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1. The mod offers new German warships (at the moment 4) with German equipment and ammunition. However, it is up to the player how to introduce them to the campaign because the ships need to be scripted in. F.e. one can replace DDs escorting the player sub in and out of the port with minesweepers because that would be more realistic. F.e. the Norwegian campaign can be hardly imagined without these classes of ships, etc.
2. Yes it can, however I have not been able to test that since I do not use either. 3. Not sure. |
Cool to see this stuff Serg! Now if only i could make/find a mod so that I get to drive them...... I've been hungering for a surface mod ever since the ole DC Days, what with the new models, effects, sounds, i cant believe there still aint a DC2 or something....
what would it take for someone to slap the type2 interior into a schnellboote, give it 2 torp tubes, and make it stay surfaced like we did back in sh2???? |
Hi Serg!
Excellent work as always!:rock: I like your PTboats with virtual torpedos very much...but they werenīt compatible with GWX (guns files...). But I see that you now made a new special library files. This is really a great idea and solution to make your mods compatible with any other mod! So, some questions: 1. I just download your PT boats mod and notice that they yet use the old stock guns files...so they arenīt yet compatible with your new Library pack? 2. GWX already uses you rockets guns on the planes but inside GWX library files (like stock)...will this conflict with your library pack - even if I donīt use your planes, just ships for example? Thanks in any advice mate! Rubini. |
:rock: (rubbing hands gleefully) :up:
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2. I have not tested the GWX gun files with my library pack but according to my earlier tests for similar cases of gun ovelappes, it should work. You can make a simple mission with an aircraft attacking stationary U-boat and check whether it will attack with rockets and guns and whether they will inflict the damage. If things do not work as they should we can easily fix the GWX gun/shell files: it takes a few secs to delete a couple of guns from there. |
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Thank
Thank autor with him great work.
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I will test ASAP and post comments later!;) |
Hmmm, not too concerned about "right" atm.....
Just thinking out loud, what's left shipwise to make a "complete" setup for the KM? Tirpitz/Bismarck are in, scharnhorst/gneisenau, the 3 pocket bb's, all 3 hipper cruisers, i guess minus k-class, which look superb btw, theres emden, leipzig/nurnberg... .. Hey, what about the schleswig-holstein and her sister? they did open the war, one ended as an aa platform, the other i think bombarded russians as the came in(dont quote me on that....) Man, now im realy pissed there's not a surface sim on this engine... |
Hi Serg!
My first report after some tests. I only tested the Pt boats until now. Will do it for planes too (always on GWX). I used your new library files and the PTboats' Sea and single mission files that are in PT boat mod (deleted the old library folder on PTboats mod). I also adjust the class name for British PTboat (it's different on GWX). Tested using your single mission and all works fine. But...I notice that sometimes the ships are hit in the upper deck or in the hull but above water line what is unrealistic to a torpedo damage. I tried to play a bit with PTVirtualTorpedos settings on your Guns_SB.sim file adjusting the max elevation and angles but no dice. Any idea or workaround to make the virtual torpedos really only hit the ships below or at water line?:hmm: Edited: I can beta test to you if needed!;) |
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There are a few parameters one can play with to change the situation: - height (vertical position coordinate) of the invisible gun (however, putting it too low and very close to the water surface can make it incapable to fire) - shell_speed in guns_SB.sim for PTVirtualTorpedo (again, setting it too low may render the gun unable to fire) -upper Elevation limit set to zero. I can think of other possibly-useful parameters but changing them will not help due to the long-range gunnery mod in GWX. |
Thanks for the reply Serg.
I in truth only tested the German PT boat (as it is on the single mission). I also deleted all the escorts and others guns from the Scheenelboot to not interfere with the test. In the Guns_SB.sim the PTVirtualTorpedo have, IIRC, it's elevation between -3 to 40, range 6000 and angle at 40. I didn't looked into others files. I in truth don't have the skills to really adjust this...perhaps is necessary to also mees with others files...I really don't know...but I'm sure that I want to play the game with the virtual torpedos;)...do you think that is possible to adjust this? The above description is only with GWX or the virtual torpedos have this same behaviour also on stock game?:hmm: |
Next Ship?
Out of curiosity Sergbuto, which ship might we see released by you next?:hmm: I am still hoping to see the HMS Furious myself.
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Serg, what would entail making a schnellboote "drivable" exactly?
my asssumption is that you'd have to "graft" the interior of a sub into it somehow, make sure it has certain nodes renamed,(i assume rediculously time-consuming) and of course be worked into the roster, have all the stats changed so it wont submerge, etc..... I assume its way above my level... though i did get good at quick hexing for all those skins i used to do back in the day:hmm: ive got 3ds7, is that needed? |
@Sergbuto
Would you mind if I make some reqarming of your ships combining them with ammos from other mods, and that possibly reaplod to the forum sometime? |
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