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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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I love the graphics (with mods) in sh5 but love sh3 (nygm and mods) gameplay better, what a dilema
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#2 |
Eternal Patrol
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Not at all. Both are cheap, both have different items to recommend them. Get both, play whichever one suits your fancy at the moment.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Ace of the Deep
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#4 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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yes got both and keep switching cannot make my mind up which one to stay with
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Not a polemic question. I am just curious to know what makes the modded SHIII a better game, and if the same features can be ported to SH5 ![]() |
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#6 |
Gefallen Engel U-666
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Precisely! As Sailor Steve says, the object is to be amused; It ain't a lifestyle. Get SHIV with Monsun ( I still play SHII) and have a field day! All have their +'s and -'s ...
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 | |
Eternal Patrol
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I prefer SH4's crew management, especially the 'Battle Stations' function. I also prefer SH4's 'Request New Orders' radio function, except for the part where responses are instant, rather than having to wait for the new instructions. SH4 also has a fully functioning grid map, with both Latitude/Logitude and KM Grids working properly. But SH5 looks real good. No, that's not meant to be a backhanded complement/insult. It really does look very, very good.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | |||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you for your prompt reply, Steve. It deserves detailed answers, point by point
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- limited knowledge about the granny format in general: TDW and privateer have done miracles on this subject; we are now able to edit bones, materials, texture, meshes, etc., and we can even create new 3d objects and units. In spite of this, GR2 Editor is still not able to add new meshes and, due to the many unknowns, it is prone to corrupting files at times. This means that at this stage only the creation of relatively simple units is realistically practicable. - lack of knowledge about granny animations: assuming that we were patient enough to model and import in game a full-fledged u-boat (both exterior and interior), we shoul still deal with track groups and 'flexible bones' for crew to move around the sub, to man her guns, etc. Unfortunately only TDW, privateer and (maybe) a few others, might have a vague idea of what is needed for getting the said stuff to work. - hardcoding the new playable units: we should make the game to 'see' the new units. Again, only TDW has the likely skills to do it. Summing up, my verdict is: new playable units are not impossible in SH5, but just not yet possible. Quote:
All in all, I think the one reason for SH5 not having as many ships as SHIII and IV, is our laziness and the need to ask for permission to use pre-existing models. Nothing more than this (shame on us!) ![]() I should have a look into GWX for this feature. How is the gate animation triggered? ![]() Quote:
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![]() Last edited by gap; 12-16-13 at 02:33 PM. |
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#9 |
Stowaway
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#10 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#11 |
Stowaway
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Nautilus42 I think?
Here's BBW's version for GWX http://www.subsim.com/radioroom/down...o=file&id=1295 I'm thinking it's just a Watchman controller if I remember right. ![]() |
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#12 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you for the link by the way, I will have a look into the mod ![]() |
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#13 |
Stowaway
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Watchman just does a rotation back and forth.
The Gates are set to open and close on the settings of Watchman. You need to time your passage to match the gates. |
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#14 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#15 |
Stowaway
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Ya. Watchman controllers were used on some AI Units for Watch Crews and radar/antenna movements.
I did discuss with other GWX Devs, doing a Fake Gun as a type of control for some actions. ![]() The Air Raid Siren in GWX uses a fake gun and fake shell to get the effect. It was only created as a quick idea based off of Beta testers comments saying how cool it would be if........ That's the stuff that drives me. How cool would it be if.......... ![]() |
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