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View Full Version : Things i would like to fix (but not sure how).


Ducimus
03-29-06, 08:52 PM
Things i would like to fix , but not sure how. I know these are hard, most likely beyond my ability, but that doesnt mean i shouldnt try. So any info as to what you think is invovled would be appreciated.


1.) I really want the periscopes on the IX/3 conning tower to sit flush inside the periscope wells like it does on the IX/2 tower.

2.) Fuel guage on the IX interior doesnt work properly. The marker is black and hard to see, and it doesnt scale properly to the amount of fuel you acutally have. I'd like to make it work like the VII's interior which works properly.

3.) IX cable fix.

4.) Weapons officer vocalization working properly when shooting salvo's.

5.) Misc officer text messages which are missing their vocalizations for whatever reason. (IE like right now, my CE wont vocalize "We're diving too deep sir" and he used to. Does anyone else have this problem? Or better yet, Back in ver 1.0 the you used to get "radar signels detected" vocalized (i think), now it doesnt')

6.) Laugh if you want, but i want depth charges that wont magically disappear at 300 meters. For those of you running below 300 meters, i hope you realize that unless its a hedge hog which doesnt poof, your absolutely untouchable. To me something tantamount to god mode just kills the thrill of the game.


Im sure i have more stuff thats bugging me, but i think this is the top of my list of things id like to see if i can fix it. I just need an idea/info on whats involved, whats feasible and whats not.

Nedlam
03-29-06, 09:34 PM
6.) Laugh if you want, but i want depth charges that wont magically disappear at 300 meters. For those of you running below 300 meters, i hope you realize that unless its a hedge hog which doesnt poof, your absolutely untouchable. To me something tantamount to god mode just kills the thrill of the game.

Someone correct me if I'm wrong but most depth charges didn't go very deep. I found a few listed on the net. Here are the specs:

Nomenclature: Mark 6 (depth fuze) and Mark 8 (magnetic influence) "Ashcan"
Weight: 345 pounds
Charge: 300 pounds of TNT
Sinking Speed: 8 - 12 feet/second.
Depth: 30 - 300 feet (91 meters)

Nomenclature: Mark 7 (depth fuze) "Ashcan"
Weight: 645 pounds
Charge: 600 pounds of TNT
Sinking Speed: 8 - 12 feet/second.
Depth: 30 - 300 feet (91 meters)

Mark 9 (depth fuze) and Mark 14 (magnetic influence) "Fast sinkers": These were the later type of depth charges and had an aerodynamic shape, and a lead-weighted nose to increase their sink rate.
Weight: Approximately 450 pounds
Charge: 200 pounds of Torpex or HBX
Sinking Speed: 14.5 - 22.7 feet/second.
Depth: 30 - 1000 feet. (304 meters) The Mark 14 could explode at any depth.

Found this in Wikipedia:

"When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective. Many a submarine escaped during that time after an unsuccessful depth charge attack."

Is that true?

Ducimus
03-29-06, 09:38 PM
Yes, i know that.

But i still want ashcan's that can go deep. Unlrealistic, yes, but i feel it is neccessary. I dont like the idea of being an a VIIC/41 or XXI and be invulnerable because things magically poof at 300 meters. I like a challenge, not a cake walk.

My thought is maybe theres a depth setting the depthcharge sim or zon file, but im pretty sure i would have thought to look there already.

Ducimus
03-30-06, 01:26 AM
One thing im having trouble finding, is the texture that is used for the fuel guage. Ive extracted every TGA in the type 9 interior and i can't locate where the fuel guage is.

JonZ
03-30-06, 01:55 AM
Ive read somewhere that the cable fix of IX is not possible because they share the same file with the XII. Something like that.

Sergbuto however have always other aces in his sleeves :hmm:

Mart!jn
03-30-06, 08:30 AM
if you want some challenging, don't go to 300m depth
just stay at about 50 meters.....