![]() |
Quote:
|
I play the NA2004 MOD almost exclusively. But since 1.07e came out my torpedoes are very focused on sinking ships that are already sunk. The invasion force mission, especially, takes some organization as to launching salvos. And even the torps after they have passed a sunken ship want to do a 150 degree and go back. I hold the "5" key down to keep the torp from going to the bottom, but then I can't do anything else mission-wise.
Not sure whether it is 1.07e or the mod. I don't have any other mods. Thanks for reading. |
Have hopefully fixed the game freeze issue. Took a while to replicate it.
Anyway, the 2004 Campaign has been moved to Missions and Maps folder in the Downloads section. I originally uploaded to the Game Play folder, but when I went to update with the latest patch, it is gone. Did a search of Downloads, and it is now in Missions and Maps? Anyways, updated the mod to hopefully fix the mission freeze on entry/exit. Let me know if you continue to have the issue. Mod Update # 5: Date:09/04/2017 Fix for the intermittent game freeze during a mission or after completing a mission. Took a while to duplicate, but hopefully this is corrected now. Further improvements to the models in the mod. Tweaked and refined Pump Jets on several sub models. Finished the Modelling of the Nimitz Class CVN in the Russian Campaign, so now the Carrier looks more like an American CVN. It's a little clunky, but for now it'll have to do. Made the OHIO-class SSGN Refit playable in the 2004 NATO Campaign, per player requests. Several mission and ship descriptions corrected for spelling and clarity. I am investigating other reports and will hopefully have answers on those soon. Here's some pics of the modded Nimitz class Nuclear Carrier in the 2004 Russian Campaign. http://www.subsim.com/radioroom/pict...pictureid=9580 http://www.subsim.com/radioroom/pict...pictureid=9581 http://www.subsim.com/radioroom/pict...pictureid=9582 |
Quote:
Thanks for the report. |
Thank-YOU!
Was just thinking, if neutral shipping will be coming along, a cargo ship with "Molson Golden", in big letters on the sides, would be cool. Thanks, |
Wow, those smaller ducts sure look nice... :up:
|
Quote:
|
Mod Update # 5a: Date:09/06/2017
Hot Fix for typos in mission files. These may be the cause the intermittent game freeze during a mission or after completing a mission. One was in SSBN_PATROL_1 of the Russian Campaign, and may also account for the reported issue with the SSBN Patrol mission not ending correctly. As always, let me know if any issues occur. |
Quote:
Looking forward to seeing how they look. |
Hey LTJGbeam, Great mod. Really appreciate the lengths you have gone to, to bring another dimension to a great game.
Couple of small questions / feedback, maybe others could answer, If you are playing with the Seawolf Class, embarking on a Seal Team insertion clears out the ability for reloads. This seems to be the same for LA and Seawolf class. Wouldn't the Seawolf, with its larger weapons capacity be able to still carry some weapons? Secondly, is there any way, if you are assigned the Jimmy Carter, that embarking Special Ops would not eat into your weapons load given that boats modifications? All in all cant fault the mod really. makes a great game brilliant. Cheers |
Quote:
The "only the weapons in the tubes loadout for SEAL Missions" appears to be hard coded in the core game. Parche and Jimmy Carter's modifications specifically had me look into the issue; there is no parameter that I can set to determine how many weapons are offloaded for the SEAL Mission. So, no way to control that. We'll have to wait for Killerfish to add USS Parche and USS Jimmy Carter to the game for those changes. :) |
Just as a news nut, I don't believe the Parche or JC are physically designed to carry more weapons. They were designed/modified for other technical missions.
It would be nice if those two boats incurred missions appropriate for their configuration. I suspect it would be a mod that supported such missions. In the end I don't think they really need play. Rather, similar missions be added to the boats at large. Just thinking on the subject... |
Quote:
Seriously though, with the hull extensions tailored to special operations/oceanographic research/ocean engineering, they can carry the SEAL teams/research equipment/whatever and etc. without needing to offload all weapons. That would be why they might be expected to carry more weapons, even with SEALS aboard. |
I adopted your shroud changes to my subs. It does look better, and the cavitation issue is small. You are welcome to double the prop and add my sail fairing to yours if you like them.
The double prop is quite simple to do yourself. Code:
PropRotationSpeed=-130,-130 https://media.discordapp.net/attachm...400&height=300https://media.discordapp.net/attachm...400&height=300 |
Quote:
Haven't had a chance to test your fairing technique out yet. On my to do list, as it does give a smooth curve to the fairing. Your spreadsheet was invaluable to testing the various permutations of the duct. Made it easy to test various size parameters to get a good compromise between duct and cavitation animations. :) |
Mod Update # 6: Date:09/17/2017
Sync weapons, sensors, aircraft, dictionary files for changes in 1.08. As always, let me know if any glitches have occurred. |
error trying to start new 2004 US campaign with 1.08
|
Re-uploaded to correct missing value in dictionary file for WIRES. Thanks to Lanzfeld for the report.
|
Mod Update # 6a: Date:09/21/2017
Fixes for changed propeller size on Seawolf and Virginia, other Model fixes for changes in the base models, and a fix for the missing usn_mk45_description in 1.08b. Thanks to those who reported the missing description file issue. I hope I solved it by copying the file from the default folder. Hate to do that, because then there are duplicates for a file that hasn't been modded from the default and if the default is changed in the future the mod will then be out of sync unnecessarily... But it should solve the issue for now. Once 1.08 is finalized I will see if it can be removed. :) |
missing
cannot see this mod in download section
|
All times are GMT -5. The time now is 05:48 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.