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Yes it is, but I'm 99% sure we had it sorted after we found that issue ? I have put a fix in place for the guns again, and have asked the good Capn to take look before I publish it. I'm at Brisbane now, lots of Kent Classes, Northampton Class but as you said no Pensicola's to be seen... This is my fifth visit to brisbane in the last 24 hrs (RL) I going to head towards Truk next and see who's at the party and who's behaving nicely.. |
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Also, that's another good reason to NOT allow Time Compression to get above the Maximum setting of 2048. The faster the cycle, the less capable the game engine is to function as expected. |
Sounds logical Capn... At the time it happened the one time, it was a patrol to the Marshalls, and I took a detour to Truk, and found a half-dozen vessels run-aground in various places, the harbors a mess, etc. The last time was that single mission with the daylight screenies with the merged vessels really close by, and other strangeness just to the West of the hill in the port, and I had just torpedoed that merchant, it was sinking and really ablaze, so the game was dealing with quite a bit. It was "hiccuping" quite frequently too, like I was gonna see me some airplanes in just a bit... :03: - I do have to get me back to the lah-bore-uh-tore-ee and do me some further "testing" and make certain my data is valid... ahem.
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I've been noodling with the "Carotio_SH4_TrukCoralHarbourCityLocations" mod, and it does offer a partial solution to that, if we leave out the reefs and sub nets that are added in (the ships can't get over the sub nets!!! :roll:). The main parts I'm interested in for it are the "dredging" of the channels with the GWX Terrain tool, and the placement of the docks in Campaign_LOC.mis, which I'm trying to figure-out which is which. Then maybe get the traffic routes moved to where they "follow" the channels, instead of playing bumper cars in there, stealing much needed computer resources... A lot of the other harbors in the game that were empty in stock have the same issue. Much too shallow for vessels to spawn and then move. I'm about worn-out, trying to move ships around to where they work reasonably well, and yet have like the CA lay on its side in Brisbane... :har:
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What does FOTRS actually "do?" I've been playing with it for sometime (got it activated in JSGME) but I don't see what is different.
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It's raining men...
January 3rd 1943
Just leaving Pearl, for Truk & Brisbane and starting outside the harbor, all of a sudden two aircraft crash or collide and it's raining men and parachutes. Nice soft glows of flares sailing past my sub... pretty !!! https://preview.ibb.co/iZF9bF/20170310_165926.jpg Sorry for the bad picture, but my AMD machine will not allow me to take ingame pictures... |
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Welcome to subsim! What does FORTS do? Well, sorry I don't have time to cover it all. But one thing for sure is that it is a work in progress. You can see what happens when a great group of people that have talent and they work together to solve problems that even the designers of the game didn't complete. They have taken a mod and in remembering his work that he wasn't' able to complete, to become one of the best, if not the best mod for SH4! And when they are done with the core mod, you will be able to add to this mod other parts that are compatible with it so you don't have to worry about mod soup. And all the different ships' more than any other mod! Just a couple of things on top of my head. |
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@ DicheBach, Fall of the Rising Sun was created by the AOTD_MadMax team a few years ago, and is a mod based on TMO v1.7. It has a few environmental changes added, but has a lot more ships and planes. It probably has more than most other mods for SH4. The "difficulty" of play is between Stock and insanity, dependent upon what you encounter, leaning more to a setting more difficult than TMO. All we're trying to do on the team is combine the old v1.3 and v2.0, merging the best of both, and update some of the interface. There are a ~lot~ of CapnScurvy updates to the optics, and s7rikeback working with Jeff-Groves got the ship and plane catalog very stable. There will be another updated version coming out sometime soon, so stay tuned to this channel for further updates!... :yeah: |
Thunderbirds are go.
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Their not dressed...
ok,
3 hrs south east of Truk and it's again raining men and parachutes... 2 x Zero's buzzed me, i tried to crash dive (C) but the key would not respond... I hit the depth gauge and plumitted to the depths, stayed down for an hour, then surfaced and bang... two zero's fall out the sky... Do we have a worldwide fuel shortage, i don't know about ?!?!? That's now 4 planes, that have just nosed dive or collided...:06: Again sorry for picture quality - my AMD system will not take in game pictures. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx I'm in the twilight zone... 2 IJN Warships just on horizon.. https://preview.ibb.co/cYYWOv/20170310_194917.jpg https://preview.ibb.co/fByy3v/20170310_195102.jpg https://preview.ibb.co/htp5iv/20170310_195130.jpg |
Quick question for the team
Looking through all the screenies of our IJN units (thanks Subron and Strikeback:up:), I have noticed a few of the new units sporting a green paintjob (Seems to be on Carriers and Battleships) I was planning on doing the IJN in mixtures of greys and grey dazzles However if we have any evidence that the IJN also used green I will add these in also Just deciding in advance how I am going to tackle this What does everyone think? |
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Gimme a few hours and I may be able to find it for you :03: EDIT Found it - post 3938 http://www.subsim.com/radioroom/show...postcount=3938 |
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Follow the link below, max. It might help you some. :D :up: http://www.aeronautic.dk/MarineArtgallery-T-Yuki.htm |
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