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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Mod from Onealex (https://www.subsim.com/radioroom/showthread.php?t=248010)

John Pancoast 03-06-21 09:16 AM

Quote:

Originally Posted by Onealex (Post 2734295)
The highest speed of U-boat type II is 13 knots so you can intercept the ship with speed 9-11 knots without problems when calm water. I don't see any trouble. It is realism...

Does weather affect AI ship speed as it does the players ?

Onealex 03-06-21 10:13 AM

Quote:

Originally Posted by John Pancoast (Post 2734340)
Does weather affect AI ship speed as it does the players ?

Yes of course. Speed 10 knots (see editor). But the real speed of the ship is 8 knots due to wind 13m/s.

https://c.radikal.ru/c28/2103/cd/e6bc87587e8a.jpg

https://d.radikal.ru/d25/2103/6a/532ad53faa3e.png

John Pancoast 03-06-21 10:32 AM

Quote:

Originally Posted by Onealex (Post 2734348)
Yes of course. Speed 10 knots (see editor). But the real speed of the ship is 8 knots due to wind 13m/s.

Thanks ! :salute:

La vache 03-06-21 01:17 PM

Thanks for your work



FuMO 30 / 61 without FuMB Ant Samoa?

A new model with Samoa would be nice



greetings

Andrewsdad 03-06-21 01:39 PM

Salute, All !!!


The load time for the second patrol of this career was somewhat faster.. I would like to know if I can install the "No Jawohl" mod while at sea. A good obedient crew is important, but the "Jawhol, Herr Kaleun!" every time the Skipper passes gas is just too much !!!!


Also, I believe there is a mod to change the Captains order for "Kleine fahrt voraus!" from a whisper to normal voice level. Has anyone tried it, and can it be installed at sea?


Thanks!


AD

ericlea 03-06-21 02:48 PM

when i play gwxonealex, i use the mod "no jawohl" too lol for same reasons as you ^^


I dont know if you can do this change in a save at sea. best is to do that at home base.

Andrewsdad 03-06-21 07:39 PM

Thanks, ericlea !! I'll install it when I get back to port....


AD

Randomizer 03-06-21 08:04 PM

First off, thank you for your Mod, it is the only wide-screen mod that I have been able to run successfully on my SH3 machine. Two questions then:

Looking at the Wilhelmshaven/St Nazaire Mod for GWX at least some of the files (thinking those in the Campaign, Config and Library folder might conflict with Onealex v41. Is there any way to incorporate this mod into yours?

What is the trick to using the pre-plotted course through the Kiel Canal in your mod? There is no on-map start point at either end and when selected with the boat at the mouth of the canal, the plot seems to be at least 30-degrees out of skew.

Neither of these are major issues but looking forward to any guidance. Thanks in advance.

-C

Kumando 03-06-21 08:10 PM

You must have messed up something with mods, i can use the autoplot in and out with no issues

John Pancoast 03-06-21 10:12 PM

Quote:

Originally Posted by Andrewsdad (Post 2734514)
Thanks, ericlea !! I'll install it when I get back to port....


AD

Sound mods are usually ok to install anytime, fwiw, but they won't be enabled until you load the saved game file after you exit the game.

Randomizer 03-07-21 01:09 AM

Quote:

Originally Posted by Kumando (Post 2734522)
You must have messed up something with mods, i can use the autoplot in and out with no issues

Nope, it's a stock Onalex 41 installation with no mods added. v 39 and v40 were the same with regards to the Kiel Canal plot. I suspect that it might be related to my monitor but wanted to see if anybody else had a similar issue.

-C

Onealex 03-07-21 01:37 AM

Quote:

Originally Posted by Randomizer (Post 2734547)
Nope, it's a stock Onalex 41 installation with no mods added. v 39 and v40 were the same with regards to the Kiel Canal plot. I suspect that it might be related to my monitor but wanted to see if anybody else had a similar issue.

-C

https://b.radikal.ru/b04/2103/84/1ec07d9950fd.jpg

Onealex 03-07-21 04:20 AM

Campaign correction. The main link has been updated...
https://drive.google.com/file/d/1wir...ew?usp=sharing

Kumando 03-07-21 07:22 AM

Quote:

Originally Posted by Onealex (Post 2734556)
Campaign correction. The main link has been updated...
https://drive.google.com/file/d/1wir...ew?usp=sharing

What was the change?

Doolar 03-07-21 11:16 AM

quick question
 
Is this campaign correction added by activating it with JSGME ? thanx Jerry

Onealex 03-07-21 11:25 AM

Quote:

Originally Posted by Doolar (Post 2734651)
Is this campaign correction added by activating it with JSGME ? thanx Jerry

Just replace original file.

Kumando 03-08-21 06:17 PM

1 Attachment(s)
This glitch is happening in the type 2 when you look to the attack scope without zoom:

https://imgur.com/a/Jc0yuFs

CapZap1970 03-09-21 12:11 AM

Alex, I just installed the V1.42 version and while running a test run in the Academy, I noticed that the DF antenna rises and lowers with the SHIFT+V and CTRL+V commands as expected, but it doesn't rotate... It rotates for 2 or 3 seconds after I rise it and then it stops moving. Am I doing something wrong? :hmmm:


https://i.postimg.cc/QxvRL0td/SH3-Im...-58-45-895.jpg


Thanks for your help... :up:

John Pancoast 03-09-21 12:18 AM

Quote:

Originally Posted by CapZap1970 (Post 2735036)
Alex, I just installed the V1.42 version and while running a test run in the Academy, I noticed that the DF antenna rises and lowers with the SHIFT+V and CTRL+V commands as expected, but it doesn't rotate... It rotates for 2 or 3 seconds after I rise it and then it stops moving. Am I doing something wrong? :hmmm:


https://i.postimg.cc/QxvRL0td/SH3-Im...-58-45-895.jpg


Thanks for your help... :up:

No, that is how it should/did work. Alex did a nice job on it. :salute:

CapZap1970 03-09-21 12:44 AM

Quote:

Originally Posted by John Pancoast (Post 2735037)
No, that is how it should/did work. Alex did a nice job on it. :salute:

JP, so it's not supposed to rotate...? :06:
Thanks for the quick reply! :salute:


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