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oh! do you have cdrsubron7's AI levels installed?... "Stock" FotRS Ultimate is quite a bit reminiscent of TMO in the AI sensors. |
I finally got around to editing the pictures from testing XTBilly's Jackrabbit neutering (well, maybe not *that* severe...):
First up, you can see the torpedo track as it's about to impact. Please pardon my poor line drawing "artwork" - after all, it is ~art~... http://i1381.photobucket.com/albums/...psx83qsjrb.jpg . On this one, you can see that the DD is definitely getting up to speed, by the fact that the torpedo's water spout is still blooming, and half of the rest of the ship is already by it. They were originally at about 6-8 knots when I launched the torp: http://i1381.photobucket.com/albums/...psdvc8yzpy.jpg notice that I figured out how to draw a straight line?... Just like gettin' water to boil... nothin' to it - sort of. . Not that it matters, but it was mortally wounded... I just wanna show the picture... http://i1381.photobucket.com/albums/...pszga62f7r.jpg Someone mentioned that it bothered them that, no matter the circumstances, that a ship, when it breaks in two, the two halves always sink together. I thought they were nuts, until I started paying attention... This one looked like it was going to be the stern beating the bow down by several minutes or more, but "~no~", it bobbed around up top like a fishing cork, waiting for the bow to catch up to it. That took about five minutes, then they both did like fishing line corks, and bobbed about for another five minutes like a co-ordinated swim team, and then sank almost simultaneously... Weird. Anyway, there you have it no bout a-doubt it - XTBilly's fix works. They can take off, they just don't have that 0-32 knots in less than 700 yards anymore. |
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They still try to speed up or slow down when they see a torpedo track But now that they no longer have such insane acceleration, it alters where the torpedo hits, rather than having the torp miss altogether I say - Good work Billy :up: Looks like it is working as intended :salute: |
It looks like 800 Razz Dazz FOTRSU v0.65 and 310 FOTRS Ultimate Ship Acceleration Model overwrite each other
Whichever you enable last will overwrite the first one in JSGME This should not be the case I am changing texture and roster files Billy is changing SIM files The two should not be incompatible I am going to take a look and see if I can track down the issue EDIT - I may be drinking soup - I will check this also |
OK - most of the overwrites look like no issue - JSGME is telling me that we are using the same new ship folders
http://i.imgur.com/Y48wLFg.png However there is one entry that has me scratching my head http://i.imgur.com/2HctmBL.png Apparantly my thumbs.db is overwriting Billy's thumbs.db Anyone have any idea what the heck a thumbs.db is? I have done a search in both mine and Billy's folders, and cannot find a Thumbs.db |
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I'm all for it. The fact that FOTRS removed them at the closer zoomed map views, yet left the outline of a triangle in for the wider zoomed map views doesn't make sense to me. These map icons are the only way we can get an idea that the SD Radar is working with the stock game (although with the radar set up as I've got it, you will "see" the faster plane blip crossing the PPI screen). I do wish the radioman could distinguish between the two different types of contacts....but as the stock game had the radar set up, only the SD radar picked up planes and represented them on the Nav Map. The A-Scope and PPI stations were only meant to show surface contacts (but, they did a very poor job of doing that!!). If that's what you're doing, I'll do the same for my extra planes. Frankly, I wouldn't mind seeing the ship icons back on the Nav Map either, instead of the dots. If a player wanted to remove them, the game "options" gives you the chance to not have any markers at all showing on the map. If your a stickler for realism, use the game option of "no map contacts" and put your big boy pants on.. AND, speaking of markers, I'm for putting back the orange marker that floats above the sub when its submerged. If your a purist for detail, you shouldn't be wanting to use the outside camera anyway for seeing what's what. The marker gives you a reference for those that wish to use the free camera. For those that think its cheating.....you shouldn't be using the free camera at all! That's my two cents.:yep: |
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Like I said - it can either be a part of the core mod, or I will happily have it as an optional plugin I will let RR have the final say on this But yes - we need to have aircraft marked on the nav map Back later - I am playing the latest BETA, and am in the middle of a two hour depth charging Only a Subnut would think that that is fun :03: |
thumbs.db is a thumbnail cache of your ship pics.
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As far as the ship icons on the nav map, that allows you to ID the ship by radar return, something that was basically only done for the Shinano because the return was so huge. Unfortunately they initially thought they had detected an island. Reason? The blip wasn't a ship-shaped thing, it was a dot. A freaking big dot! That's what the core mod should have: the TMO plotting system. Now, we'll have plugins for stock plotting with ship silhouettes, velocity vectors and explanitory text for those who want the stock plotting system back. That's mostly done. All I have to do is add ships from FOTRS Ultimate and we're golden. It's important that unlike TMO, new players will be able to play FOTRS Ultimate and it will help them learn without having to abandon the mod to do so. I also want to work on an intermediary plotting system where you get a silhouette but no explanitory text or velocity vector. All ships would have the same silhouette. That way you would have an idea, not very precise, of which way the target was moving. You would still have to do a timing over distance to determine exact course and speed. The only thing necessary to achieve this will be a tiny change (okay, not so tiny as I'll have to do the tiny change 100 times) in TMOPlot and we'll have a brand new plotting plugin for FOTRSUltimate. Oh, forgot. Capn, let's put the UMark back into the core mod. I don't see what is spoils at all. We can always publish a plugin to remove the marker who complain that it makes the external view "unrealistic." I agree it's crazy to complain about the Umark when you're using a magic external camera.... And without the Umark, pressing the external camera button brings you right back to the submarine anyway. That ISN'T "cheating?" |
Following a PM between RR and me
Message follows: The mission goals are rubbish Here is my mission goal in FOTRS Run to the South China Sea and sink stuff In TMO Proceed to area Abuse and engage in anti shipping operations within the designated area in the East China Sea for 5 days. Stay within 96nm. If you detect any enemy units outside the patrol area captains autonomy to pursue and destroy OK so I exaggerate - but you see my point? FOTRSU patrol objectives are limp and uninspiring, to say the least TMO patrol objectives are awesome, exciting, and immersive That is my next thing I want to do I am definitely going to be doing this for my own install - so would also be happy to share it for everyone if that is OK Disclaimer May take me a few weeks!!! Message ends Long story short, the TMO and RSRD patrol objectives are awesome, descriptive, and immersive At the moment the FOTRS Patrol objectives are none of the above Long ago Ducimus figured out how to put a circle on the nav map that delineated your patrol area I had a look at the files when he did it, and remember being very impressed For the life of me I cannot now figure out how he did it. But I am going to take a look and see if I can figure it out. Plus - having descriptive and helpful patrol messages is just better - isn't it?? Just like the restore air contacts on the nav map mod, this can either be part of the core, or can be an optional extra Either way - I am going to be doing it for my install, so will happily share it if anyone else wants a taste:up: EDIT - I realise I didn't actually say what I wanted to do Which is take the patrol briefings from TMO and RSRD for flavour, and apply them to FOTRSU That is the plan :up: |
Looking forward to this mod with great anticipation (as I'm sure many are!)
Forgive me if I've missed this (I've tried to read all the posts.) I know we're getting an optical correction with FOTRSU but will the Rec Manual stadimeter reference heights be OTC accurate? At least as a plug-in? |
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Regarding the plane icons.........Ok Max...got it. I'll make sure I'm on the same page with them.
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I have just taken a look at the Nav Map Mod that is in the directory
Looks like it is intended to change the behaviour of the nav map when using the arrow keys, or the cursor when you get close to the edge of the map Trouble being, it alters the menu_1024_768 file, so I would say that whatever the hell it does, it is going to be incompatible with pretty much everything we have done:o As such - I would advise giving this file a very wide berth :D |
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