondering is if we can control the aircraft carrier... And launch bombers from them.

Just putting the idea out there. I know you guys have a lot on your plate already. Keep up the good work!
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Old 04-10-10, 12:28 AM   #762
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I have this wonderful idea to sortie a task force and have the player follow it, as an escort. The patrol orders will give you the time the task force will arrive at certain checkpoints (think the waypoint system when moving from Lorient to your new port in the far east in Operation Monsun) give the base course and speed of the task force at this given waypoint and let that be that, the player can (and probably will) follow the task force, breaking off to engage a single merchant or something.
However this cruiser idea leaves a lot of possibilities open. it will be impossible to set up a complicated task force with search patterns and formations but if the friendly ships come follow you in a column, we can make a truly accurate (and, historically brutal) Channel Dash!
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Old 04-10-10, 12:27 PM   #763
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That's what I was thinking.

Althought it doesn't have to be a cruiser BTW. You gain access in later ranks to a Japanese Task Force consisting of DD's and BB's. I think a carrier too. They operate the same way.

To get them to work the lines in the mission editor have to look like this:

[RndGroup 7]
GroupName=Axis_TaskForce_004
Category=0
CommandEntry=0
Long=11077000.000000
Lat=-2412000.000000
Height=0.000000
DelayMin=60
DelayMinInterv=1440
SpawnProbability=100
RandStartRadius=0.000000
ReportPosMin=720
ReportPosProbability=75
HighPrioContact=false
Heading=33.978001
Speed=17.000000
ColumnsNo=1
Spacing=1200
DeleteOnLastWaypoint=false
CurrentInstanceID=0
GameEntryDate=19440301
GameEntryTime=0
GameExitDate=19441031
GameExitTime=0
MaxInst=1
MaxUnitsCreated=100
DockedShip=false
TacticalGroup=true <--- This must be enabled to have it a player controllable unit.
AvailStartDate=19440301
AvailEndDate=19440831
ControlZoneRadius=1000.000000 <---Max of around 6000. They can follow you pretty far with this.
NextWP=0

Overall it works really well. The only issue is that when you change it's waypoint they do a little circle and drive around for about an hour before resuming course. Like they're re-organizing.

But again I tried really hard to give these to the US Campaign but I guess there's a lot to it. But still. Even if you guys only release an Axis version of the mod it will still be epic with a player controlled task force.
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Old 04-13-10, 11:52 AM   #764
peabody
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Well, since you guys do all the surface stuff, any idea why some ships can so supply missions and other CTD?

Peabody
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Old 04-13-10, 06:26 PM   #765
Sledgehammer427
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it always depends on where it's CTD'ing. does it happen when you hit the "launch marines" button or when you start a supply mission?
It's not my field of expertise, so I don't know much about it, I may get us all started in the right direction though
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