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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1021 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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How bad is your FPS?
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#1022 |
Torpedoman
![]() Join Date: Jul 2007
Location: Canada
Posts: 116
Downloads: 8
Uploads: 0
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Well, it's not that horrible actually. But when things get 'busy' it can drop to around 14~16 FPS.
If there's no easy way of doing it, I guess I'll just stick with the default 8km. It sucks to have no technical skills of my own... ![]() |
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#1023 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#1024 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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im curous to know what kinda success u guys have with torp shots over 2000 metres? im in 1943 now and gettin closer than 2000 metres is almost impossible which is the way its supposed to be i know.
with the zoom the way it is in this mod, the ships appear very small at longer ranges which makes it very hard to calculate AOB. |
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#1025 |
Sonar Guy
![]() Join Date: Jun 2008
Posts: 380
Downloads: 17
Uploads: 0
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I use OLC2+special since i start playing sh3 3 months ago and after a lot of praxis with rather poor results at long distances at first im comming close to 60% hitrate at distances >3km if the wheatherconditions are at least fair and waves <=7m. The most difficulties i have with the speedcalculation at this distance. There it really does matter if the target runs 4 or 5 knts. If the target is juicy enough like a hv cruiser or larger i use multishots with 2 degree incresements hoping that at least one of them will hit it and possibly slow it down enough to get a better chance to take it out later. With targets which length is less then approx 140m i still have a close to none chance to hit it and i doubt it will ever change.
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#1026 |
Nub
![]() Join Date: Aug 2008
Posts: 2
Downloads: 0
Uploads: 0
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Hi,
i got some problems with this mod so i hope someone can help me ![]() I have installed GWX 2.1 and SH3 Commander 3.1. GWX without this Mod works fine. But if i activate this Mod a had two Problems. 1. I can´t zoom with the attack Scope 2. On the NaviMap there are no contacts shown an no "sub-icon" of my own boat. ![]() Thx for your Help. |
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#1027 |
Sonar Guy
![]() Join Date: Jun 2008
Posts: 380
Downloads: 17
Uploads: 0
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Thats intended to make it more real. If u zoom out in the map to a certain lv u see the contacts. Read the manual which is inluded in the download and the tutorialclip carefully to be able to adjust ure gameplay. There are some small mods out there u can add some features back into ure gameplay if its too difficult yet.
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#1028 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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1. Works as designed. In the Gui Special the zoom modes were reduced to one setting because OLC found it messed up the way wavetops look (IIRC). Accept it, or use the original OLC Gui 1.2.6 on-top of this Ubermod.
2. Had that too. Not sure why it is not there. OLC probably has a reason for it. But if you leave a waypoint somewhere on the map that line points to where you are. Works for me. [edit for 2] Read the first message of this thread: "Realistic Map Contact Updates" |
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#1029 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() Quote:
Possibly the solution for you is to use OLC GUI 1.2.6 (see the sticky thread with that name) instead of OLC GUI Special.
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#1030 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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An icon for the sub means also having icons for other subs. Can't get around it. Some people don't mind having icons for other subs. I don't mind not having an icon for mine. I think someone made a mod to put the icon back, somewhere... maybe check that mod list RDP helpfully maintains?
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#1031 |
Sonar Guy
![]() Join Date: Jun 2008
Posts: 380
Downloads: 17
Uploads: 0
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#1032 |
Nub
![]() Join Date: Aug 2008
Posts: 2
Downloads: 0
Uploads: 0
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It was my mistake
![]() I saw the video tutorial and wondered why a peri zoom available, and contacts on the map will be displayed. therefore I thought I had an error in the installation.but the only error was that I installed the wrong mod. I now installed the OLC GUI and i am very satisfied. thx for your help. |
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#1033 | |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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![]() Quote:
No, i don't like to live on the edge but i do get angry when Granville type freighters don't sink with one hit. ![]() Last edited by tomfon; 08-25-08 at 03:12 AM. |
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#1034 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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Quote:
At least the ship silouettes are back on the attack map, as well as having reset the zoom on both maps and some other things. Now my question: I've been trying to add the zoom back to the deck gun (why let all my years of FPS experience go to waste!!) although I could care less about the AA guns. I've tried editing the Menu .ini and placing in the stock GWX entry for item G3f I24 - deckgun camera, as well as adding the zoom nodes back to the deckgun camera entry in the cameras.dat file. No noticeable change except the zoom on the binoculars went away.... Anyone know what changes would need to be made to add the deck gun zoom back?? |
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#1035 | |||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() I meant no offense by my comment - with all that hull damage, I just assumed you were taking daring risks. Quote:
Last edited by onelifecrisis; 08-24-08 at 11:34 AM. |
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