SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-25-08, 11:11 AM | #391 | ||
Navy Seal
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I originally tried it with TMaru, Environment 4.5 and Operation Monsoon. That didn't work either, that's why I tried going back to stock to track down the source of the issue... Turned out that it won't even go with stock. Go figure! |
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05-25-08, 11:27 AM | #392 |
Navy Seal
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Ok, well, I tracked down the problem to the playable turret. I can equip the ship with a playable 105mm gun in campaign and it will work just fine, but the playable 11-inch turret will not show up at all. It does show up on the equipment screen, but not the submarine itself.
Hmm :hmm: |
05-25-08, 11:34 AM | #393 |
Watch
Join Date: Apr 2008
Posts: 24
Downloads: 75
Uploads: 0
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I did clone the stock 20mm Single , but I assigned all new ID to all nodes so don't think the behaviour comes from that. But I run over the files to see if I messed up something. :hmm:
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05-29-08, 02:41 AM | #394 |
Helmsman
Join Date: Apr 2005
Posts: 106
Downloads: 40
Uploads: 0
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<whistles>
Just ran some "extensive" testing against a few Task Forces. Managed to sink an entire task force by staying outa the AI BB's gunnery range (which admitedly is way to close. I'm not complaining ) Sank two BB's 3 Heavy Cruisers, 2 Light Cruisers and 8 Destroyers taking 0 damage. I have to say so far I like this overpowering effect over DD's. THey are now just time compression killers which gets old. Having run this latest release into the ground I'd say the only thing I'd like to see is the gun smoke clouds get darker still. Ended the patrol with 186k sunk and got nothing more than a 10k renown and a few medals for the crew. Well ok I got the highest German award again but thats not much of an accomplishment. I really wish the crew got more medals for participating in such a heated battle! I gave my 6 awards to my gunner crew in an attempt to boost their moral :P I also dropped on board all the TIV Acoustic Homing Torpedo's on board as DD killers as they are honestly very very pesky! I finally got S3D on my comp so I cant use the excuse I dont know how to do it anymore. Just a matter of taking the time to do it before Friday Morning! Good Work! So far no bugs! Mudpig could you give me a hint as to which part of the particles.dat file you edited to get it darker? I couldnt seem to find it. Right now I see something about "Big Guns Shoot" but it's all stock colors and the other is "Deck Gun Camera Flash" or something like that that is also the stock colors. Hook me up and I can change em out to my personal taste Last edited by UrPeaceKeeper; 05-29-08 at 02:54 AM. |
05-29-08, 05:31 AM | #395 |
XO
Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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I'm looking to make the command room more "manned". jus one sailor on an big ship is quite depressing. How can i put in place the first officer and the navigation officer? (just to resemble a stock type XVIII)
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"Memento Audere Semper"
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05-29-08, 06:07 AM | #396 |
Ensign
Join Date: Apr 2008
Posts: 222
Downloads: 45
Uploads: 0
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Peackeeper, if the short range is problem, i can always adjust it a lot higher. How about 36 kilometers? :rotfl: Render distance is 20km or so.. Did the 1.5 change it further? I could then go even further with the 15km max range..
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05-29-08, 12:38 PM | #397 | |
Helmsman
Join Date: Apr 2005
Posts: 106
Downloads: 40
Uploads: 0
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05-29-08, 09:21 PM | #398 |
Ocean Warrior
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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is the random crash after heavy damaged fixed...cause Ive been seeign this...
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05-29-08, 11:18 PM | #399 | |
Helmsman
Join Date: Apr 2005
Posts: 106
Downloads: 40
Uploads: 0
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Quote:
Found another bug. We have 8 torpedo tubes but only 6 are useable. If I had any clue as to where to start I'd look but the periscope and the torpedo controll map you only have the ability to use 6 of them. |
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05-30-08, 04:39 AM | #400 |
Frogman
Join Date: Oct 2007
Location: Pulaski Tennessee
Posts: 290
Downloads: 32
Uploads: 0
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So much fun.I swore I wouldnt play the German campaign, however, this mod made me change my mind. A lot of great work and ideas have been implemented. IF ONLY OM COMPATIBLE
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06-06-08, 12:16 AM | #401 |
Ocean Warrior
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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RUCCO's mod is missing the bridge! help!
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06-08-08, 01:13 PM | #402 |
Engineer
Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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This is some extremely Mint work on this ship... a real blast. Thank's for all of this hard work!
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06-08-08, 02:59 PM | #403 |
XO
Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Really enjoying the german campaign now!
More then 340.000 tonnes of allied shipping sent to the bottom of the ocean in one single patrol.
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"Memento Audere Semper"
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06-08-08, 03:58 PM | #404 |
XO
Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Hi boys, sorry to bother you with this, I know it is not the best place for such question but..
I was messing around with the mission editor attempting to make the u boat campaign more "pocket battleship like"... (i'd like to increase the nuber of ships in random convoys). So I have opened a campaign sim (allies_convoys_43.sim). The problem is that i can not save the mission (even if I do not change anything) because the editor says "no player unit found" and in prevents me to validate and save the .mis file. Where should i look for this? Thanx!
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"Memento Audere Semper"
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06-10-08, 07:55 PM | #405 |
Planesman
Join Date: Mar 2007
Posts: 182
Downloads: 53
Uploads: 0
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im having a blast with this, unfortunatly every time i land a salvo on a DD it seems to cause a CTD
proudest moment to date, hvy cruiser, 10 000 + range, landed so many hits she flooded and capsised only downsides, constant CTD's (get those without the mods anyway) and the damage model, 0% damage....80+% damage, with no notification inbetween. i tend to dissengage when i feel like i might be damaged, because the hull always reads 0% till it decides to give way altogether lol. |
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