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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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I just whipped up an English version of the hourly chart. It's huge (file size wise) though, need to figure out what compression to use on the DDS.
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#17 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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![]() Quote:
http://www.gamedev.net/community/for...age=1� |
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#18 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Perfect! Just what I needed.
Here's the standalone mod: ![]() http://www.filefront.com/16472655/Ne...by_kylania.7z/ Just install this via JSGME after NewUIs_TDC and it'll replace the images with English headers one. There's one hiccup with it and it's the ingame tooltips. In order to not have to update the menu.txt constantly, I've not touched that file, so you'll see this: ![]() Just remember Std = Hour and Min = Min. Or just that Not Min = Not Min ![]() I'll poke TDW about if he'd like to include this with his mod. |
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#19 |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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Awesome, downloading as I type. Thanks for taking the time to do that.
I really am beginning to enjoy SH5 a lot more than I was thanks to this great mod. If there are any other noobs like me to the series, I recommend you download the mod and refer to Kylania's installation video linked earlier in this thread. |
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#20 |
Black Magic
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added the english version of the charts to the UIs mod. Added a new user option that allows you to set whether the German or English version of the charts are displayed in game. Default is English
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#21 |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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Hmmm, does this mod override some TDC realism settings in the Gameplay section in Options? I've just completely missed two merchants passing fore and aft of me, both at 450m and I have no idea why.
I'm not familiar with this game for any manual TDC trickery just yet so was relying on auto TDC. As far as I recall I definiately had manual TDC unchecked, although in an astoniishingly lame feat of design, you can't even review your current difficulty settings whilst on mission because the Gameplay settings tab in the Options screen is disabled. I locked on to each ship before firing and positioned the scope slightly ahead of the mid sections of the ships and fired. The lock on marker was green, presumably indicating a good angle? Looks like that torpedo firing tutorial at the start of this game is even more worthless than I originally imagined as it bears absoluetly NO relation to attacking ships in a real campaign. I didn't think it was so easy to miss with auto TDC enabled. Or it may be my utter noobishness shining through. Any tips and advice would be welcome ![]() Last edited by Seefer; 05-17-10 at 07:06 PM. |
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#22 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#23 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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![]() Quote:
Finally managed to sink 5 Merchants and the Patrol mission shows as completed so that's some reknown in the pocket I guess. Now I'm off to resupply and continue ramping up my tonnage target. I also learnt something new...that aft torpedo is a one shot only and can't be reloaded ![]() |
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#24 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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![]() Quote:
![]() http://www.filefront.com/16475805/Co..._by_kylania.7z Simple convoy intercept. It starts to your west, just intercept it and sink a tanker and a cargo ship. There may be escorts. ![]() It's December, in the North Sea, so expect moderately bad weather and not a lot of sunlight. Hydrophones will be your best way of tracking the convoy at first. Install via JSGME just like a mod and it'll appear under your Historical Missions menu option, under "Convoy Intercept Practice" |
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#25 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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![]() Quote:
I'm glad I pumped a bunch of points into my sound guys hydrophone Direction Finder passive ability ![]() |
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#26 |
XO
![]() Join Date: Sep 2007
Location: looking in the bilge for a bottle opener
Posts: 416
Downloads: 210
Uploads: 0
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About the one rear torpedo...you do know that there are also external reserves? But they can only be reloaded when the boat is on the surface.
The Dark Wraith's mods are some of the best I've seen so far. I use the SH3 version, but they are all good. Manchester UK? I used to live there before getting kidnapped and ending up in Denmark! I miss Hollands meat pies & Crunchie bars! |
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#27 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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![]() Quote:
The VIIB+ had reserves for both fore and aft torpedoes. |
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#28 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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![]() Quote:
You're not missing much in Manchester. Still rainy and dull. Want to swap? I'd forego Hollands pies in a second to move to Denmark ![]() |
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#29 | |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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![]() Quote:
It's just that I wouldn't mind a small room for a plasma TV and Xbox360 ![]() |
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#30 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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The rear compartment does change, the VIIA has a little desk while the B/C/C41 have a alarmingly always-open torpedo tube.
In real life there were differences in the internal layout of the A and the other boats, but I can't remember off hand if they change so drastically in game. I doubt it, if only for the fact that you'd only be using the A a short time so the time and resources to fully model it wouldn't be worth it. |
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Tags |
contact icons, patrol, patrol missions, vontacts |
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