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No matter what station your at on the Hud?
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http://img340.imageshack.us/img340/3...2325250jc6.png |
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okay you seem to be missing the changes in the menu file to add them in the hud
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Ok then theres nothing I can do about it,thanks for your time...
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You can manualy input the changes to get it in there clayp
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If you get me a copy of your Order's bar CFG file.
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SORRY CORRECT THAT I NEED Data/Menu/cfg/ order's bar CFg file Here just use mine you should be fine. this was originaly done by Iceburg I think from what my old mod folder says hope I am correct. It is JSGME ready. http://files.filefront.com/Orders+Ba.../fileinfo.html |
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here use mine it should get you what you want
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http://files.filefront.com/Orders+Ba.../fileinfo.html |
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RDP |
Hi everyone
I've 2 problems with your mod (I've activated only this one) - The delay for reloading batteries is very long with the S18 class : more than 24 hours from 25% to 100% - The "NoStabilizeView" option doesn't work. Even the option is deactivate, the view is not stabilized. Are they known problems ? Thanks for help :) |
This was posted in another thread, but I thought I'd repost it here, since I was thinking of TM when I wrote it, and I'm actually testing with the full raft of TM sensor/AI modifications (the sensor dats, and sim.cfg/sensors.cgg, etc). I've added some more TM specific comments as well.
I've been experimenting with a DC mod. When finished, it will change, well, all the DC armed ship eqp files, and a few of their dats as well, possibly. SH4 has 1 DC type. It is roughly an IJN Type 2 (1943+) 162kg 3m/s fall speed DC. The Y and K guns fire it as well since it's the only DC ammo available. The IJN used the Type 95 early on (100kg, and a 1.9m/s sink rate), and then the Type 2—3 warheads existed for the Type 2, 105, 110, and 162kg. I think the warhead differences between 100-110kg are trivial, so we don't need each type really. TM makes ASW significantly better than stock, and people sometimes look to tone it down via AI/sensor changes. I think the only AI sensor that likely needs work is the visual since surface attacks are far harder than RL in TM, even moving at low speeds (least in my tests). One big way to mitigate IJN ASW capability without nerfing the sensors given SH4 limitations is as follows. Note that max depth is not a DC parameter we can mess with, sadly (so no 60m cutoff for early IJN DCs): One, the SH4 ships have GROSSLY too many DCs loaded. Akizuki carries 240 DCs in SH4, in RL she carried 72. Shiratsuyu has 80 in SH4, in RL she carried 16. The list goes on and on. The solution? Add a bunch of new DC racks with different ammo stocks, and drop the stock Rack, Y and K gun ammo stores to realistic numbers. The only downside is that I'll have to build new eqps for each escort. No biggie.You'll get attacked just as often, but they will run out of ashcans faster (or period, lol). Two, early in the war, the Type 95 was used with a 100kg warhead. The later Type 2 had a 162kg warhead available. Adding a lower strength warhead would make early war less dangerous. Three, the DC explosion radius needs to drop to realistic values from the insane stock value of 40m. Redwine's mod does, as does TM and RFB. A few of the new DC racks should drop type 95 DCs with smaller warheads---smaller destructive power as well as smaller radius than even the reduced radius stock weapons. Since TM already does this, this is a somewhat moot issue, but I reposted it anyway. So far, in my experiments, it is much easier to evade 36 DCs dropped by a good escort with TM sensors enabled than 80 to 240 :D . Combined with smaller explosions and radii (they type 95s I have set to a little more than half the TM radius), you get hammered, then they run out. With an ~6-10m radius, they really need to shack your boat to hurt it. Right now I'm trying to tweak a few things like the depth precision so the escorts don't blow themselves up. Sadly, the detonation depth parameter doesn't work (it's overwritten by other AI things). If it worked as stated, I could make early IJN DCs blow up between 30 and 60m, then later 30 and 90m. I think that DC "improvements" (meaning reduced effectiveness and reload numbers) go a long way to fixing IJN ASW to make it more realistic. It's a great fix because you still need to evade and fight the boat because if they DO hit, it's usually pretty ugly fast. The only real issue left, IMO, is tweaking the AI visual to permit well executed night attacks without making them too easy. tater |
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But for the delay, I think that is a little too great and not very réalist. |
well i hear alot of good things from this mod, so im thinking about trying it.
what are the main improvements and/or changes this mod does? does it afect FPS in a significant way? how well does it work with existing mods such as capt cox mods, ROW, and tater's new campagne layers? |
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