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Tanner

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  1. I've just looked over the python script for the first tutorial mission. I think I have a general understanding of it, but I think anyone would be hard-pressed at this point to create a mission from scratch. Will the developers be releasing documentation on how to create our own missions? One thing that is confusing to me in looking over the scripts is how the text messages are generated for the missions. Are they stored in some file that I cannot seem to find or generated dynamically?
  2. Not to be too particular but all missions in games are scripted nearly by definition, and certainly by implementation. At best I think what people don't like is very limited and linear mission objectives. If scripted missions have multiple victories conditions and multiple triggered events with a bit of randomness thrown in there, I think people tend to be satisfied and not under the impression that it is "scripted" despite the fact that it is.
  3. Tanner

    Torpedo sight

    I'd like to know as well. Currently if I happen to torpedo something I am pretty much at point blank range and merely guessing the correct angle.
  4. Hidden Movements, English Side. Smoke is your friend. Seems totally to befuddle pursuing German boats. Also I think you can sink any transport and get a 5 star rating. I did not achieve the objective of sinking the lone transport but did get a 5 star rating.
  5. Thanks, I was exaggerating a bit to make a point, but it is good to know 600 meters. I will try it out.
  6. Tanner

    Saved games

    I don't think there is a need for saved games. You work through the campaign episodes or do multiplayer. You indeed cannot save your progress in an individual mission as far as I know. As to saved games, I am not sure there is a need for them.
  7. True, but I don't know that anything else in the game has particularly made sense so far, like my needing to be within something like 100 meters to "identify" a ship when I can clearly see from almost a kilometer away that it is a cruiser or a destroyer. There are plenty of "gamey" mechanics in the game so far. I had no expectation that this particular mission had to make any more sense than any of the others.
  8. Ah, thanks. Did the briefing tell you to do that or did you just reason it out?
  9. I created a thread on this issue but no one has responded to it. Perhaps no one thinks that it is a problem, but the message/radio panel is pretty useless from what I can tell at this point.
  10. I have to admit to being confounded by the tutorial as well. It never explicitly says that I need to take out the escorts first. I ran into this same problem when I downloaded the Russian demo awhile back and here it was in English I still couldn't tell what was required of me. I just sort of stumbled on the idea of shooting these escorts as I couldn't do anything to the transports, so I thought, "Well, I guess I will go shoot something." That's not an ideal way to get one through a tutorial.
  11. I know the mission you are deferring to (the convoy escort) on the German side and that was tough but I did manage to complete it somehow, however when I have tried to do it on the English side I feel like I am trying to game the system instead of doing something that makes sense. I have had my best luck there by heading nearly straight south and coming up nearly behind the convoy. Any direct route to the convoy seems to get you a patrol boat in the face that, at least, I could not destroy. I have yet to beat that mission of the English side and gave up on it after many tries. I haven't started the game up since. Also I could not figure out how to assist the U-Boat in whatever mission that is, so I can't get past that one either. So yeah, I am stuck. It does seem a bit too hard but I have never played a naval sim before so I don't have a standard to compare it to. I am a bit disappointed that in a number of the scenarios I am being asked to command multiple ships. I was hoping for more of a first-person PT boat sim experience with most of my time spent at the bridge station or on guns, but there are enough things that I am asked to manage and command, and/or interface and mission design choices that I might as well just play the thing in the 2d map mode and let the AI pilot that ships and fire the guns. Not exactly what I was hoping for.
  12. I'm using Vista 32-bit with an ATI HD4850 512Mb card and a mere AMD64X2 5000+ and DX10 works fine for me. I'm sure that doesn't help you, but DX10 does work.
  13. Just started out with the tutorial and I noted that the size of the text in the radio panel makes it difficult to read more than a couple of lines of any message sent to you and each line can only handle a few words. Has anyone thought to evaluate the size of the text in the radio panel for its actual usefulness to the player? The way it is now I am lucky to be able to see a single sentence untruncated, let alone an entire message or set of instructions, which can be pretty important when doing a tutorial. Also if there is any important information conveyed in the radio panel in the rest of the game, I would think that the player would be hard pressed to have easy access to it in any meaningful and timely manner.
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