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I've been going over the capabilities of shutting down the subs sensors when they shouldn't be active. Like when the sub is at Radar Depth, your Watch Officer shouldn't be able to report objects detected while the periscope is down. Along those lines the SD and SJ radar will only work when their turned "On". The SJ defaults to an "On" position anytime the SJ Antenna is above water, yet it will be capable of turning "Off" if the player chooses. The SD's default is "Off", and will be turned "On" at the players choosing. I'm going over all subs; at most of the sea state conditions (I'm not going to worry about the 15kt speed sea state.....figure it's too rough for any kind of sensor to work); and getting the sensors to react as expected. I've found several minor issues with the game ship models (no planes on the Kaiyo CV deck for instance) so, correcting them as I go. Within the Damage Management screen I've run into stock game errors that I've been correcting. The following image illustrates what I'm talking about: http://i175.photobucket.com/albums/w...nagement03.jpg The Starboard Side Surface Propulsion shows the Propeller Shaft and Diesel Engine as a part of its "system"...the Electric Engine should not be a part of it. The Steering Control "system" should have an image of the Rudder, not the Dive Plane. The Compressor shouldn't show a gun image. The right hand gun images for the Deck Gun and AA Gun are fine for the sub as it stands at this particular load out, but the same images will be produced for the 5inch .25cal DG, and the 40mm AA Gun. http://i175.photobucket.com/albums/w...nagement02.jpg The Stern Deck Gun shouldn't be using a Torpedo image. The Decoy Launcher shouldn't use a 3"/5 Deck Gun image. Those two AA Gun descriptions are wrong....the word "Upack20mmSingle" is misplaced. Further issues with descriptions are in the Radar system: http://i175.photobucket.com/albums/w...nagement01.jpg Plus, the Decoy Launcher system uses some sort of "Dial" image?? I think you get the picture......we've had these kinds of errors for the last ten years, it's time to fix them. I've been looking at the player's use of the Hydrophone and why it doesn't provide a consistent capability of hearing a target at all its travelling speeds! This has been tough since the hydrophone will function for targets traveling over half their Max_Speed rating, or when the target detects your subs presence and it changes to its "prey" status (its an in-game term). I've not corrected it yet, but I have an idea how, if, we can't get the hard coded files to preform as they should. I'm also looking at the ST Radar that has never worked with the Observation (Night) Periscope. There's files missing.....I'm hopeful I can get them in and function the SJ Radar as it should. Again, this time of year is limited to working on a computer in bad weather, or after dark (I can't afford to lose good days from my work outside), but we'll keep plugging along. :up: |
CapnScurvy, did Yellowfin contact you?
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One Success; One Anomaly
Happy to say the twin 40MM AA guns work perfectly in v0.56. They are deadly, but can lead to overconfidence. I like them, a lot!
On 6/9/44 received orders to enter Tokyo Bay and photograph whatever is in Tokyo Harbor. However, the mission Star is actually at YAIZU. Approaching that port the two supposed target ships, both gunboats, are sunk and unavailable for photos. Otherwise, situation normal in this career. |
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Occasional special mission is great, especially ones that actually happened.Supply runs, commando insertion, and esp lifeguard duty in later war. Occasional photo recon is okay, just always hated how they expected you to get into Tokyo Bay etc lol Ah what were they thinking? One mission am working on in TMO RSRD is for Narwhal delivering Carlson's Raiders to the Gilberts in 42.A lot to figure out but could make it challenging to pick them up. |
If you want to Bubblehead1980, make it compatible with FotRSU and submit it to Rockin Robbins, or just let us know a download link, and one of us can make it compatible, and we'll include it in the Campaign. We are planning a future add-on mod for the Photo Ops. At the moment, I'm eliminating all the calls for Photo Recon missions in FotRSU, but leaving in the supply runs, insertions, and lifeguard stuff. Most of those are OK. I've made four new Insert SpecOps to make-up for the 16 photo missions that are now gone most of the way. I say "most of the way" since they are all still in the mod, just not "called". That will make it easier to re-institute them later. No more Hiroshima Bay or Tokyo Bay though... What I want to do is things like photo ops of potential landing zones, etc., but like you say, ones that happened, or are realistic enough to have happened.
In the meantime, we'll have to have someone knowledgeable about the Japanese AI airplane ops check things around Palau. I just tried one of my new missions, which has NO EXTRA STUFF added, just the "normal" campaign, and I've been bombed and depth charged by planes multiple times at ~night~... 22% hull damage on the first go-round with a near-miss bomb from a single zero, who then came back for three more bomb attacks... hmmm... how much could they carry on that flying sheet of plywood?... :doh: Anyway, I came up after 26 minutes under, doing flank on a different course, and mind you, it's 2300 on a moonless night, came up to PD at Ahead One Third, nothing seen, surfaced, did Ahead Flank on another different course, and dad-blame if five minutes later, "Aircraft spotted, medium range." Crash dive, and they did another near miss on the first pass, this time with two Zeroes, and now I've got 36% hull damage on my Nautilus... btw, them thangs (the Narwhal boats) "crash dive" about as fast as a Porpoise on a normal dive, and it takes 20 minutes it seems, to reach Flank Speed... Yikes! Anyway, how many airplanes have they got out there looking for my boat? I'm also not within 600km of any land mass... Zeroes, mind you, dropping bombs on multiple passes... Must be one big CAP on a nearby carrier... :lol: Kind of hard to "test" things if I keep getting sunk... |
Beg pardon, Capn, but my understanding of the U.S. fleet boats is that the diesels are used to generate power which is then sent to the electric motors to drive the screws.
If I'm correct does that not mean this particular display is functioning properly? Thanks for all of your hard work and your time, SilentPrey Quote:
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SilentPrey |
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How can I tell whether the mod is successfully installed and activated?
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^You'll see a different intro than this one, plus there's different loading screens as well. The gameplay is abysmal some days and that's when you'll meet them, :yep: oh yes, "them" :yep: superhuman destroyers and killer aircraft, you'll have your work cut out to survive some of those encounters I can tell you.
I'm on my 14th career in 6 months, but its been mostly fun until you're depth charged at 575ft like I was last night in my last one. :up: https://www.youtube.com/watch?v=8FrTuZxpD0k I've got around to fixing this little problem with the propulsion specialist. http://i64.tinypic.com/a5jqc3.jpg Just change this line from "AbylityActsIn= PropulsionRoom" to "AbylityActsIn= ALL" which is in your SpecialAbilities.upc file and hey presto he can use any compartment like he was intended to do. Oh by the way, don't change the spelling of "AbylityActsIn=" the game doesn't like that one little bit. :up: Silly me, I forgot to post that its this part that needs to be changed [SpecialAbility 7] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=BatteryConsume, FuelConsume AbilityValue= -35, -35 AbylityActsIn= ALL SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 |
Hm... I still have the standard intro, yet JSGME says the mod is active.
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Edit: ah.. classic double folder structure. Works now. |
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