A total overhaul mod which strives to bring about a more realistic tone to the game. Completely reworking gunnery, replacing the stock models with high fidelity ones, and adding numerous aircraft & vessels take this game to a whole other level.

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Brief status update

News

No long posts this time, simply a short status update. Progress has been steady, albeit slow, over the past few weeks. I've upgraded the detail on several of the US turrets already and have most of them UV wrapped and ready for Substance Painter. Re-texturing was something I'd been dreading because of the state the stock UVs were in but I came across a very capable and easy to use UV wrapping program (RizomUV) which has cleared this issue.

The IJN side still progresses slowly but the knowledge and experience I've gained should help to reduce the time that faction has remaining.

I'm also planning on uploading a customized ModDB CSS profile in the coming weeks if I can get the process sorted out. It doesn't sound like much but the aim to to make the mob pages better fit with the game as well as make the site look nicer in general.

I've finally managed to get the second hotfix uploaded here too so there's that. If any of you guys find any new CSV issues let me know and I'll add them to the list.


Good Hunting,
SpecTRe

Remembrance

Remembrance

News 1 comment

Looking back on this date and what we should take away from it moving forward.

Best laid plans...

Best laid plans...

News 2 comments

A brief run down of developments and concerns moving forward.

Update

Update

News

Slight change in plans and basic update of progress

USN Camo Preference Poll

USN Camo Preference Poll

News

Visit the forum section to vote for USN camo Measures.

RSS Files
SIR 3.4

SIR 3.4

Full Version 7 comments

The much awaited initial Phase 2 release featuring most of the American Cruisers & destroyers.

SIR 3.4.5

SIR 3.4.5

Patch

A wrap up of the previous hot fixes as well as an adjustment of cargo/tanker ship health.

SIR 3.4 Hotfix 4 (Obsolete)

SIR 3.4 Hotfix 4 (Obsolete)

Patch

Hotfix to correct the Shinzan and Renzan unlock dates

SIR 3.4 Hotfix 3 (Obsolete)

SIR 3.4 Hotfix 3 (Obsolete)

Patch

Various small changes including G8N1 Renzan reference.

SIR 3.4 Hotfix 2 (obsolete)

SIR 3.4 Hotfix 2 (obsolete)

Patch 1 comment

A hotfix to address some remaining CSV issues from the previous build.

SIR 3.4 Hotfix 1 (obselete)

SIR 3.4 Hotfix 1 (obselete)

Patch 5 comments

CSV patch to address some oversights in the initial release.

Comments  (0 - 10 of 55)
Guest
Guest

Way of balance, 2 jap destroyers can destroy an entire supply fleet within a few minutes while it takes 4 of my battleships more then 5 minutes to destroy 1 jap supply ship

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SpecTRe_X Creator
SpecTRe_X

Not sure how that slipped past. Thanks for drawing my attention to it, I'll be posting an update later today.

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Guest
Guest

Error Importing ShipDefinitions GenericShipNames.csv

Help please

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SpecTRe_X Creator
SpecTRe_X

Are you using the latest version from the mod thread on Steam, or the latest from ModDB? If the latter then that's the problem as it's outdated by 1 version.

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Guest
Guest

i seem to be having problems activating the mod, i think it might be because of the most recent patch

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SpecTRe_X Creator
SpecTRe_X

The newest hotfix is linked on the mod thread on Steam.

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***Geroj***
***Geroj***

Damn you fixed travel speed for ships, thats pretty impressive. No longer are convoys moving 4 months from japan to hawai lol. Was probably worst thing about this game.

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SpecTRe_X Creator
SpecTRe_X

Yes and no. Because the map is flat, when it would otherwise be spherical, your fleet's travel speed becomes less accurate the farther away from the equator they are. So sailing through the Aleutians takes longer than it should even though the travel time from Hawaii to Iwo Jima is about right.

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***Geroj***
***Geroj***

Yeah noticed that but still waiting half year to resupply hawai from japan was just ridiculous.

How did you calculated displacement? I see in files gun damage and its 150 for 5" guns and 140 for 6" and so on so I am trying to base it on projectile weigh (8" 150kg, 6" 50kg, 5" 30kg, 4" 20kg etc)

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SpecTRe_X Creator
SpecTRe_X

I set damage up based on an equation that factors in a given shell's muzzle velocity, weight, and a normalizing value. I don't recall the exact formula off the top of my head but it's in the readme. All weapon damage is based off similar equations.

Displacement was simply increased by a flat multiplier to resolve a physics issue that resulted from the higher damage values (barrel rolling DDs).

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