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I tried it (155m 0knots and it stayed there). It works!! Great job.
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Hi TDW,
Tested and it works. This will be a stand allone mod or will be incuded in your FIX?:06: |
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Best regards!:salute: |
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Thank you sir!:salute: |
waiting for UHS version ^^ Thx for this great fix TDW :)
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I thought the problem was due to a miscalculation (bug?) in the physic engine, which returned in the form of the much hated sinking effect. I tested many many times the .sim values, and I came up with an excellent fix eventually, however, my tweaks caused super fast diving times and the also hated submarine on rail effects. Check the donwload section, my fix should be still there, in the patch section...if you wanna take a look at it. |
Just added it to my soup and it works great......thanks TDW.
Are you planning on adding this to your final release of the MO mod? (hope so!) Thanks again sir :salute: |
Thank you for your help, TDW! When ready I'll try your mod on the VIIB.
I found that after about 50-60m you go down and the solution is go faster (not a good solution with destroyers above you). So I tried to go down very slowly just 5 or 10m every stop. If the gouge indicates 59 or 55m, I click on 50m, and the boat goes at about 65m. Then I click on 55m and boat goes at about 75m, and so on every 5m. Finally, when I click at 80m the boat goes at 135m without problems or going deeper at 2 kts, the problem starts again if you change speed and return to 2 kts. When at 140 the compressed air will be at about 60/65%, enough to do other things. I don't know if this responds to the reality or is a mere bug, but this is my only way to play sh5, just assuming that I'm a Kaleun with an untrained crew. :salute: |
Look for the thread where this was officially released. This [WIP] one isn't the correct mod for the problem.
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