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01-26-17, 10:09 AM | #3616 | |
Admiral
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Well, I hope no time real soon. I'm still finishing my work on the CrewManagement/Equipment Upgrade part of things. The fact I've got one sub working well, doesn't make it just a quick Win-Merg transition into the others...each have their own quirks. I've just completed the Tench........ half a dozen others to follow.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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01-26-17, 12:32 PM | #3617 | ||
Admiral
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Additions like the working Radar Screens, and interiors that were both a part of Optical Targeting Correction went into Ultimate too. So, its been a place where I can bring content over to a mod that seems to have "legs" we all can like. There's still plenty of content to add or correct as we go which should make FOTRS Ulimate a "Go to" modification (A "heads up".....I'm finishing a working AnitiAircraft Burst Ammunition for the AA guns that will give you a sense of actual flak operations). Bottom line, I see this as a singular modification for the good of us all.....I'm not that interested to promote something just to call it "My Creation"......... it's all of our creations. Many folks have helped me in learning, doing, inspiring my thoughts, I hope to give them credit before we're done, making this mod as close to a "community effort" as can be.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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01-26-17, 04:23 PM | #3618 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Is DepthCharges.zon the only file that controls the radius and power of depth charges?
After a few savage encounters with a tough DD, i figured it was worth looking into what the mod changed about the depth charges. Figured maybe the explosion radius's were cranked up. But the mod doesn't touch that file. |
01-26-17, 04:34 PM | #3619 | |
Sink'em All
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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01-26-17, 04:35 PM | #3620 |
Grey Wolf
Join Date: Feb 2005
Location: southlyon michigan
Posts: 897
Downloads: 781
Uploads: 35
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While your making improvements can you add armor or strengthen up the engine compartments for all the subs so we can at least have a chance to escape with an engine I know its hard to fix the engine issue or bug but maybe we can add armor to that area just an idea not a complaint the mod is awesome no complaints outstanding work.
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Lt. Commander Lare |
01-26-17, 04:50 PM | #3621 | |
CTD - it's not just a job
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I was just going to reply back to gutted about that very thing, Lt commander lare...
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01-26-17, 04:57 PM | #3622 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Sure, i'll give it a try.
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01-26-17, 05:47 PM | #3623 |
The Old Man
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Test Missions
I am caught up to the post where Max-Peck fixed a Test Mission for XTBilly in Post #577 and I have a question.
I am definitely behind where your current progress is but I am trying to take in everything and read every single post in this thread. I ask the following question because in the past while play FoTRSv1.3, I have encountered scenarios where I had a IJN Cargo approx 4K away and a two(2) ship destroyer task force approx 35k away and when I surfaced to take out the IJN Cargo with deck gun, the IJN Destroyer Task force didn't even blink and continued on their merry way. Is there a test mission to verify Patrolling Ships and Aircraft respond to Contact Radio Reports that are nearby for both IJN and US? Regards! TheBeast |
01-26-17, 06:32 PM | #3624 |
The Old Man
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Playing with contact decay rates in ~\SHIV_Root\Cfg\Contacts.cfg a bit can help when leaving port or any where for that matter.
Although the actual contact on a real screen may decay quickly, the operators mind remembers that contact and in real life does not report a contact every time it appears because the operator knows it is the same contact from 30-60 seconds ago. By decreasing the decay rate (increase how long the contact display on screen) you can better emulate a real life scenario. The big benefit of doing this is that you are not dropped to TC1 every 30-60 seconds for Radar and or Sonar Contacts and will greatly improve the user experience when starting from in Port or at any time while on Patrol. When the contact is first detected you are dropped to TC1. The Radar/Sonar operator has done their job, You now know there is a contact within range. If at this point you again jump to a high TC and run into the ship or task force, that is on you. Regards! TheBeast |
01-26-17, 07:14 PM | #3625 | |
CTD - it's not just a job
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01-26-17, 07:49 PM | #3626 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Figured since i like this mod so much and im sticking around i'd share my tweaks.
Easier to read Position Keeper: http://www.subsim.com/radioroom/down...o=file&id=5133 More responsive cameras: http://www.subsim.com/radioroom/down...o=file&id=5134 My Hotkeys: http://www.subsim.com/radioroom/down...o=file&id=5135 As for the position keeper, one of these days im going to snap and just mod the dang thing to make it bigger across the board. At 1920x1080 it makes these 40 year old eyes squint too much while trying to read the dials. |
01-26-17, 07:59 PM | #3627 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Interesting tidbit.
While modding the PK needles. I noticed that the imperial PK uses the needles from the metric texture. And the metric PK uses the needles from the imperial texture. Not that it matters, the needles are the same in both textures, but it was throwing me for a loop at first. Probably just a mixup in the menu_1024_768.ini file Last edited by gutted; 01-26-17 at 08:47 PM. |
01-26-17, 08:26 PM | #3628 | |
CTD - it's not just a job
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You found another February 29th and June 31st issue in the game!... - something else we were doing the other day is like that... this stuff reminds of my old coding days, were you used to have to use a double negative test in order to get a "positive" or "affirmative" answer... sort of like "Don't you know what I mean, no?" |
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01-26-17, 08:45 PM | #3629 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Yeah. and if you know how to read them you can thow away your crayons.
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01-26-17, 09:47 PM | #3630 |
CTD - it's not just a job
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still got my crayons and my colours, and my pencils... 'course, I'm not allowed to sharpen any of 'em...
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