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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
04-29-2012, 09:46 AM
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#121 |
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Swabbie
![]() Join Date: Apr 2012
Posts: 14
Downloads: 16
Uploads: 0
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I can install this mod after the OH 2 1.8 or should I install before.
sry bad english |
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04-29-2012, 10:28 AM
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#122 | |
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Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 331
Uploads: 0
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Quote:
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04-29-2012, 10:47 AM
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#123 |
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Swabbie
![]() Join Date: Apr 2012
Posts: 14
Downloads: 16
Uploads: 0
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thx dude
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04-29-2012, 12:20 PM
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#124 |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
Uploads: 0
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A really small update!
Many people have noted me that the "New Zealand" entry was written in incorrect format in the roster, so this small update finally fixes it. Now New Zealand has lifeboats too!
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04-29-2012, 12:44 PM
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#125 |
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XO
![]() Join Date: Mar 2008
Posts: 421
Downloads: 329
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Anyway the lifeboats are really fun
I heard screaming, coughing and... Heeelp! Heeeelp! - fantastic and a bit horrible Now the game is 18+ ![]() ![]() Nice job - thanks a lot
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04-29-2012, 02:38 PM
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#126 |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
Uploads: 0
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Thanks!
![]() Yes, it adds a nice human touch to the sim! |
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04-29-2012, 02:45 PM
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#127 |
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Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 331
Uploads: 0
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04-29-2012, 03:13 PM
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#128 |
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Admiral
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Hi, Rongel!
I have a small problem when using your mod.. Some sinking ships hasn't lifeboats.. (none at all) Maybe it happens by using Uekel's - MTNS mod and HanSolo's - Harbour Addition mod? In any case, thank you for your work for us! Sorry by my English (in any case) Last edited by volodya61; 04-29-2012 at 04:10 PM. |
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04-29-2012, 04:53 PM
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#129 | |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
Uploads: 0
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Quote:
It seems to be pretty random how the boats are spawned, usually there is one or two depending the size of the ship. But sometimes no lifeboats at all. Every ship should have this in it's cfg-file: RenownAwarded=160 CrewComplement=30 SurvivalRate=80 SurvivalPercentage=20 RecManualCategory=Freighter BowShape=Plumb Maybe it controls the number of the boats? Bigger the ship, more survivors. I'm not that familiar with Uekel's MTNS-mod so can't say much about that. But I think it's working for all the OH II ships. |
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04-29-2012, 05:32 PM
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#130 |
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Admiral
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Thanks for the reply Rongel!
I'll be testing ships cfg-files now and I'll look what happens then.. Thank you.. |
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05-20-2012, 02:09 PM
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#131 | |
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 3,149
Downloads: 508
Uploads: 5
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Hi Rongel,
I've got a few questions that keep me awake at night. Maybe you can help me! ![]() The first question is: what happens to lifeboats after they spawn? I mean: do they vanish after a while or when getting out of our range, or what else? Now some facts I deduced from the web: Quote:
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05-20-2012, 03:42 PM
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#132 |
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Seasoned Skipper
![]() Join Date: Jan 2009
Location: Finland
Posts: 708
Downloads: 122
Uploads: 0
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Interesting stuff Gap, a quick reply before going to sleep!
First of all, I can't remember much about the lifeboat system, so testing this out in the game is the right way. But the lifeboats are real, stripped down ships, they should work just like normal ships would. So they will vanish like your regular ship (don't know the system for this). At first the lifeboats were sinkable, but I took the feature off. I didn't like that metal debris flies around if you shoot a rubber boat with a cannon. Maybe it even exploded, can't remember... It just broke the illusion for me. But yes, you can make them destroyable, but it doesn't look that good visually. It might be possible to add a radio to them, but not sure if it would impact the computer usage in a bad way. But is there a logic problem also: let's imagine that we torpedo a ship and it is destroyed before distress call. Then lifeboats are spawned and they spot our periscope. So we leave the place. Normally it would take time for the airpatrols to spot and rescue the survivors, but if the boats would have a "radio", the call would be instant and planes would leave too fast to chase us. (I don't know but i'm guessing that lifeboats didn't have a radio system in them???). I hope you understand what i'm saying, brains already shutting down... But i'm all for increasing the functions of the lifeboats, it would be fun if even they would offer somekind of threat. Hope this helps for now! |
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05-20-2012, 04:26 PM
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#133 | ||||
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 3,149
Downloads: 508
Uploads: 5
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Quote:
![]() Quote:
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![]() And no, I don't think either that they had radio equipment aboard. My suggestion to equip them with a radio device, was just a workaround for making them to alert aircraft in the area. Can someone else think of a better method? Actually, lifeboats should have only a passive role, whreas aircraft should enter in alert state once they get sailboats in their visual range... TheDarkWraith, are you there? ![]() Quote:
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05-20-2012, 04:34 PM
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#134 | |
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Black Magic
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Quote:
No way to do what you are thinking without removing the effects from everything.
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05-20-2012, 04:42 PM
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#135 | ||
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 3,149
Downloads: 508
Uploads: 5
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Quote:
by the way I've just edited my previous post, here is the changed phrase: Quote:
EDIT: @ TDW so, you agree with me that if we increase tremendously sailboat's HP, explosions shouldn't happen? |
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