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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#706 |
Black Magic
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How's the longer wakes look?
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#707 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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Hi guys sorry im late again I have had system issues this week
and a new power supply has that beat but I still have to do some work on my harddrives so theres a weeks worth of delays in Uberboot progress. It is still a work in progress at the moment the type IXB based version is available on my FF (see page 1 of this thread, im still reworking signature links) fairly soon though I am going to put out the Type IXD2 based version to hold everybody off while we do some majore work and learning on uber final which I am confident will be able to eliminate most of or all of the quirks and bugs of the betas I like the new longer wakes they generate great and the new angle on the boywave is good. M regards MM |
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#708 | |
Loader
![]() Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
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where is it?
Quote:
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#709 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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#710 |
Loader
![]() Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
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thanks
thanks i found it.
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#711 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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A page for Uberboot has been started on the CM and ref; under the mods section.
Edits welcome.
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#714 |
Samurai Navy
![]() Join Date: Feb 2004
Location: Missouri
Posts: 581
Downloads: 517
Uploads: 0
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Mr. Martin, In GWX, I play the carreers. I would appreciate if you could help me change the aircraft.
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#716 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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Now to start with there are several approachs.
first off we should maybe start with the stuff that already exists in the gwx campaign layers. what I mean is they have gone to a lot of trouble to place units and bases at the appropriate historical place and time. so assuming for a moment you would like to preserve that then the way to go is increase the number of aircraft and squadrons assigned to bases and carriers. this isnt necessarily a small task because we are talking about campaigns, that said its not to hard pretty straight forward. but the shear volume of work to be done is extensive. so it might be prudent to try limiting the alterations to your favourite hunting areas and regular haunts. alternatively ( and marginally easier ) you could simply add extra airbases and carriers (support groups) into the campaign layers. the first method involves pulling up the cfg files for airbases sm med lg and nation specific. in each on located under SHIII/Data/Land you will find a file for each type of base in game each file has a cfg file within it. that looks like this. [Unit] ClassName=LargeAirBaseGB UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19380101 EndDate=19401225 Squadron1Class=FBHurricaneMk1 Squadron1No=18 Squadron2Class=LBSSunderlandMKIII Squadron2No=12 [AirGroup 2] StartDate=19401226 EndDate=19430510 Squadron1Class=FBHurricaneMk1 Squadron1No=18 Squadron2Class=LBSSunderlandMKIII Squadron2No=12 Squadron3Class=LBSPBYCatalina Squadron3No=6 [AirGroup 3] StartDate=19430511 EndDate=19451231 Squadron1Class=FBHurricaneMk1 Squadron1No=18 Squadron2Class=LBSSunderlandMKIII Squadron2No=12 Squadron3Class=LBB24Liberator Squadron3No=12 the seperate airgroups are to simulate the evolutions of aircraft and weapons. meaning that the first group operates with older eqp at the beginning the middle group standard eqp in the middle of the war and the final group with final equip towards wars end. the squadron bits Squadron3Class=LBB24Liberator Squadron3No=12 indicate type and number of aircraft. you can try adding more squadrons or increasing the number of aircraft. similarly in SHIII\Data\sea each aircraft carrier is also set up more or less this way for squadrons. the second easier method is to just use mission editor to add extra bases and carriers to the existing campaign layers which should bring up the traffic wholesale. if you want to try the second method instead let me know. part of it is in the responses of ai for bases when your active in the area it covers but these are set pretty good as is so I dont think we should bother with that. M |
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#717 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
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How do you get this boat in a carreer?
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#718 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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The current 1.4 beta has the career screwed up
I have fixed it for Uber2.0 which im working on at the moment. It has met with major delays due to system issues on my end but they seem to be behind me now. also the first run I made on 2.0beta ended up corrupted somehow so I had to go back to the beginning but it wont be long this time, No seriously Im on it. MM ![]() |
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#719 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
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So using this boat i'll have to start a new one in 1939 in Flot 7.
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#720 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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the problem is that if you start in 39 once you get to the
end of the year the boat is not available. an error of inexperience at the time. but as I say it got the flotilla file done first in the next version. M |
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