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-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   stock v1.5 issues that need fixing (https://www.subsim.com/radioroom/showthread.php?t=142924)

Webster 12-19-08 11:13 PM

Quote:

Originally Posted by aanker
Webster, This one really isn't a fix - it is more of an improvement... enhancement type graphic mod. I don't know if you're adding 'enhancements' ??

I've been using these Transparent Map Markers by "ancient46" and they work as advertised if you do want to add them to your list.

His mod allows seeing contacts and small islands shoals, etc beneath them.

Art

its a nice mod but since the project im doing is getting very large in size (over 100mb and getting bigger) i would leave this mod out since it isnt really a fix so it will be up to individuals to add for themselves if they wish.

i think i will use it for myself when i get a chance to play, thanks for the heads up about the mod. :up:

Webster 12-19-08 11:18 PM

Quote:

Originally Posted by tater
You can simply replace the stock guns_radar.dat with the one in my mod, and it IS a fix. No other files.

Course only the SC will use it, and the SC has 2 Ys, one facing port, one starboard to get around the flaw in the stock thrower, lol.

One file. The YGun in stock does not function, both DCs go the same direction.

well i was thinking the Y-launchers you added to other ships was done to be historically acurate, was the SC the only one that actually used the Y-launcher in RL?

if the other ships did not use the Y-launcher, then how can i still get the realistic numbers of depth charges to be close to RL?

Webster 12-19-08 11:29 PM

Quote:

Originally Posted by WEBSTER
UPDATE: with luck i should have my computer back in january and means i should be able to get a good start on this project soon after.

please be patient with the slow progression of this mod, i have had ongoing contractor fraud issues to deal with :nope: and after being ripped off for a large sum of money i am trying to get the shoddy work redone and the unfinished repairs finished. :damn:

this mod is a very important project to me and i hope to get to it soon. :yep:

tater 12-20-08 12:20 AM

Quote:

Originally Posted by WEBSTER
Quote:

Originally Posted by tater
You can simply replace the stock guns_radar.dat with the one in my mod, and it IS a fix. No other files.

Course only the SC will use it, and the SC has 2 Ys, one facing port, one starboard to get around the flaw in the stock thrower, lol.

One file. The YGun in stock does not function, both DCs go the same direction.

well i was thinking the Y-launchers you added to other ships was done to be historically acurate, was the SC the only one that actually used the Y-launcher in RL?

if the other ships did not use the Y-launcher, then how can i still get the realistic numbers of depth charges to be close to RL?

No, virtually all IJN ships with DCs carried Y-throwers.

You could use my mod, then redo the eqps to only have the stock dc rack and YGun, then delete the extra DC dats, as well as guns_radars.sim and you'd have historical DC throwers on ships, but each would carry a zillion (a ship with 1 rack and 1 thrower (typical early war DD) would have 120 DCs instead of the historical 16-18).

So in the eqps, if you see a rack, change it to "DCRack_SH4". Any "Ygun_*****" stuff change to "YGun".

Webster 12-20-08 11:20 PM

Quote:

Originally Posted by tater
You could use my mod, then redo the eqps to only have the stock dc rack and YGun, then delete the extra DC dats, as well as guns_radars.sim and you'd have historical DC throwers on ships, but each would carry a zillion (a ship with 1 rack and 1 thrower (typical early war DD) would have 120 DCs instead of the historical 16-18).

So in the eqps, if you see a rack, change it to "DCRack_SH4". Any "Ygun_*****" stuff change to "YGun".

ok that sounds like a plan, i will PM you to confirm the details when im ready to do it :yep:

Webster 01-04-09 03:39 PM

i have lost my ability to edit the original post so i guess i will have to start a new thread :damn:

Donner 01-04-09 03:44 PM

Please don't start a new thread yet.

Many are having problems editing their posts. Neal is working on finding the solution.

Stand by.

Webster 01-04-09 04:10 PM

Quote:

Originally Posted by Donner
Please don't start a new thread yet.

Many are having problems editing their posts. Neal is working on finding the solution.

Stand by.

oh ok, :up:

i thought it was just because the thread was too old or something, i will wait it out :|\\

Webster 01-05-09 01:15 PM

added the guages fix by aanaker to the list

audessy 01-06-09 09:37 PM

NICE! Thanks for the link. :D

tater 01-06-09 09:50 PM

I've been working on IJN radars, so I saw your stock hydrophone issue (KDB?) and looked at the dat. The unit is in 2 parts, and on has one rotation set to 270 (the top bit shaped like a T). I set it to 0, and now it sits on top, properly I think. All in S3D.

Here is the file, have a look, I didn't test it, I've never even seen a u-boat in sh4, lol.

http://files.filefront.com/Senzori+U.../fileinfo.html

Webster 01-07-09 03:04 PM

Quote:

Originally Posted by tater
I've been working on IJN radars, so I saw your stock hydrophone issue (KDB?) and looked at the dat. The unit is in 2 parts, and on has one rotation set to 270 (the top bit shaped like a T). I set it to 0, and now it sits on top, properly I think. All in S3D.

Here is the file, have a look, I didn't test it, I've never even seen a u-boat in sh4, lol.

http://files.filefront.com/Senzori+U.../fileinfo.html

great job, thank you tater i will add it to the mod list

also i never noticed it wasnt sitting on top correctly but glad that is fixed too.


EDIT: i still dont have a computer yet so can someone confirm it now rotates in the correct direction for me ?

tater 01-07-09 03:16 PM

I did not JSGME that, I just upped the dat file. It goes in Library/GESubParts I think (not at my game machine now). I don't even know what uses it, I haven't ever fired up a u-boat, and don't plan to, so someone else will have to check it.

Webster 01-07-09 07:11 PM

Quote:

Originally Posted by tater
I did not JSGME that, I just upped the dat file. It goes in Library/GESubParts I think (not at my game machine now). I don't even know what uses it, I haven't ever fired up a u-boat, and don't plan to, so someone else will have to check it.

ok, thats no big deal

Stary Wuj 01-08-09 09:36 AM

Very usefull thread, thank You :rock:

I want return to the game (with add-on) and I need more info about
new mods (compatible with 1.5 version)

Best Regards

Stary Wuj


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