SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 | 156 | 20.74% | |
Version 2 | 79 | 10.51% | |
Version 3 | 29 | 3.86% | |
Version 4 | 77 | 10.24% | |
All of them | 489 | 65.03% | |
Multiple Choice Poll. Voters: 752. You may not vote on this poll |
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12-07-08, 04:47 PM | #46 |
Seasoned Skipper
Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
Uploads: 0
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hmmm
IJN did both on that fateful day, rearmed below and on the flight deck from the sources I have talked to who interviewed survivors in the IJN during the techncial mission to Japan in 1946, and there was ordinance all over the place hence the vulnearbility. The chance, huge once in a lifetime shot that hit the Bismark's rudder is still the subject of drinks at reunions as fewer and fewer gather.....everyone knew and knows that was not something that could have been planned or counted on . Without that event, the first cruise of the Bismark might have been only the first of many, for she was a formidable force and the doctrine they were testing might indeed have forced changes in doctrine on both sides. If indeed she had effective air cover much would have been different and the support for air for the navy would have gotten past the fat fool who convinced Hitler to allow substandard air for the GZ. Ah so many ifs. There were more carriers planned, but as noted, only one that neared completion and training would have indeed been tough in the midst of all else that was going on.
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12-08-08, 05:24 AM | #47 |
中国水兵
Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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Another cool feature of all this mods would be to connect lets say the bridge and Commanders room via a corridor(at least on the biger units).This would give a more inmersive feeling,the dream is of course to create as more 3D stations as posible.
And at this point,tell me Ivank,would not be possible to modify the original interior subs and add some more realistic compartments ? That would be brilliant also . Regards and very good job!! |
12-08-08, 09:32 AM | #48 |
Planesman
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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I think the best that can be done at the moment is a detailed bridge , with crew and full interor , but I think this would add to the imersion greatly
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12-08-08, 10:52 AM | #49 | |
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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12-08-08, 08:23 PM | #50 |
Swabbie
Join Date: Dec 2008
Location: Virginia Tech
Posts: 8
Downloads: 0
Uploads: 0
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Awesome looking mod!
I'd help if i knew jack about modding. Keep it up, I'm looking forward to the release. |
12-10-08, 02:40 PM | #51 |
Sea Lord
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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playable bridge pics
Well working wonders with it is a bit exaggerated..
Thought i'd post some pics here to show the general idea... There's still a lot to do but it's already looking better than just an empty room with a few watches For now I'm concentrating on changing the textures, as you can see the lightmaps don't fit. |
12-11-08, 08:55 AM | #52 |
中国水兵
Join Date: Apr 2006
Posts: 271
Downloads: 82
Uploads: 0
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Yes,some more light and colour textures would be better I think.Anyway,dont you see this bridge a bit small or is my visual effect? And what about giving these bridges an eye candy atmosphere with furniture and all the stuff you can find in a bridge? Well. I think thats the final idea right?
The path is correct,you are doing a great job |
12-11-08, 01:04 PM | #53 |
Silent Hunter
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Very good job with the bridge & the figure placement. I agree that lighting sources need work. In all likelihood the additional instruments & furniture will be added later, after more important work is done. And the size looks correct for the bridge of a destroyer or a cruiser, IMO.
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12-11-08, 05:50 PM | #54 |
Swabbie
Join Date: Dec 2008
Location: Virginia Tech
Posts: 8
Downloads: 0
Uploads: 0
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That does look much better than the current blank interiors.
Looking forward to seeing more. |
12-11-08, 07:36 PM | #55 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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That looks great!
BTW, I assume that torpedos can be used, right? IN that case, DDs offer some very fun possibilities. Damage control is a whole other area of possible complexity... |
12-12-08, 05:28 AM | #56 |
Planesman
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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I think we're pretty much nailed the damage control and damage modeling aspects as demonstrated on my playable Yamato , if you do have any feedback regarding this area let me know
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12-12-08, 09:48 AM | #57 | |||
Sea Lord
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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12-12-08, 06:44 PM | #58 |
Swabbie
Join Date: Dec 2008
Location: Virginia Tech
Posts: 8
Downloads: 0
Uploads: 0
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@Tom
Yeah, the Yamato damage model looked really good. I assume you will be able to make similar ones for the other ships. If so, that looks good. |
12-12-08, 07:44 PM | #59 | ||||
Silent Hunter
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It's good to hear there will be torpedo attacks. Do you expect that non-player units can be programmed to use them?
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12-12-08, 08:05 PM | #60 | |||||
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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