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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
04-28-2012, 10:32 AM
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#1816 |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
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Thanks for the new version TDW!
I've been testing this a bit now. The shooting at periscope works just great! I noticed this before that I rarely get any damage to the periscope even when they are firing all around it. So I made a collision spheres and boxes to the sensors.zon file for the periscopes (they don't have them for some reason). So now I noticed that they actually shoot my periscope completely off, no more periscope. That was great, but it's a weird thing that the damage report still shows no damage to it, or just a few procent. The crew can still fix it to 100% but the actual scope just isn't there and can't be used. Sooo, do you know can we actually make this work so that the damage screen would show the actual damage? It would be a great improvement if this would work without bugs. |
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04-28-2012, 04:22 PM
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#1817 |
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Soundman
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 144
Downloads: 107
Uploads: 0
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no hydrophone at surface gone?included?
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04-28-2012, 04:31 PM
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#1818 |
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Admiral
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No, it's included in TDW Add-on mods
Here they are - http://www.subsim.com/radioroom/showthread.php?t=183649 |
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04-28-2012, 10:13 PM
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#1819 |
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Soundman
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 144
Downloads: 107
Uploads: 0
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thx
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04-29-2012, 09:13 PM
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#1820 |
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Soundman
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 144
Downloads: 107
Uploads: 0
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Hmmm it overwrites a lot, is it safe? I tested it and the merches shoot at me so I guess it s fine
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05-01-2012, 05:29 PM
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#1821 |
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Swabbie
![]() Join Date: Jan 2010
Location: Hungary
Posts: 16
Downloads: 88
Uploads: 0
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I experienced a phenomenon (v0.0.37). When the convoy discovered, all at once to start the ship's signal rockets (FX 0.0.19). For some reason, it is burdened with the CPU operation. Often caught in seconds the program. IRAI previous versions it was not so affected.
Other meetings such phenomena? Thank you anyway for IRAI! The SH club everyone uses.
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05-02-2012, 05:41 AM
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#1822 |
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Engineer
![]() Join Date: May 2010
Location: Trier / Germany
Posts: 204
Downloads: 118
Uploads: 0
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Hi!
I am very uncertain if this is related to this mod, but I'll try it here (sorry!). I have been in Skapa and sunk the warship "Nelson". Then I started to escape from skapa and after an hour, I saved and went to bed. When I loaded that saved game up today, the Nelson was back alive again, but my torpedos are gone. I double and triple checked, it is the right saved game... Is that a known issue? |
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05-02-2012, 06:32 AM
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#1823 |
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XO
![]() Join Date: May 2011
Posts: 432
Downloads: 91
Uploads: 0
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I think this is a common bug, you should never save around other ships. I always make sure that I'm out on the open sea and all alone when I save during my patrols.
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05-02-2012, 08:14 AM
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#1824 | |
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Silent Hunter
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 4,489
Downloads: 131
Uploads: 27
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Quote:
So do not leave your game until the ship is down |
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05-03-2012, 12:38 AM
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#1825 |
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Ace of the deep .
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Just an idea . Anyway to link the thermal layer signal attenuation in sim cfg to the journal viewer . Everytime the game loads the sim cfg it could load the thermal layer signal attenuation based on the position of the last navigation fix . I guess water disturbances would do the same thing , could it be linked to something to give difrent disturbances for cold/warm water .
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sobers modlist http://www.subsim.com/radioroom/showthread.php?t=192374 http://www.youtube.com/watch?v=VP30s5QF0pw We would like you to experience all the frustrations a uboat captain had , and thats just installing the game and mods . Last edited by sober; 05-03-2012 at 05:26 AM. |
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05-03-2012, 09:16 AM
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#1826 | |
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Black Magic
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Quote:
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05-08-2012, 02:51 PM
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#1827 | |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
Uploads: 0
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Quote:
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05-08-2012, 03:13 PM
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#1828 |
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XO
![]() Join Date: May 2011
Posts: 432
Downloads: 91
Uploads: 0
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I agree, the starshells do need some tweaking.
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05-08-2012, 05:55 PM
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#1829 | |
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Black Magic
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Quote:
strategy ShipFire(Ship) { precond { Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0) } strategies { DC, Cannons, CannonsAtSubmerged #CheckStarshellEnable, #ShipFireStarShells, #ShipFireStarShellsDistance } } So all in all you are adding two #s and removing one , (used to be after CannonsAtSubmerged) With those changes no starshells will ever be fired
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05-08-2012, 06:40 PM
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#1830 |
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Ace of the deep .
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The only weird thing i have observed with the latest irai is larger planes in kiel fly normally for a while and then after a while they look tail heavy and cannot gain altitude and eventually crash . The game is much harder now (realistic) .
__________________
sobers modlist http://www.subsim.com/radioroom/showthread.php?t=192374 http://www.youtube.com/watch?v=VP30s5QF0pw We would like you to experience all the frustrations a uboat captain had , and thats just installing the game and mods . |
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