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I am using only FOTRS ultimate. :Kaleun_Salute: |
If that's the only mod you are using, CapnScurvy has taken the hammer and crowbar to the sonar station console, and completely dis-assembled it. It has been re-assembled with minimal use of baling wire and duct tape. I'm not certain of the use of bubble gum... Anyway, we'll see how well it works in the next version. :salute:
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Ultimate v0.71 has the Stock game parameters for ship units....(well more or less).....which prevents the Hydrophone station to work as intended when attempting to "hear" a target. This long standing issue is indeed a "bug" from the Stock game which has finally been corrected with our next version of Ultimate. Up to now, ships had to travel at a medium/high speed (in relationship to its "MaxSpeed") in order for the Hydrophone to allow a player to "hear" the target....even though the Sonar man would report a Sonar detection and have it shown on the Nav Map. With the total revamp of ship characteristics, this problem has been eliminated with our next version. Ships traveling at reasonable speeds....from 2 knots to MaxSpeed will be heard with Ultimate.....unlike any other mod, or Stock game. |
Put me in cryosleep until the next update, it sounds great! :Kaleun_Salute:
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This has been a 'thorn in our side' for a long time. One could see the ship though the periscope but one couldn't hear anything at the sonar station. I can't wait for the next version of the best mod for SH4! :yeah: Thanks to the Ultimate Team for your devotion and hard work for this mod! :Kaleun_Salute: |
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Awesome! Looking forward to it! :Kaleun_Applaud: Do you think that any campaigns currently underway would be affected by upgrading to the new version upon release? Or at least wait until your sub is back in port before modding and then continue the campaign? Thanks Capn :Kaleun_Salute: |
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http://www.subsim.com/radioroom/down...o=file&id=1127 Not realistic. A ship making 2 knots sounds as one making 10 knots, but you can hear it. I didnīt try it in FOTRSU; in TMO works. I prefer to live with the problem (assumed my sonarman is a newby), and wait the next update for FOTRSU. The mod is awesome. BTW, I donīt know if FOTRSU includes ISP or something similar for subs and ships mechanics. Is ISP for TMO compatible? Best regards, Fitzcarraldo :Kaleun_Salute: |
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Fitzcarraldo :Kaleun_Salute: |
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But yes, we have something similar for the subs/ships. That's how the correction to the Hydrophone was made....by completely changing the ships parameters of performance allowing the Hydrophone to "hear" a target ship......and I mean completely change the ships characteristics! Hopefully you'll notice no difference in expected performance, either in how the ships perform normally, or how they perform under pressure (such as torpedo attack...no "jack rabbit" starts as the Stock game has). Since the ship inventory for Ultimate is the largest of any mod, it took a while to have each ship modified, then checked, for playability. There's been huge changes to the physics....we hope for the better. |
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Another question: Is it possible to change the cameras.dat for more mouvement in external camera? OTC for TMO (I know it is a different thing than OTC light for FOTRSU), has plenty of mouvement of the external camera. In FOTRSU you can approach your view until a limited range. What if I change the optics of FOTRSU for that of TMO or RFB. Best regards. Fitzcarraldo :Kaleun_Salute: |
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======== EDIT: I don't find an issue of limited camera use....it goes straight through any object I wish. |
external camera(s)
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i have a related question on the external camera: why is it that some mega-mods implement an external camera that allows the user to rotate around the object in view and in other megas the external just moves left or right but not around the object being viewed? i would think (could be a mistake) that the external camera is the external camera and that is that. thanks. :salute: mb |
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