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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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I really like OM, especially how it changes the Indian Ocean from some congested superhighway to a real ocean.
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#2 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
Downloads: 14
Uploads: 0
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Okaaay.
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#3 | |
Mr. Bad Wolf
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Sorry, couldn't help teasing... :rotfl: EDIT You just edited the same time as I wrote...
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#4 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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This kind of sub was not real in combat, but I supose it had some test patrols somewhere. The same with type XXI which some people think it's not realistic, however two of them, the U-2511 and U-3008 had begun a combat patrol by the end of ww2. Those never fought but had some test runs, why don't put them in their original locations as IA vessels...
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#5 | |
Eternal Patrol
![]() Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
Downloads: 0
Uploads: 0
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IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 2 The F1's in front of the unit id is a reference to the corrisponding flotilla. For instance Flotilla 1 is F1 and Flotilla 2 is F2 and so on. The number after each unit is the Commonality. To find the commonality for each unit in each flotilla, look for the unit id in the Flotilla file. The commonality is what is used when a random selection is made and doesn't always need to match, but should be used when adding a playable unit to a Flotilla. Such as this: [Flotilla 1.UserPlayerUnitType 1] ID= F1IXD2 NameDisplayable= Type IX-D2 U-boat AvailabilityInterval= NULL, NULL IDLinkUserPlayerUnitType= IXD2 UnitTypeCommonality= 10 IDFlotillaLinkTransferTo= NULL [Flotilla 1.UserPlayerUnitType 2] ID= F1XVIII NameDisplayable= Type XVIII U-boat AvailabilityInterval= NULL, NULL IDLinkUserPlayerUnitType= XVIII UnitTypeCommonality= 2 IDFlotillaLinkTransferTo= NULL |
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#6 | ||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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so that's why my IJN sub with the type XVIII interior crashed the game everytime ! duhhh !
![]() If and when my IJN subs are reaaallly ready, couldn't we like add them to OM ? |
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#8 |
Lieutenant
![]() Join Date: Mar 2007
Location: Submerged ahead
Posts: 252
Downloads: 72
Uploads: 0
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Soo. lurker asks you not to change his mod and someone helps you do it anyway?!?!?!
![]() Respectfully Submitted; CDR Resser
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#9 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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I was hoping this thread would just die, but I guess not. I haven't changed anything. I appreciate the help Snaptrap gave, but I haven't changed anything. I can't say I'm surprised about the responses. I actually expected them.
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#10 | |
Mr. Bad Wolf
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fully tweaking a mod and publish it without the permission of the original author and sharing knowledge about how to change a mod in one or another direction. I can understand the first rule, which offends some if broken, but I seriously have my doubts about the second rule. It's the same discussion all over again, which was risen in the SH3 mod workshop. Should it really be forbidden too to share knowledge about how to alter mods in the subsim forum?
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#11 |
Navy Seal
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But, the original modder might add, don't go to him asking what to do when things don't work out quite as expected.
That is the source of a lot of modder irritation: people who mix fuel oil and fertilizer and ask why they had an explosion. Much of the time they then blame the fertilizer manufacturer! It's amazing how many things break when you layer fifteen mods on top of Trigger Maru Overhauled. Ducimus shouldn't have to hear about it. The only exception has been the tendency of major mods to work together. But that is by design of the modders, not because of user complaints. Now if you were to go to said modder and say "I did this and this and I knew the results were my problem, not yours. But the following really interesting and unanticipated things happened...." you might probably get a positive response. You never know what you can learn if you resist the urge to blame someone else. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#12 |
Swabbie
![]() Join Date: Apr 2005
Posts: 5
Downloads: 46
Uploads: 0
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Let me get this right. A modder is having a hissy fit about someone modding his work when he in fact modded some one elses work. (insert scratching head smiley here)
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#13 | ||
Mr. Bad Wolf
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Let's not go down this road too quickly. These discussions about tweaks always end with broken feelings for some. Let's just agree that "we" (general speeking) disagree about how to play the game, and then that's it. Personally, I have yet to find the time to try your Monsun mod, but I'm sure I will find both things to love and some things will be missed or desired changed. Especially, because I really haven't played the stock uboat part yet. No matter what, you'll still be the original mod creator and remembered as such. If you don't wish to help to alter your mod, it's only understandable. And if people choose to try it out on their own, it's no responsability of yours, if it doesn't work. Fair enough, no?
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#14 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: Pollard, Oklahoma
Posts: 679
Downloads: 6
Uploads: 0
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If someone wants to tweak a mod for their own personal enjoyment, it's beyond me why anyone would care.
Now, if they start posting 'My Improved Version of Lurker's RSRD mod!' then I could see a problem. But no one here has done that.
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"Stop sounding battlestations just to hear the alarm." |
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#15 |
Planesman
![]() Join Date: Apr 2008
Posts: 192
Downloads: 82
Uploads: 0
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Lurker this is just an idea; how about having the XVIII renamed to XII with the turbine disable, by the way OM is great
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