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So .. if some platform has ammo 1406 or 1407, it will use it attack incoming threats (missiles). It seems 1406 stands for medium range and 1407 for short range AA ammo. It seems that it would be simple to add the ammo to FFG guns. There are 4 ammo slots per gun, and FFG only uses one slot. I'll test it, but please somebody with more experience (Luftwolf :|\\ try it too. PS: just jump to Launchers config, select FFG 76mm, and select 1406 and 1407 ammo (both named 'Guns'). Edit: oh .. I'm stupid .. this of course will only affect AI FFG. For player this can't be used at all. |
Hi again Sonalyst. A problem came up in the Mission Design Forum
http://www.subsim.com/radioroom/show...d=1#post414292 It would be nice if an effect could be removed from a platform with a script. As it is now, an effect can be added by script (explosion, fire and smoke, water pume), but it cannot be taken away (from what I've seen anyway, if there is a way to do it, maybe someone can clue me in). For some missions it would nice to add the fire/smokeeffect to the controlled ship (OHP, MH60, P3), but it can't be removed once there so it really can't be used. Perhaps a time limit or a "remove effect" script option can be added. thanks, lb |
I would like to see an option giving the capability of selecting the Sonar Station and assigning my headpones to listen to the sounds whilst the other stations sound files are going through the normal speaker system.
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Is that even possible?
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It can be done by assigning sonar and FX to different channels, one left and one right. Each source can be then be split to play normally on your headphones and speakers. They will be mono sounds -- no distinction between left and right.
I believe none of the FXs in DW need to be in stereo as there's no first person perspective as in the bridge in SH3. Neither is there a fixed relation between the player and the sub's orientation -- e.g., your right isn't necessarily the starboard. Sonar sounds are mono, of course. |
New model for the Typhoon. The stock one is to short and ugly.
A new sound for the ping (ESM I think)... one that dosn't make your ears bleed :dead: |
The Typhoon model got updated in one of the LWAMI mods. Check them out at www.subguru.com
It's in the downloads section, I think. |
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For those that don't want to see the truth all they have to do is turn it off for either single player games or for multiplayer games. No harm no foul! If you host a multiplayer game you can turn off the "Show Truth" feature and if you join a game that the host setup with show truth on you can leave the game and refuse to play that host's game if he insists on turning the show truth thing on.
For the rest of those that are trying to learn the game and want to check if their TMA solutions are working leave the Show truth as an option that can be turned on or off at will That should not hurt anyone. :know: [QUOTE=Molon Labe]It's been said before, but now that a new patch is out it's worth repeating: |
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(These are updated almost on a "every other day" basis, so check in often!) |
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Hi Sonalyst,
please work on the physic modell on the next patch. I got the following problem: i was attacking a couple of ASW Frigates. I launched my Torpedoes and a few moments later the Frigates shoot Back. Then i used the following Voice Commands: "All Ahead Flank!" "Right Full Rudder" i waited a few moments until my bearing was about 120 degrees then i used the command "make your course 180" and then the party began. The boat doesnt stop turning. I passed 180 degrees without any effect, i used the "Rudder Amidships" Command without any effect, i ordered a speed of 9 knots and repeated again to set course 180 without any effect just the speed was working correctly. after exactly 3 (in words three) complete 360 degree turns the movement stops. So please do something on that physics or whatever helps to avoid this....... |
That sounds more like a microphone/sound issue, not nessecarily a physics messup. Still strange that it happened.
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