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The only issue i have is the taxing exhaust on my framerate . Funny that the burning ship smoke that i used in my chimney mod doesnt affect frame rates at all . I just copied the burning ship smoke and pasted it to use with my chimney mod . This snorkel mod really makes OH2 . Currently getting a ctd with my mod list and snorkel mod installed last . I will wait until i have your new UI mod to test it .
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Very Nice work as usuall.
thx a bunch |
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Thus you have achieved an important objective. SH5 has now entered a new era. Thank you! :salute: |
v1.1.0 released. See post #1 for details :|\\
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TDW,
NOTE: This was before the "NewUIs_TDC_6_7_0_TheDarkWraith.7z" was installed... maybe a mute point. Question; When the snorkel tube is elevated, is the sub supposed to automatically run on diesels? Mine still runs on electric motors, I still run out of oxygen, and Co climbs. My depth is at 10m. The mod is installed last. I'm running this with the "Sub exhaust testing" mission. |
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Best regards, Magic |
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See here: http://www.subsim.com/radioroom/show...postcount=7582 |
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Release Version from Standalone-MOD was v1.0.0 ! Best regards, Magic |
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Thank you very much for your great work TDW.
These are the implemented condtions for snorkeling for SH3 and coming from the SH3-community: - Wind speed = 0 - 5m/s: Uboat speed restricted to "1/3" - Wind speed = 6 - 10m/s: Uboat speed restricted to "slow" - Wind speed = 11 - 15ms/s: Snorkelling not possible. So there will be a speed-difference between using the electic-motors or the diesel-engines and a speed-restriction in conjunction with the actual weather-condition. |
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Snorkel warning
A little warning when using the snorkel: The maps will NOT show you the warning circle for visual range or radar range when the snorkel is raised and the periscopes are down and you are submerged. Thus you have no way of knowing whether the enemy has detected you or not visually or with radar. It's best to stay as deep as possible thus limiting the amount of the snorkel exposed above water to limit detection. The further the snorkel raises up above the water the more likely the enemy will detect you. If you raise a periscope just above the water you'll be able to see the visual detection circle to see how close you are to being detected with the snorkel raised.
Your biggest problem will be airplanes. As you get no hydrophone contact line for them you have absolutely no way of knowing when an aircraft detected you and is beginning an attack run until after the fact (snorkel raised and periscopes down while submerged). Suggestion: rise to periscope depth and scan horizon frequently for airplanes while snorkeling. Post #1 now describes the preferred loading sequence when using this mod with my FX_Update v0.0.18 or later. If you are using an earlier version of FX_Update then this mod (Uboat_Snorkel) has to be enabled after the FX_Update mod (which will lose a lot of functionality in FX_Update). |
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