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Sounds like you didn't started a new campaign
EDIT: first mission is Baltic Operations |
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If you are using the full version, or the base version + the new units submod, you should be able to see the recently added whales. But only in the right places and at the right times. :D The closest spot for watching them should be along the nord western coasts of Scotland and Ireland, during the summery months. See here :up: http://www.whales.org.au/discover/hump/migration.gif |
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As for the 20mm> plane guns - they were more effective ofcourse, but the ammo amount was limited also. Personally I've never faced the historical proovements that they were widely used by fighters specially for basting the boats and fighters without bombs rushed for attack on U-boat 'till the last shell' and got success on destroing it completely. |
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personally I doubt like you that a fighter would have taken any action against an U-boat other than reporting its position: their main purpose was patrolling operation areas and ensuring air superiority. Anyway afaik we cannot have different AI for different aircraft types and, most important, we should distingish between aircraft behaviour and armament. Preventing planes from attacking when they have no other weapon left than their guns, wouldn't prevent them to cause heavy damage with their guns while they are approaching us with their load of torpedoes and bombs still aboard. On the other hand, reducing the damage done by their shells wouldn't prevent them from using their gun, even when they have no bombs left, making them easy targets. Thi is to say that any change to plane guns shuld go together with appropriate changes to their AI, and vice versa. Before venturing ourselves in those changes, we should be sure about the truthfulness of our assumptions. I would start with a serious survey on the web or everywhere else about guns, ammo loadouts, firepower, rate of fire, etc. of the aircraft featured in game. I also insist on my pevious question: has anyone tested Wamphyri's Plane Mod? We risk to waste our time on something that was already done. :yep: |
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http://www.subsim.com/radioroom/show....php?p=1923123 |
Have a little question - should I always type "silentotto" at the beginning of a campaign or it's just optional?
Will I be able to play any futher campaigns after The Coastal Waters without "silentotto"? Thanks in advance |
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Without silentotto the Happy Times only (after Coastal Waters).. |
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You can use the same trick, but if you want to play the campaign normally you are not forced to do it. :up: |
hmm... Worked based on sober's mod list. Some I removed, added speach recognition and TDW DC Water disturbances..
For some odd reason, even though following the instructions, can't load out of the bunker, after starting a new campaign and skipping the tutorial. The first load of the campaign in bunker loads fine, but when I save it, exit and try to reload: CTD in the middle of the loading. TDWs DBViewer ends with this: Code:
[7000] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\services\src\services\OrbitSavegameIO.cpp(178) : Failed to read header for save C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/savegames/40fe7cde-c019-48d8-ac2f-7ed2ff0d169c/3/2.save |
ignore above. Fixed that, even though still not sure wth was that.
But atm I'm having another problem - except for leaving Keil, I haven't seen a single ship in the baltic (doing the first mission in the coastal campaign) - neither visual nor hydrophone. Have spent nearly 3 weeks of game time trying to pick at least smth uop, but all for nothing. Is it nornal or am i still glitching?? And is there a way to check? |
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