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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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Looks very good, thank you very much (and for stand alone version too TDW!).
Josef |
CTD,CTD...
start a new compaign, when "load screen" turn black(ready for entering the game), CTD load previous save game, CTD. I use Dynamic Enviroment U boat war Ace Lifeboat 2.0 pitch & roll by stoiam Import ship pack 1.1 FX update latest version UI mod by TDW 6.7.0 how to fix the problem? |
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Snorkle issues?
TDW,
NOTE: This was after the "NewUIs_TDC_6_7_0_TheDarkWraith.7z" was installed. Question; When the snorkel tube is elevated, is the sub supposed to automatically run on diesels? When descending to snorkle depth, a msg says "diesels disengaged". They don't engage at snorkle depth Mine still runs on electric motors, I still run out of oxygen, and Co climbs. My depth is at 14m. I'm running this with the "Sub exhaust testing" mission. (mission only) and other historical missions These are the mods I used; _TDW FX_Update_0_0_18_ByTheDarkWraith _TDW SENSORS - IRAI_0_0_30_ByTheDarkWraith jp EQUIP - R.E.M_by_Xrundel_TheBeast_1.2 _TDW NewUIs_TDC_6_7_0_ByTheDarkWraith JP |
great job, thanks a lot.
Only one iusue with the snokel is the length, when lowering snokel, the pipe exceed the boat's body. How can I use 3D tool to cut a part of snorkel? |
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Another question, I'm not very comfortiable with the time compression key Num+ and Num-, because i use laptop. thus, I'd like to rearrange the key to "Q" and "E" So, what's the code for Q and E in commands.cfg? I check the ASCII table but couldn't sort it up. Appreciate adv. |
ignore the last question.I have found them in comands.cfg.
Anyway, your work are pretty awesome. keep good work! |
:woot::yeah::woot:
Hello, any pictures? |
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