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12-10-15, 08:07 AM | #3316 |
Mate
Join Date: Oct 2012
Posts: 53
Downloads: 137
Uploads: 0
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First off, I want to say,
THANK YOU. Thank you to all you modders out there,who made this game in my opinion the best Silent Hunter, a game with only one drawback, the limited U-Boat Selection. And thank you for making this Mega Mod, a mod with excellent selection and an EASY installation that took me less than 10 minutes. There are a few questions that I do have. I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right. Is there something I have to configure? Or is this intended? (The dial does get scaled up when hovering over it with the mouse.) And my last question is, is there a way to integrate Parts MaGUI? |
12-10-15, 08:25 AM | #3317 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Bunker platforms as equipments
Another success
I have moved platform models from the Terrain folder to the Library folder, and linked them to the bunker unit through Y bone/eqp file. Outcome: the long process of placing platforms through Terrain/Object Editor is no longer needed; the platforms are now placed automatically at the correct height/angle, and centered on their bunker model; switching from one platform to another is as easy as changing a name in bunker's eqp file. A nice side effect is that now the platforms inherit collisionability from their parent unit, i.e. they are no longer dummy stage elements but rather they have become "physical" objects. I am also under the impression that they contribute to the stability of the whole complex. Last but not least, guns work as well as before. One side effect of the bunkers being now classified as land units (see my previous post for more) is that when you place them in campaign, ME will put them automatically on the sea bottom: you need to manually set their height back to zero. This is not a big problem though, and once you get experience on what can be considered a safe depth for correct gun functionality, it can help you in deciding the optimal position for coastal defences. I will upload my updates later today, and post a link here |
12-10-15, 08:26 AM | #3318 |
Grey Wolf
Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 834
Downloads: 82
Uploads: 5
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..
Yes this is next important thing for newbie (ad Xall^) and i have one more hint extra:
The work with map could be very intuitive with shortcuts for map instruments as compass and marker pencil. Its very frustrating to click them and you are always forced to loose your current map work context.. |
12-10-15, 09:29 AM | #3319 |
Navy Seal
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Hey Gap, you've got some realy good news there!
Looking forward to your upload!
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
12-10-15, 09:46 AM | #3320 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
What's the problem with coastal defences getting stuck in certain circumstances, that you were talking about the day before yesterday? |
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12-10-15, 10:00 AM | #3321 | ||
Navy Seal
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Quote:
Active sonar is removed due to it's unrealistic implementation (escorts wouldnt react to it, instantly 100% acurate distance readings ect). However, several types of hydrophones will be offered to you during your play trough, with unique characteristics. You can even have two hydrophone types installed at the same time... - can i use hydrophone RPM charts from RPM hydrophone mod? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! Unfortunately, I dont think so...The RPM mod is vastly outdated and it will also drastically increase CTD possibility. Although I liked this mod, the prospect of accurate speed determination only by listening propeller noise in the distance, is not really realistic IMO... - is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed.. That mod is removed from the modpack because it's unfinished and bugged... Quote:
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ... Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"... And my last question is, is there a way to integrate Parts MaGUI? No..Maybe some day, with Sjizzle's help...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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12-10-15, 10:05 AM | #3322 | |
Navy Seal
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Quote:
it's search light...The you resurface again... Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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12-10-15, 10:12 AM | #3323 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
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12-10-15, 10:37 AM | #3324 | |
Navy Seal
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Quote:
Does the light work on regular ships in your game? TDW patcher?
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 12-10-15 at 10:53 AM. |
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12-10-15, 11:11 AM | #3325 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Sometimes yes, sometimes no, depending on the need
With my old installation on my old laptop they used to, but since I have changed laptop and reinstalled SH5 I didn't check if they work or not. No patch enabled. Just a clean SH5 installation, well... as clean as it can be for a modder like me and you... Anyway, I have just finished testing our coastal defences under the (more or less) same conditions you have described before, and I can't confirm your findings. This is what happended in detail (used IRAI with your testing mission unchanged except for wind speed, which I set to 15 m/s): ordered ahead flank and boat surfaced. My watchcrew could only spot one of the three bunkers in range (the one on the left). I could see its visual detection circle expanding until it reached me, and two bunkers (left and right) started shooting at me, whereas the one dead ahead of me didn't take any action (in calm weather it usually does, but longer distance and smaller profile offered, coupled with high waves and moon position were probably my friends in this case). I ordered then periscope depth. The two bunkers kept firing their guns until I ordered all stop. At this point the two bunkers freezed their guns on my last bearing. I waited 2-3 real time minutes (no time compression used), and I ordered again to surface the boat at flank speed. The two alert bunkers restarted doing their job whereas the third one kept silent. Had I repeated the test, I am sure I would have got a different result. I think how AI reacts is pretty much random, especially when using IRAI. |
12-10-15, 11:35 AM | #3326 |
Grey Wolf
Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 834
Downloads: 82
Uploads: 5
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Thanks
Thanks guys for responses
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12-10-15, 11:46 AM | #3327 |
Navy Seal
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This is not nearly enough I'm afraid... You should stay there for at least 1 hour of sim time (with some light TC of course, 8-16). The attacking unit has to completely "forgot about you". Then, surface and provoke the attack again...
All should be done during the nighttime... If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
12-10-15, 11:48 AM | #3328 |
Grey Wolf
Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 834
Downloads: 82
Uploads: 5
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Quote:
I cannot imagine sub kaleun how he tryes to set course instrument on his own and by try and fail - The reason Xall asking in my opinion was the lack of immersion of ordering new course in this way.. |
12-10-15, 11:52 AM | #3329 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Land Floating Working Coastal Defenses
Download link: http://www.mediafire.com/download/6f...al_Defenses.7z @ Vecko or the corcened ones: please check that with this new version searchlights are still working for you, because as said before they never did for me. Also I would be grateful to you if you designed/carried out some damage/collision stress tests, just to make sure that my recent changes to the unit wont cause any catastrophic event in case the bunker gets attacked/destroyed by other units. |
12-10-15, 11:54 AM | #3330 |
Navy Seal
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Well Gap, I must say that this really looks amassing!
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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