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Can't say it is the most definitive, but it sure darn close. Let's put it this way, no other mega-mod has a number of submarines that you encounter. If you get to close they will turn on you and fire torpedoes. it is so cool to look through your PS and see one of them in your sights. :D :up: |
Speaking of which, where can we encounter the IJN and KM subs? Hoping to bag one some time :Kaleun_Cheers:
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Besides what propbeanie stated regarding the "Type" changes in the mod for ship designations, other changes to files with extensions like ".upc" don't mix together from one version to another. Nor do they mix together from one mod to another (TMO to RFB). You should never reuse a saved game point when changing mods, or even changing "versions" of the same mod. Too many file changes will screw up the use of a previous saved game, causing everything from specific processes not to work, to a CTD during play. A player should delete his Documents/SH4 folder often when applying different mods to his game (Changing from TMO to Ultimate, or RFB to Stock), and realize the saved games he's deleting will only hurt overall game play if their used with modified files that they were not intended to be used with. |
got it
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did you attempt to sink one or more of them? |
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Something I have been looking forward to for a long time is the inclusion of a more refined Natural Sinking Mechanics type mod. I think RFB tried to do this but failed miserably. It turns out that making ships harder to sink by giving them more HP and preventing them from having critical hits just makes the game tedious and boring. As well the game simply breaks in most cases. With the years of modding experience behind you I think you could finish Werner's vision for a balanced and complete dynamic sinking physics mod. Regards |
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http://translate.google.com/translat...Fantasien.html :D |
SH Validator
hey pb or strikeback (or anyone else for that matter),
when you run SH Validator and receive this message how do you typically respond? http://www.subsim.com/radioroom/data...BJRU5ErkJggg==https://image.ibb.co/gOtkPK/Picture0017.jpg i ask because i have tried it both ways and do not see a difference in the results. thanks. mb |
That kind of an asset does not have all of the files that a ship or airplane would, so you can tell it to add it to the list of ignores just fine. All it does is add an entry to the SHVaidatorSH4.cfg file for the next time you run Validator. If you are concerned with all of the Ignores necessary to get through a run, you can always place "empty" text files in the folders with those names, and voilà, no more dialog pop-up - or just do the ignore...
If you happen to find that dialog pointing at a ship, plane or sub, do NOT ignore it... Just remember that Validator does not find all of the errors, since it only scans a portion of the files. It also will not save campaign errors to the log file it creates, so be sure and look at the program's read-out screen and copy off of it to supplement the log file. Also, it will not scan the German side of the game... it is a tool, not a toolbox... :salute: |
Sonar sounds and using Sonar to send info to TDC
Hello,
I’m noticing a lot of instances where I can’t hear the sounds of vessels on the sonar. The map says the sound bearing is there but when I go to the sonar itself, there is no sound. This is a bug right? Also I try to target sometimes using an active ping to get the range and bearing and then send the info to the TDC. I then wait anywhere from 30s to a couple min and do it again and for some reason they can’t give me a speed estimate when I click on that in the TDC? Shouldn’t I be able to get a speed estimate from this process? Thank you all for your help. |
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