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I went over weapons/sensors/config plus the vessels and added missing lines to the override files. Basically 1.08 has some new things that were missing plus there was one missing [/model] tag that can really mess you up depending on how the file is interpreted.
No more messed up text on campaign loading screen and signatures are back too. |
Well after many hours of playing with this Mod (68) only it is totally unplayable well at least for me.
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If anyone's interested, here are the modified files for 1.08c - I have not intentionally changed anything but I did file comparison vanilla vs modded and added missing lines where appropriate. Plus fixed that one missing tag. Presumably the mod is for older build which doesn't have all of the variables from the latest versions. End result - signatures work ok and no goofiness with the campaign menu.
Seems to work ok for me :ping: |
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In my game on the campaign loading screen the 1968 campaign option doesn't show up at all. I can only choose the '84 campaign. I figured since the mod is made for the '84 campaign leaving the '68 campaign out was intended. Should they both show up? I also have the sensor signature problem in game....can't ID any targets cause the incoming sensor signal box is blank. I'll try the missing files you found and see what works for me.
"CC" :subsim: |
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OR, on the other hand...what you said about using the reload time to clear datum and move to a new firing position makes a lot of sense. That was the basic plan after exposing your subs position with a TLAM launch. It just makes the mission that much harder for a older boat then it would be for a VLS sub. Can there be a second variation of the mission for older boats that will only require one 4 shot salvo and then bug out to a predetermined spot to end the game? I dunno, I'm probably overthinking this one. Just maybe adjust the reload times a bit and use whatever boat you have. Just clear datum to a new firing position and hammer down with the second salvo. You guys will work it out fine. I had the same issue with the Whiskey/Romeo mission. Never had a solid contact on the Whiskey, just intermittent. Granted I was heading towards him for the most part and my towed array didn't lock him in. Even when I went active I still didn't get a contact. After a few pings I got the visual of a torp launch from the Whiskey that neither I nor my sonar guys heard until the torp was almost on top of me. I fired down the bearing of my last contact with him with two torps searching a few degrees apart and eventually got lucky and tagged him close in....less then 5,000yds. I evaded the torp and left the mission. Evading the torp with the new rudder settings was difficult but not impossible. You have to overcompensate with opposite rudder commands to get the course you want. As for the Romeo, he up and disappeared. I never got so much as a sniff of him. The game is definitely much more aggressive now. "CC" :subsim: |
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Or if I know I have a quiet boat in close, like a diesel boat and I can't get him on sonar, and I want to try and make it as hard for him as I can before we both end up going active, I'll go silent and drop to 3 or 4 kts and see if I can get him first. I use it every time I'm coming off a torp evasion. After yankin' and bankin' at over 30kts for however long it took to beat the torp, I know that every enemy in the zip code has a lock on me. I'll change course, drop to steerage and go silent, hoping to clear datum from the last spot they had me. So if silent running is modeled in the game and actually does help quiet the boat and make it tougher for the bad guys to track you, then I hope you guys decide to keep it in the mod doing what it's suppose to do. Thanks. "CC" :subsim: |
Hi everyone.
KFG have released a new beta of CW so I've decided to finally upgrade my mod. The latest version (1.09b compatible) is available in the download section: http://www.subsim.com/radioroom/down...o=file&id=5268 Here's a readme file (basically it's the same thing but compatible with the latest version of CW): Quote:
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Nice mod, however my torps do not seem to make a search pattern anymore. They just go straight. Is that intended ?
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Looks interresting, but looks also dead ?
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Anybody home ? or is the game development and modding dead in the water ?
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Not dead, the game is just considered complete for the time being.
Modding is not particularly easy and is time consuming. The "Playable Subs" mod is still in continuous development at the moment. What the CW world needs is a vastly expanded mission editor that will allow the average gamer to compile created single missions into campaigns easily. It is possible to manually create missions giving the enemies starting positions, original course headings, speed and intent. The current mission editor doesn't allow this type of tweaking and of course does not have the ability to save, import or string together separately created missions. To create a mission or a set of missions with all the detail needed to make a particular scenario realistic is a lot of work. Eg, placing targets of opportunity at berth in various ports, making ASW entities patrol those ports and fjords, defining and managing the actual mission targets etc An easier way of doing all these things would allow for a much more vibrant modding community. At least with respect to scenario creation and execution. There is little means, incentive, benefit or reward at the moment for the hours of time needed to create diverse campaigns and missions, so not many do it. |
Thanks for the answer.
I am looking deeper in DW now, seems better, and more missions for it.:yeah: |
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