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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#7381 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
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#7382 |
GLOBAL MODDING TERRORIST
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Hey Mark!
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#7383 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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#7384 |
CTD - it's not just a job
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BBW!!! How be ye man? Say, we're not hi-jacking someone's thread again, are we?... sorry... but BBW!!!
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"...and bollocks to the naysayers" - Jimbuna |
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#7385 |
Chief of the Boat
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#7386 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 276
Uploads: 51
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#7387 |
CTD - it's not just a job
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Why... that's BBH and Jimbuna at the last gathering!!!
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"...and bollocks to the naysayers" - Jimbuna |
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#7388 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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#7389 |
Samurai Navy
![]() Join Date: May 2005
Location: Greece
Posts: 568
Downloads: 404
Uploads: 0
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Hi guys
After all years i decided to travel a little bit east and south. So i created another 2 installations with s3f. Thinking one of them to use for Indian Ocean camp and the other for the Med. I read at gwx manual that when i want to transfer to far east (10 flottila) the only thing to do is to enable via jsgme "Gwx indian ocean campaign". The ![]() ![]() As for Med must to enable a mod or i ask for transfer in 29 flottila? Please advice cheers |
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#7390 | |
Chief of the Boat
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For Med transfer to 29th Flotilla 10/41 Salamis 5/42 La Spezia 9/43 Toulon |
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#7391 |
Samurai Navy
![]() Join Date: May 2005
Location: Greece
Posts: 568
Downloads: 404
Uploads: 0
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Thanks pal
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#7392 |
Chief of the Boat
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No problem and happy to help
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#7393 |
Electrician's Mate
![]() Join Date: Nov 2011
Posts: 134
Downloads: 101
Uploads: 0
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erm abit of my feedback here:
just reinstalled sh3 + gwx now that my area is in covid lockdown and have aton of time in 'work from home' heh. so glad that this site is still available after all these years, cheers. feedback: 1) ran the naval academy tutorial - torpedo. the idle tramp steamer was able to 'bunny hop' right out of my torp set to fast and aimed right at the bow tip at 1km from 0knot... this is kinda too much for my comprehension haha. is there a way to tone down merchant ship acceleration to adhere more to reality? i think they wouldnt even have time to start their engine irl.. 2) the torpedo trap door seems to close on its own after i have opened it and select other torp. how to avoid this? i wanted to pre-open the tubes to allow quick succession of torp but this automation is not very helpful. edit : hmm tested this again using navigation tutorial and its not happening again.. weird. please ignore this. Last edited by boonie; 06-11-21 at 04:50 AM. |
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#7394 | |
Ocean Warrior
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1. This will help. 2. To keep all torpedo doors open after selecting them requires a change in your commands_*.cfg file found in path <game>/data/cfg. Disable the commands for close torpedo door and toggle open close torpedo tube. May be commands # 309 and 312 in your file if it hasn't already been changed.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7395 |
Electrician's Mate
![]() Join Date: Nov 2011
Posts: 134
Downloads: 101
Uploads: 0
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thanks John, did all the thomson guide and checked the .cfg file.
testing it now |
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