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12-24-23, 05:10 AM | #1 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
Posts: 719
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Hi John,
Ok, we numbed them too much. Can you go into the sh5.cfg (data/cfg) and change the values of these factors and try to flank-bump them again? Night light factor cloudy=4.25 ;[>=0] Impact full moon on light factor=0.60 ;[0.0 <= 1.0] More is possible when you also change the OneAlex mod itself (visual sensors etc). But that is not in scope of this project. The other note: the moon phases in sh3 are not corresponding with the reality. It is a bug in sh3. SC-7 was during a 96% full moon. See: https://www.uboatarchive.net/U-99/KTB99-5.htm In Sh3 the full moon is on 15-10-1940 (see the Official SH-3 Moon Calendar that comes with the documentation). |
12-24-23, 06:04 AM | #2 | |
Commander
Join Date: Sep 2011
Location: Halifax, Nova Scotia THE HUB OF ALL CONVOYS
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Quote:
After using the sh5 patcher in mod folder (before enabling any mods) these are the mods im using with Onealex install, does the mod order look fine to you? https://gyazo.com/90a5217b15404261d855ddbc2653fcf6
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U-Boote sind die Wölfe auf See...Angreifen...Reißen...Sinken!!! U-boats are the wolves at sea...Attack...Tear...Sink!!! - Karl Doenitz Admin for the Onealex Mod Discord - https://discord.gg/bKCdQekE4W https://www.youtube.com/watch?v=tSpRvfqFYp0&t |
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12-24-23, 06:38 AM | #3 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
Posts: 719
Downloads: 117
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Hi Kyle,
The 'SH-5 Volumetric Clouds for Moon mod' Should be on top of 'SH-5 Moon mod' (it overwrites scene.sim). So the order should be: 'SH-5 Moon mod' 'SH-5 Moon mod settings for OneAlex' 'SH-5 Volumetric Clouds for Moon mod' 'SH-5 Water for SH-3 20 Km Atlantic V999' has no hard dependencies so can be done before or after. If you want to change you might have to change the values in sh5.cfg I assume you patched sh3.exe before you enabled the mod stack. You can check if your 'SH-5 Moon mod' directory has an sh3.exe (that is the patched version which you should enable). You can use the 'SH-5 Naval academy test suite' for testing and getting acquinted to it. If you enable that one you can simple see if there is moonlight or not and how far you can approach the ships etc. And as you now It loads so much faster than a mission or a campaign ... With a text editor you can change the dates in the file (Convoy Attack.mis) to get full moon etc as described in the documentation. The mod provides the English version so if you want the german version you can copy it. |
12-24-23, 06:48 AM | #4 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
Posts: 719
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As far the radar... you are right!
My idea is that Night surface attacks should become impossible by tweaking:
Also the campaign.rnd should be adjusted with spacing in convoy lanes to the historical correct 1 km etc. This make it a bit harder to compensate for the night advantage the u-boot has. Last edited by rik007; 12-24-23 at 07:08 AM. |
12-24-23, 11:00 AM | #5 |
Ocean Warrior
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Fwiw, it should be very difficult, but it shouldn't be impossible to do a late war night surface attack when radar is involved.
Surface attacks were still the preferred and recommended method well into 1944. But no, shouldn't be able to sail between convoy lanes at that stage, though this wasn't overly common even early war. Congrats on the mod release!
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
12-24-23, 12:17 PM | #6 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
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Hi John,
Thank you very much! Again I have to apologize for an inaccurate statement. You are correct: surface attacks are possible in 1943 and later provided you are not in the radar cone of an escort. Actually the mod only impacts the visual sensors. The 'solution' I provided is still rough. More is possible when we get into (the sensors of) the mega mods. @Kyle: if you need any help, post or contact me directly |
12-24-23, 12:38 PM | #7 |
Seasoned Skipper
Join Date: Jan 2002
Location: Holland
Posts: 719
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... and John:if you need help, please contact me.
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