![]() |
Quote:
1) yep. that's the fix. And unfortunately it seems to be the only way to get it to work. 2) intentional. If you want to keep using mk16, simply rearm before returning to base. (Think about time-travelling the movie the final countdown :) ) 3) It works. It's just with the guy working as "advanced combat operator" the hydrophone contacts will be visual contact. Stock map icons is recommended. And you should enable "map contact update". In fact, during my gameplay hydrophone range is further than radar for fast moving targets without land obstruction. P.S.: the hydrophones for this boat works both on surface and submerged. This is why you can get visuals with ships much further than visual. (This is ~= dangerous water's "Show Truth" options, except it has blind spots, max range, and won't pick up stationary or very slow moving boats.) This isn't the furthest sensor though... This boat is also equipped with advanced radio decryption hardware... 4) The mod isn't based on stock TMO, it's based on optical correction for larger resolutions. P.S.: thanks for testing! |
Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
|
Quote:
|
IIRC the JT hydrophone adds a head to the deck of the fleet boats (similar to the German KDB). Technically, even the WCA hydrophone has heads, they are just located under the boat on fleet boats.
I never got that deep into modding for SH3/4, so I wouldn't know precisely what to look for, but I do know that, from a code standpoint, objects in games (and other programs) tend to have properties or functions that interact with or depend on other objects. In this case, the hydrophone class (programming terminology, run away!) may be looking for a property or function located on an instance of the JT/WCA head. If said instance does not exist on the boat, then the hydrophone class won't work right with that sensor. If there are no valid hydrophone heads present, it will cause an error. Depending on how it's set up to handle errors, it may or may not cause a CTD. If it does not cause a CTD, then the problem may go unnoticed until the user tries to use the hydrophones, then they probably wouldn't hear anything under any conditions. |
Just tested it. Booted up battle of midway mission with interceptor and immediately went to sonar station. got loud engine noise at 000.
So there's no bug from this mod. (See the new image posted @ http://www.subsim.com/radioroom/down...o=file&id=5026) Maybe a conflict? |
Unlikely a conflict as I only have TMO, the small patch, OTC + scope, and Interceptor. I was using it in a campaign, not a mission.
Any ETA on the new version? |
it's possible that NSS Shark contains some assets that's not in the archive.
Try this: uninstall Interceptor_TMO and Interceptor_Base Install NSS Shark_Base only Install Interceptor_Base, then Interceptor_TMO. If it's not that, I don't know. Sometimes JSGME may not recover some files. You could try a fresh 1.5 install. P.S.: It's likely this weekend. I also want to add in a clickable speed dial. |
Problem seems to have sorted itself out. I did not add the Shark (I don't have it).
|
interceptor was never included into campaign, i've tried to make my own files, it works somehow but fails after few missions
|
Quote:
AFAIK this updated Interceptor is not added to the vanilla campaign. It was only designed to be added to either the RFB or TMO 2.5 campaign. |
thanks :salute:
where can i find latest campaign files, please |
The RFB campaign files for this updated Interceptor should be in Interceptor_RFB, while the TMO campaign files should be in Interceptor_TMO.
Did you not follow the link that qiaoyech posted a page or so ago to get the updated Interceptor? |
@qaioyech: How's the new version coming? Additionally, I'd like to call your attention here. It seems that there are people looking for Silverwolf's mods and many links are dead. If you have copies of Silverwolf's versions left, it might be nice to upload them to the downloads section so others can more easily find them.
|
A nice looking submarine but...
... whenever I start a mission with it I get an error saying: There is no button in orders' bar for the 'Ability-NuclearTech' special ability. This repeats itself 3 times after pressing OK. After that another error comes up saying: There is no button in orders' bar for the 'Ability-ModernSonorOperator' special ability. This repeats itself 3 times after pressing OK.
I am certain I haven't listed the mods incorrectly, see this picture: http://imagizer.imageshack.us/a/img924/3294/RartFR.png Is there a way to fix this? I am not a modder so I haven't tried fixing this on my own. |
Updated against FoRS beta. Will now only target this new platform...
As for the missing icon please see my comment in the download thread. |
All times are GMT -5. The time now is 09:38 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.