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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#211 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
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Hi!
I am playing with the Epic Mod 2.27 (Main Mod), and my US sub is tracking an Oscar-class SSGN at 95% solution. When I am abeam of the Oscar, it shows the Oscar has the following sensor values: Active 10When I move into the Oscar's baffles, it shows Active -50Shouldn't it be something like this when I am in the baffles of a sub with a towed array? Active -50Thanks! ![]()
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#212 |
XO
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i generally spend my time modding games ill look at the values for you
so "Pablo" if they dont get back to you message me k Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-22-21 at 09:30 AM. |
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#213 |
XO
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k so my new version of EM 2.27.b is up
Epic mod ver 2.27 Tweaked files Ver 7.b-r ( VIIB-R ) this is exactly the same but the "campaign map speed modifiers" have been reset. "the R stands for restored" its were i all ways place em Downloads / Coldwaters / Gameplay section ill make a + version when i can Epic mod ver 2.27 Tweaked files Ver 7.b+ ( VIIB+ ) this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod so if a mission is 48 hours it would now be 192 hours so 8 days for that mission given stores & Decoy Expenditure and maybe damage thats probably extra time enough id say ------------------------------------------------------------------- expanded campaign ideas would be in the later part of the war the navy dose : 1.) more land strikes 2.) dedicated hunt missions for ssn , ssbn , ssgn vessels 3.) assault missions so softening up set targets 4.) patrol missions in designated areas to limit aid getting in 5.) mine laying Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-22-21 at 03:01 PM. |
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#214 |
Nub
![]() Join Date: Sep 2020
Posts: 3
Downloads: 6
Uploads: 0
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Hey,
i tried playing with the Epic mod and tweaks VIIB-R. i am unable to go anywhere fast on the map with this combinations, making it impossible to intercept enemys on the campaign map. here is a video of a LA class on the campaign map: greetings, nitro Skirata |
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#215 |
XO
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the original setting are used on Ver 7.b-r hence i made (VIIB-r) in the first place to restore em those setting are :
MapTimeCompression=3600 all so all Campaigns are at same Time Compression Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2 campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2 campaign003 - NATO (2002) Global Map-MapSpeedModifier=1 campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1 campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2 campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1 campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2 campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1 campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1 campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2 campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1 campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1 campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1 campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2 So what im saying is you are playing the mod at the map speed that was intended by the makers Surface Ships are faster then subs so you need to predict were you want to Intercept them on the map and set your Vessels Course Accordingly Also remember that both mouse buttons do Vessel speed so : LEFT MOUSE Button is faster + RIGHT MOUSE Button is slower - but you all ready knew that ive put it in hear for other that might not know Hope this helps Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-27-21 at 10:39 AM. |
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#216 |
Nub
![]() Join Date: Sep 2020
Posts: 3
Downloads: 6
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So, is the slowing of the player submarine a feature of your tweaks?
because those values do match up, but the sub still only crawles, when the tweaks are enbled (player sub speed with tewks is about one fouth of the one for straight Epic mod). In the video i posted, i alternated between left and right mouse for movement. also one can see, that merchants are able to outrun a submarine travelling at 35kts greetings, nitroSkirata |
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#217 |
XO
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yer rates
your speed may affect your depth too im a bit rusty on campaign stuff so for example : left click = 30-35kts, 900ft right click = 25kts, 300-400 ft stopped = 5 kts, 50-150 ft Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-27-21 at 01:54 PM. |
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#218 |
Nub
![]() Join Date: Sep 2020
Posts: 3
Downloads: 6
Uploads: 0
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Ok, figured out what was going on
the reduction in starting bells, was not only influencing the combat entry speed, but also the campaign movement speed. greetings, nitroSkirata |
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#219 |
XO
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sounds right id forgot about that id also forgot about the depth thing can be use by setting the default x3 x3 settings so
x3 telegraph x3 starting depths might need a re do then like i said a bit back this is why ive resisted doing campaign changes till Ver 7 so : PlayerStartTelegraphs=1,2,6 then make sure not to be moving on intercept cheers for bringing that back to my memory "nitro Skirata" ive been doing coding and models so much also audio and graphics ive forgot stuff about campaigns got a lot on atm also p.s cheers for using the mod Real subs dont charge around tho at flank very often kinda defeats the point of being silent hence my changes but yer with mission time limits in mind yer also you need to be able to go flank for when you need to Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-27-21 at 04:04 PM. |
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#220 |
XO
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ill change it then re upload it after testing
ill rename it too so its different from the other version and remove the B-r version to be safe also Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 01-27-21 at 01:00 PM. |
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#221 |
XO
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my other main new features im still testing
so for now use this version "5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC" ill release a 5.6 - Epic mod ver 2.27 tweaks Ver 7.d VIID with new features when i can or it can be in epic mod 2.28 or the other mod when that comes out ANY one that used my older 5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r VIIB-R use this instead 5.6 - Epic mod ver 2.27 tweaks Ver 7.c VIIC its were it usually is Downloads / coldwaters / gameplay Stay safe all Steel Shark
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"History is Written by the Victors." |
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#222 |
Swabbie
![]() Join Date: Jan 2013
Posts: 6
Downloads: 67
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Hello everyone,
After installing the Epic Mod 2.27, I noticed something weird : enabling english text and voiceovers in the in-game settings modifies the "worldscale" and speedmultiplier values! It changes from.... worldscale=0 speedmultiplier=10 to this..... worldscale=1 speedmultiplier=11 Does it mean the russians play at 1/1 distance scale and 1.0 speed, and the english people play at 1/2 distance scale and 1.1? English and russian versions play at different speed? |
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#223 |
Gefallen Engel U-666
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nitro Skirata!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#224 | |
Mate
![]() Join Date: Apr 2020
Posts: 54
Downloads: 24
Uploads: 0
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With introduction of wake-homing scale and speed values were locked at 1:1 for everyone more than a year ago. Later I've used those parameters in options to make language swithchable from the game and eliminate need for separate config file. So now these parameters influence only language and voiceover. Speed and scale are hardcoded to be 1:1 for everyone. |
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#225 | |
Swabbie
![]() Join Date: Jan 2013
Posts: 6
Downloads: 67
Uploads: 0
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I've been too busy playing TWos. And still playing. The best game of all times
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I played with one of the old subs ( a permit class I think) and the game seemed to go much faster than what I'm used to (I play on 1/1 scale and on 1.0 speed on vanilla) The sub accelerates from 5knts to 10 knts in two seconds. The torpedos also seemed to go faster But i'm surely confused. I'll try some other missions tonight, with other subs |
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