![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Seaman
![]() Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
|
![]()
new version
![]() |
![]() |
![]() |
![]() |
#2 |
Watch
![]() Join Date: Jul 2017
Posts: 19
Downloads: 0
Uploads: 0
|
![]()
Release notes available anywhere...?
|
![]() |
![]() |
![]() |
#3 |
Swabbie
![]() Join Date: Oct 2011
Posts: 7
Downloads: 4
Uploads: 0
|
![]()
Here it is (Version 1.06 beta)
General Added wireBreakOnLaunchProbability=0.1 to weapons.txt Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds <POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys config.txt added DetectionThreshold=10, MaintainContactThreshold=1 config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1 For training missions, all tubes get wires and wires cannot be cut/broken config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits videos Combat Recognition manual "tons" now uses dictionary Fixed errors with reloading if greater than 6 tubes on submarine Torpedo tubes can no longer jam on firing Active and passive torpedoes no longer home on sinking/sunk vessels Terrain chunks are now always drawn near player submarine regardless of camera position Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth Improved AI navigation when near terrain or icebergs AI Submarines and escorts no longer share contact data Submarines no longer use Hunter/Killer logic Raised masts no longer damaged by diving/depth (only speed) Campaign Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files Added new parameters to campaign_data.txt for strategic map icon colours; PlayerIconColor=2,84,166,255 EnemyIconColor=255,0,0,255 ContactOverTimeColor1=255,0,0,255 ContactOverTimeColor2=192,0,0,255 ContactOverTimeColor3=128,0,0,255 ContactOverTimeColor4=64,0,0,255 |
![]() |
![]() |
![]() |
#4 |
Planesman
![]() |
![]()
"Active and passive torpedoes no longer home on sinking/sunk vessels"
Can this be an option? Can a torp without wire be able to tell the difference between a sinking ship and a diving submarine? |
![]() |
![]() |
![]() |
#5 | |||
Engineer
![]() |
![]() Quote:
Quote:
Quote:
|
|||
![]() |
![]() |
![]() |
#6 |
Planesman
![]() |
![]()
I'm more concern with a sinking ship. I understand the part about sunken ship and that's fine. but a sinking ship on it's way down should still give off an active sonar return and still have some air volume left, it's just that the air volume left is not enough to counter the weight of the vessel (like a diving sub?)
|
![]() |
![]() |
![]() |
#7 |
Bilge Rat
![]() Join Date: Jul 2017
Posts: 1
Downloads: 0
Uploads: 0
|
![]()
Hang on, though, how does side-scan sonar work, if the sound is only being reflected off the air/water interface? It seems able to detect wrecks easily enough... Eg. http://www.dailymail.co.uk/news/arti...ean-floor.html
So clearly, SOME sonar can detect wrecks, but why can some sonar detect wrecks but not others? |
![]() |
![]() |
![]() |
#8 |
Swabbie
![]() Join Date: Jul 2017
Posts: 14
Downloads: 2
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#9 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
In the same mission, the November briefly spent some time on the surface. I should note this was my 'neverending' save game... a campaign that never seems to resolve started in 1.05 and just throws the same 5 missions at me. |
|
![]() |
![]() |
#10 | |
Planesman
![]() Join Date: Apr 2005
Posts: 187
Downloads: 20
Uploads: 0
|
![]() Quote:
__________________
![]() |
|
![]() |
![]() |
![]() |
|
|