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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2926 |
Eternal Patrol
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Only to a landlubber. A nautical mile is 6076.1155 feet, or precisely 1853 meters.
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#2927 | |
Bosun
![]() Join Date: Feb 2003
Location: Shadowing you until dark
Posts: 62
Downloads: 54
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However to answer your question, in short.. If you want to be unable to actually leave the boat and scan for baddies out in the deep blue then you can just turn off the external cam altogether. I assume you knew this so I assume that's not what your asking. I hate assuming and your question is straight forward enough, but I'm unclear as to what you're looking for. Just throw a dirty sock at my head if I'm misunderstanding your question. Did you want to be unable to leave the boat with the free cam yet still retain the "previous unit" & "next unit" function?? If this is the case, I think my solution of slowing down the boats external free camera movement speed might be an option for you. For instance just as a thought experiment: If your external free camera movement speed was similar to the speed as say the free camera for walking across the bridge to take a look out the other side of your boat would you still be tempted to scan miles of ocean? My knowledge of Sh3ditor (S3D) is still very basic, but I can help you with that.
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#2928 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
Uploads: 4
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#2929 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Not sure about that, sorry. The cameras.dat file isn't my area of expertise.
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#2930 |
Eternal Patrol
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Yes I do. Sometimes the hand is quicker than the brain.
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#2931 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 195
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I'm having one or two small problems. I've read the last 5 pages and haven't seen anything mentioned, so forgive me if this has already been discussed.
My JSGME looks like this: 1. RFB_v1.52 2. RSRDC_RFBv15_V421 3. ROW Sound Effect v_9 My problems: 1. My watchcrew can usually see ships from much further away than I can. They call ship spotted, and when I turn my binocs in that direction there's nothing visible. I'd guestimate that the contacts that they see are around 3000 yards oast my visual range. 2. I'm having random patches of smoke appear on the water. They don't follow me, so it's not quite like the trouble I had with the NSM mod. Anybody know what's going on? thanks |
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#2932 | |
Bosun
![]() Join Date: Feb 2003
Location: Shadowing you until dark
Posts: 62
Downloads: 54
Uploads: 0
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You can see my mods installed in my sig. I'm running a similar setup. I haven't put a sound mod in aside from the BBC one, but I'm told they shouldn't affect these types of things. Your Watch Crew behaves exactly like mine. They have much better eyes than me. I thought it might have something to do with the "Real Environment Mod" I have in there as I've heard environment mods can (not necessarily) mess up sensor data. According to your post though you're using the default Enviro-mod that comes packaged with RFB (I forget what it's called). As to what the range difference is, I'm not sure but I would say your guess isn't too far off. As for the "smoke patches", unfortunately I've never seen that before, but it sure sounds odd.
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#2933 | |
Bosun
![]() Join Date: Feb 2003
Location: Shadowing you until dark
Posts: 62
Downloads: 54
Uploads: 0
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Tracked an incoming task force in the Ceram choke-point. Got detected even though I was stopped, rigged for silent at 300ft with an AOB of zero to them as they approched ![]() I took damage to the same areas: Periscope shears, Antenna, and 20mm... BUT I heard him buuurning after he ran me down. I know you guys are converting the warships to be (for lack of a better term "tougher") like the merchies. I think that's completely valid as a Carrier going down after 3 torps is little hard to believe, but I hope you take these collisions with the little DD's into account if possible.
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#2934 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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Hi,
I doubt it's possible but what would be nice to have is a kind of 'torpedo load' mode as crew management option. Additional to the standard travel and battlestations modes. Because everytime I want to quickly reload torpedoes the whole crew has to stay highly alert just because I need more men to work in the torpedo rooms at the same time. This is even worse when reloading the external reserves although I can understand the need of high alertness in that case. |
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#2935 |
Keeper
Join Date: May 2009
Location: UK
Posts: 18
Downloads: 117
Uploads: 0
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![]() ![]() I felt after my first pat I needed to stop by and say thanks yes I lost my Sub ![]() ![]() First target was a large modern fired 3 all 3 hit 1 dud tho ![]() DEEP JOY I ![]() |
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#2936 |
Eternal Patrol
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WELCOME ABOARD, Historic!
![]() I first came here the same way, back in 2002 - looking for patches and mods for Silent Hunter 2.
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#2937 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#2938 |
Keeper
Join Date: May 2009
Location: UK
Posts: 18
Downloads: 117
Uploads: 0
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Cheer's steve
![]() Well worked out the miss problem I was getting seems at some stage the game swaped feet for meters and for some point I cant get my head round the Metric system in this game. Tested it out too made a quick mission to sink a ship tried it uses meter's got 70% hit rate but with feet 90% ![]() ![]() |
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#2939 |
Helmsman
![]() Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
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Hello all - new to these forums so sorry for the noob question, have been playing SH4 for a few weeks now and really enjoy it, but stock gets a bit repetative after a while. Always see RFB mentioned as being more realistic/true to life so took the plunge and downloaded.
Looks great and it's amazing what all you modders can do so thanks a lot ![]() Just a quick question however I cant seem to get the camera to move up and down! have been searching round for a bit but cant seem to find the answer in this thread, sorry if it is! Apparently it's the Home/End keys to move the camera is there something I have done wrong on the install at all? or doesn't the camera move in 1.5? no problem if it doesnt at just wondered. Install was silent hunter 4 then uboat missions (from CD) only recently installed RFB Thanks a lot guys |
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#2940 |
Keeper
Join Date: May 2009
Location: UK
Posts: 18
Downloads: 117
Uploads: 0
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camera as in free camera then left click and use mouse and arrow keys mate up and down done by point view up or down and pushing forward arrow key (up has a limit tho)
Hope that helped |
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