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Are you talking about the mission orders or messages in the campaign (radio) Yes, there are typos in both, some from me, some from original TMO. Factual errors? Yes, a lot of the messages from original TMO were incorrect. I dislike it when they give information based on what we know now. I've tried to make it, for immersion purposes where only have info based on intel the had then. PM me with changes (and point out errors) for review please. I will incorporate them into the mod. In fact, if you want to review the message (Radio) for typos etc, feel free. Basically my least favorite thing to do in modding lol . I plan to do a separate messages for when operating out of Asiatic Fleet/COMSUBSOWESPAC (looks silly always getting COMSUBPAC orders) and Subron 50/COMSUBLANT. |
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Nice! Yes, if hit them right, certain vessels will capsize, typically top heavy ships like BB's, CA's, some merchants. DD's, depending on class and where you torpedo them will capsize. |
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Just the messages in the campaign. I'll send them when I finish. Saw some things during play I missed, so I'm adjusting it. :Kaleun_Cheers: |
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I'll check out your suggested keyboard utility and see if that solves the problem. Thanks for your help. |
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https://www.subsim.com/radioroom/dow...o=file&id=4715 |
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.
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Early war-Pre refit its about 60 feet in calm seas for attack scope depending on seas. , 54 or so for observation scope (Control room). may be about 56 in heavy seas for attack scope. After refit with new conning tower/sail/periscope shears its 63 feet like most fleetboats. I have it set to 63 when hit P key, for when upgraded. Prior will need to set depth manually. Thought I mentioned this in README, if not, apologies. EDIT: Below is a link is a fix for early war Sargo periscope depth when hit P key. Corrected back to default TMO depth. Enable via JSGME when back in port. Will need to remove once Sargo has the new conning tower (not the bathtub or half bath tub) or new periscope shears will stick out of the water at the depth in the mod. https://www.mediafire.com/file/bplni...thFix.zip/file |
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or set it yourself by: making a mini-personal-mod under JSGME. copy the \Submarine\Sargo\Sargo.CFG into your personal mod. use a text editor and change the entry in the CFG file for PeriscopeDepth. the entry needs to be in meters. you can use the Win10 calculator to convert from feet to meters. save the file and apply it to your installation. :Kaleun_Salute: |
Any news on the new update when it is coming?
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Late Sunday May 1st to early Monday May 2 Eastern Standard Time is the target...Ill post here if it changes. Currently doing some final testing and run through as well as writing the README. |
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Had I been able to find out what the periscope depth for the Sargo was early in the war I could have done that. I searched and searched online but could not find out what it was. Anyway BH posted a file link so I'll go with that for now. |
*Announcement*
V2.0 scheduled for release today has been delayed. During final run through, found some previously undetected issues with the map that have to be resolved. Issue likely are a result of trying to incorporate nav map makeover into the mod instead of applying separately. Anticipate will need a couple days to solve issue. Gotta love SH4 lol. |
I ran into an issue. 1942 got issued a Tambor and transferred to Fremantle. AA gun still has a crew slot but will not move even if its manually done. Deck gun no longer has crew slots. The slots to add them to the gun are all gone. I can use it manually but the loading is like with no crew at all.
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I avoid it by not upgrading boats in career. Part of problem is Tambor/Gar deck guns are stern mounted (as they were) and if you upgraded from a boat with a forward mounted deck gun, can cause the issue. AA gun should not have been effected. Do you have the AA Deck gun mod installed (where AA gun AI will fire at ships?) if so, then it wont move unless deck gun is manned at GQ, unfortunately its only way have found for that to work. Solutions are.... If familiar with editing the userplayerunit file in the Documents/SH 4 folder, can add the gun slots back. Let me find the instructions for this, perhaps can help. Actually pretty easy. or reload a previous save and not accept transfer. EDIT: Try this... https://www.subsim.com/radioroom/dow...o=file&id=5641 |
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