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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
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I asked about it in a thread here because i didn't knew about it and even if i haven't managed to make it work.
I think would be a good addition and considered it would require "just" some work on the periscope regulation and crew waypoints, still not a impassable odd... Last but not the least: game range covers the most prolific time for TypII boots so it wouldn't be a useless addition either ![]() P.s. feel free the yell at me if i asked too much ![]()
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#2 |
Admiral
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Its allready in there,but needs to be enabled:
\data\Submarine\NSS_Uboat2a
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#3 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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is the inside modeled? thats the only problem i can foresee
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#4 | |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
Uploads: 0
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![]() Quote:
![]() I don't know... That would be a mess!
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() ![]() As an AI boat Just make a roster cfg for it and change Human playable to NO in the cfg *:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat2a Needs a lot of work even as an AI sub But moves etc so thats all good |
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#6 |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
Uploads: 0
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So no interiors... ?
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