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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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Thanks for your feedback! |
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#32 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
Uploads: 0
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The poll asks "is this mod useful?" My answer:
1) YES, vital. 2) It shouldn't be, if the damage screen worked the way it should! |
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#33 | |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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#34 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
Uploads: 0
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No, my comment wasn't a criticism of the mod, it was a plea for a patch fix.
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#35 | |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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#36 |
Seaman
![]() Join Date: May 2007
Posts: 36
Downloads: 0
Uploads: 0
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SirHedrik can you tell me short what have you change in newest version of this mod?
Thank you for your job, very hendy stuff ![]() |
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#37 | |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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Last edited by SirHendrik; 06-02-07 at 11:00 AM. |
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#38 |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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![]() ![]() ![]() See new documentation or simply go to http://dhg684.dyndns.org/license to generate your license. (You must trust this applet, otherwise the filewriting to your local harddisk is not possible!) |
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#39 |
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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New features:
+ added some new damage descriptions instead of the simple "medium damage" etc. * fixed some small bugs * corrected licensing for nicks with a blank inside .... As there seem to be only 100 users, I'll stop the development of this tool in the next days. If there are no further bugreports I will release the final version (without beta tag) together with the source and a generic license. Thanks to all users for feedback and feature requests. |
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#40 | |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 23
Uploads: 0
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![]() Very nice tool, thanks a bunch. Now I can guesstimate better how much time to spend on those letters to the relatives, hehe. I have also registered in your forum. The one thing I'm looking for currently is a tool to 'repair' damage in the save games. By now I have accumulated some which leave the boat either unsteerable - without a rudder - or dead in the water, because after repairing the dynamic engine damage to the diesels, they won't start anymore. At all. And they neither charge the battery. :P I have tried to edit the ActiveUserPlayerUnits.upc but so far it all has been for naught. I think that the actual information is being stored in the SaveFile.rep fiile and the text files are just a remainder of SH3 code. But then, I'm not a programmer, just a delusional project manager. ![]() |
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#41 |
Canadian Wolf
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Welcome
![]() RDP |
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#42 | |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 23
Uploads: 0
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#43 | ||
Mate
![]() Join Date: May 2005
Posts: 59
Downloads: 295
Uploads: 0
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... you are the first registered user in the forum ;-) |
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#44 |
Medic
![]() Join Date: Aug 2005
Location: New York City, USA
Posts: 163
Downloads: 116
Uploads: 0
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nice mod
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#45 | |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 23
Uploads: 0
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![]() Actually, I was guessing that the savefile.rep is the current savefile after I heard that the previous SH3 code is still in game. So I believed my tummy-intuition and predicted that the actual text in the save directory is just that - information. What I actually would like to see is a mod, but do not know at all if it would be possible to implement: 1) Enforce ability to simulate steering by engines to get around the missing rudder bug. I think it would be sufficient to have something like 5 degrees starboard/port rudder max with missing rudder. 2) ... and I know this is very far-fetched: Even if the static damage to the boat is overwhelming and the crew cannot jury-rig a rudder made of teaspoons or toilet seats, there always is the option to call in a rescue mission. Just for those Nothing-Goes-At-All-Anymore cases. It has been done in earlier sims, and in WW2 too. :P A perfect solution would be a direct transport either to imprisonment or back to the base, in tow, depending on distance, damage and luck. I think it has been in the game in SH1. But any of those two would get us around the issues with broken subs. My last career driving an S-class sub got stuck when the battery wouldn't recharge anymore, and the diesel engines did not work anymore after being repaired. I have fiddled with the ActiveUserPlayerUnits.upc file but did not get any result with it, except for finding the problem in the saved values. Editing them away did not result in restored power or rudder. :P |
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