SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   ->Enhancements to RUb<- (https://www.subsim.com/radioroom/showthread.php?t=85565)

Marhkimov 10-27-05 03:58 PM

The weather report fix can be found here:

http://www.subsim.com/phpBB/viewtopi...=409627#409627

Marhkimov 10-27-05 04:26 PM

Quote:

Originally Posted by Beery
I put it in hoping that someone with the ability would fix it, and he has. My plan worked. :know:

I can't believe I let you subliminally con me into fixing it... I'm such a dope... ;)

Beery 10-27-05 06:07 PM

This fix is in the next version of RUb. It works great! Thanks Marhkimov! :up:

jaxa 10-28-05 09:07 AM

Beery, when will you plan to release new RUb 1.45?

BigDuke66 11-22-05 06:25 AM

No Enhancment more some minor tweaks.

Change the main.cfg
EnemyDetected=1
Can imagine who has use for the old 8x setting


And then make a UZO that is "clear".
I hate those 2 holes where you can see acceptable and all this "dust" around it.


Also some Ports could be corrected.
-Mogadischu(From the start of the War Italy Colony): Was conquered by the Brits on 25.2.41
-Beirut(From the start of the War French/Vichy Colony): Was not conquered but was given over by Vichy after they surrendered in Syria/Lebanon on 11/12.7.41 to the Brits and Free French
-Tunis(From the start of the War French/Vichy Colony): Was conquered on 7.5.43 by the Allies


@Berry would you be interested in material for the correct possession of all bases?
I thought about working it thru.

EAF274 Johan 11-25-05 09:25 AM

A few suggestions:

- More dud torpedos! I have the Realistic Torps option enabled in SH3 but the only duds I ever get are when they impact at shallow angles or detonate early in heavy seas. Makes me wonder if dud torpedos are even in the game?...

- Bring back the torpedo running pattern in F6 view (for FAT and LUT torpedos). Apparently this can be done by changing the file DashLine.tga in \data\Menu\Gui

- Realistic player ranks: I don't think there were any U-boat commanders with the rank of a mere Leutnant z.S. Let the player start as Oberleutnant.
Here's how: edit de_menu.txt with the following

170=Oberleutnant z. S.
171=Kapitänleutnant
172=Korvettenkapitän
173=Fregattenkapitän

Fregattenkapitän may be equally unrealistic, but most players will never reach that rank anyway :)

Beery 11-25-05 10:06 AM

Quote:

Originally Posted by EAF274 Johan
A few suggestions:

- More dud torpedos! I have the Realistic Torps option enabled in SH3 but the only duds I ever get are when they impact at shallow angles or detonate early in heavy seas. Makes me wonder if dud torpedos are even in the game?...

I don't know of any way to make more duds. If I knew how to do it, I would.

Quote:

- Bring back the torpedo running pattern in F6 view (for FAT and LUT torpedos). Apparently this can be done by changing the file DashLine.tga in \data\Menu\Gui
It was removed because real commanders wouldn't have plotted it on their maps. I think it gives the player too much info.

Quote:

- Realistic player ranks: I don't think there were any U-boat commanders with the rank of a mere Leutnant z.S. Let the player start as Oberleutnant...
There were 6 U-boat commanders whose final rank was Leutnant zur See. There were probably a lot more who commanded as a mere Leutnant and who rose to a higher rank. In RUb you only command as a Leutnant for a short while - usually only a single patrol.

EAF274 Johan 11-28-05 04:24 AM

Thanks for the info Beery! I wasn't aware that there were a number of Leutnant commanders in reality.

I see your point with the torpedo pattern lines being rather unrealistic. It's just that they made the F6 map a little more useful. Right now the F6 map is totally useless. Would it be possible to make the plot lines of the nav map appear on the F6 map? This way the player does his plotting on the nav map, and can see the plot zoomed-in on the F6 map.

Venatore 12-06-05 02:49 AM

Get rid of short-cuts, so you have to get to parts of the sub in a more realistic time frame.

Venatore

:smug:

Vermin 12-25-05 07:02 AM

Decks awash?
 
Okay, so RUB1.45 has enabled decks awash - but how do I actually get my U-boat to partly submerge to the magic depth?

Is there some special key or do I need to get the special depth from some file and then "submerge" to that depth (using the depth gauge)?

Thanks

Vermin

Kaleun 12-25-05 12:55 PM

Hi Vermin,

i just find ordering a depth of 7 of 8m, depending on sea state, does the job

Kaleun

Vermin 12-26-05 10:52 AM

Thanks Herr Kaleun! :)

Vermin


All times are GMT -5. The time now is 02:44 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.