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Old 04-08-08, 02:37 PM   #27
Ducimus
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Since i didnt make any documentation on 'TMO_Enable_Uboat_ver3" (its something i whipped up in a couple hours)

heres quick run down. (any adjustments made on a uboat was made to the type9D2. (The walter fantasy uboat never got out of experimentation, and subsquently is not supported)

- Culled down the massive number of aircraft

- applied TM's visual sensor to allied aircraft that didn't already have it.

- F9 now brings you to the radio/hydrophone room, and not the conning tower.

- all Goback to previous views associated with radar and hydrophones should nowreturn you to the radio/hydrophone room and not the conning tower.

- made hydrophone and radar operators clickable

- Made CE clickable

- you shoudlnt have any more black screens when goign to certain views.

- Bridge, CT, and CR rooms are now free views by default

- Fixed radar view so it functions as it should

- Crash dive and battle stations now plays a submarine bell instead of a fleet boat klaxon.

- Diving alarm now plays doors and hatchs shutting instead of a fleet boat diving alarm.

- Passing thermal layers notification has been muted so its inaudeible. The Germans knew very little about thermal layers and did not ever the equipment to detect them.

- Throttle rates have been adjusted to that used in TM. "Ahead standard" should be the normal crusiing speed.

- Engine sound is more appropriate to a uboat. You wont hear a fairbanks morse engine.

- Hit points on hull has been brought down to more realistic terms.

- Crush depth has been changed to the exact number of the type9D2 from stock Sh3.



Unfortunatly, the physics of the type9D2 is not cooperating, and will take longer to get it to behave more realistically. Right now it can crash dive in about 15 seconds or less when it should be around 47 seconds, give or take.
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