SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   Some additional mod to twos (https://www.subsim.com/radioroom/showthread.php?t=243598)

Wolfcat 01-14-20 09:18 AM

Some additional mod to twos
 
I am trying to find out a list of mods that are compatible to twos. Specifically I want EQua tool mod that gives large compasses. I don’t want to install something that would mess up my current twos installation.

Also how do I get knot and distance conversion table?

O.Kusch 01-15-20 12:34 PM

Quote:

Originally Posted by Torpedo (Post 2644537)
Hi O.Kusch!
IMHO a file that manages the position of the tools in the Map has wrong offsets. The file is: Mouse.cfg but it is difficult to set it if you don't know how.
If you know how to use JSGME which is called TWoS_JSGME in TWoS, you could try the "EQuaTool 03" MOD which contains all the tools for the Map and the related Mouse.cfg file that works very well with the right offsets and that I am using with The Wolves of Steel v2.2.17 Update. The MOD is "EQuaTool 03" which you have to unpack in the "TWoS_Parts" folder and then activate with "TWoS_JSGME". If it doesn't solve the problem, you can always turn it off. You can activate the mod at any time.
This is the link:

http://www.mediafire.com/file/r1fd1p...ol_03.zip/file

When you activate the MOD with TWoS_JSGME, you must always give Yes because the MOD modifies the pre-existing files, but you do not lose them if you deactivate the MOD with TWoS_JSGME.

This is the ruler e.g. and the other tools also have the same graphics.

https://www.4shared.com/img/4zKo5zSv.../EQuaTool_03_3

Torpedo



Hello Wolfcat,
the Equa Tool_03 with the large compass work's fine with my TWoS Mod Installation. Far easy to install.

Greetings from Uli

THEBERBSTER 01-15-20 02:28 PM

Hi Wolfcat
THEBERBSTER'S The Wolves of Steel JSGME Mods Lists With And Without Real Navigation > 100% CTD Free
Peter

Wolfcat 01-15-20 04:00 PM

Thank you, guys. This is awesome. Exactly what I am looking for.

Zinmar 01-23-20 08:39 PM

I'm trying to locate some of those files for no real navigation but I can't find them using the search engine.

Blitzen Trap 01-28-20 12:30 PM

Curious question about the critical hits mod. i see that there is a critical hits v1.2 for the deck gun, but i also noticed that the author has made a critical hits v1.1 for the torpedoes. I really like what i am reading in the description of this mod.

i am curious to know if the torpedo version would also be compatible with TWoS?

THEBERBSTER 01-28-20 03:23 PM

Hi BT
Quote:

i am curious to know if the torpedo version would also be compatible with TWoS?
Yes it should be.
https://www.subsim.com/radioroom/dow...o=file&id=1798
I converted my critical hits for deck guns mod into the torpedo version.
Both mods are combatible.
Install with JSGME
Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage.
You need to fire allmost everytime 2 torpedos to sink a merchant.
I changed the damage to 100-450 which means that you could do from lower damage up to 2,5 times the damage.
The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator.
This means you never know how much damage your torpedo actualy does, just like in real life.
A torpedo now has a chance to even blow up a large tanker but its very rare.
Anything could happend, you could fire 4 torpedos into a freighter and it still sails away or it blows up with the first torpedo, you never know.
Have fun with it
Darkreaver1980

courtesy acknowledgement to Darkreaver1980
Peter

Blitzen Trap 01-28-20 03:41 PM

Quote:

Originally Posted by THEBERBSTER (Post 2646736)
Hi BT
Yes it should be.
https://www.subsim.com/radioroom/dow...o=file&id=1798
I converted my critical hits for deck guns mod into the torpedo version.
Both mods are combatible.
Install with JSGME
Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage.
You need to fire allmost everytime 2 torpedos to sink a merchant.
I changed the damage to 100-450 which means that you could do from lower damage up to 2,5 times the damage.
The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator.
This means you never know how much damage your torpedo actualy does, just like in real life.
A torpedo now has a chance to even blow up a large tanker but its very rare.
Anything could happend, you could fire 4 torpedos into a freighter and it still sails away or it blows up with the first torpedo, you never know.
Have fun with it
Darkreaver1980

courtesy acknowledgement to Darkreaver1980
Peter


Nice. Thank you Sir!

Wolfcat 02-05-20 02:41 PM

@Peter
This sounds like a great mod. Just a couple of quick questions:
1. Deck gun version and torpedo version need be installed separately? Or your torpedo one contains both?
2. Can this mod be enabled any time or it has to be in port?


All times are GMT -5. The time now is 03:03 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.