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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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![]() Join Date: Feb 2016
Posts: 27
Downloads: 31
Uploads: 0
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First off you guys are awesome for making the game playable in the first place, and then giving it such polish in the second.
![]() Now for the questions, I'm trying to figure out where the limitations in modding the game are and I've already noted some of the issues (like even adding a new playable vessel) so I hope I'm not retreading too much old ground. Is it possible to add new torpedo types, or are we limited to tweaking those already available? Is it possible to add new logistical constraints such as food, fresh water, lube oil, battery electrolyte, spare parts, miscellaneous ship stores, et cetera? Is it possible to add new seamanship evolutions like mooring (to either a dock or another ship) and anchoring? Is it possible to add new extraneous forces like drifting (both translation ally and rotationally) due to currents and/or wind, minimum steerage speed? And because I haven't gone that far into the campaign yet (I've just started in on the gap) how do milkcow resupplies function in the game? I'm curious if something like a submarine tender could be added. Oh one more, is it possible to have distinct zones for sea states? I was taking my boat back to the barn in a storm and it was deep swells all the way through the harbor and even in the sub pen. These areas should have been (relatively speaking) calm due to harbor construction (seawalls, jetties...) Last edited by Yaivenov; 03-08-16 at 02:56 AM. |
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