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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,746
Downloads: 171
Uploads: 0
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Very good Ducimus,
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Sub captains go down with their ship! |
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#17 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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I like this mod, but I also like being able to switch the camera to ships using the two hot keys. How can I reenable them?
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#18 |
Rear Admiral
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In the commands.cfg, find "cmd52". Its located there abouts, just remove the semicolon before the key assignments and it will work again.
------- Notes to self: - airstrike.cfg - sim.cfg - fix follow warship tooltip. - add in sub equipment changes |
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#19 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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It looks like its commands 50 and 51. Thanks Mate
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#20 |
Rear Admiral
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Sleep? what's that?
New version up. Mostly stuff i decided to adjust based on complaints ive seen on the forums coupled with past experience with what needed modding in sh3. Oh ya, you should return to port before using a new version of this mod. |
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#21 |
Ace of the Deep
![]() Join Date: Sep 2006
Posts: 1,169
Downloads: 0
Uploads: 0
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Ducimus! We love you! No, really!
Can we take it, that you'll be a part of the team to do the first mega mod on SH4? |
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#22 | |
Nub
![]() Join Date: Jan 2002
Location: Perth Western Australia
Posts: 4
Downloads: 0
Uploads: 0
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Thanks Ducimus for the Mod it works great
I had trouble with a ctd with this part on load on a clean install of 1.1 once removed from the pack all was well. Once again thanks for the work you put in. Quote:
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#23 |
Mate
![]() Join Date: May 2001
Location: Toronto, Ontario, Canada
Posts: 58
Downloads: 9
Uploads: 0
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Ducimus, I would like to add my thanks for this great (and timely) mod!
Hilarious that Ubi rushed the game out the door before the user interface was even finished... Typical. A quick question: Did you happen to notice if there is a working "radar depth" command that can be mapped? Seems to me that this would be a far more useful feature in SHIV than SHIII, and I can't seem to find a key to make it work... |
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#24 | ||
Rear Admiral
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#25 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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Could I get info on how to add the "maximum range at current speed" hotkey added if I for now, don't want this entire mod. I really miss that range information.
I can edit it manually ..should not need a mod just for that one tidbit. ..thanks Rick |
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#26 |
Rear Admiral
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One reason i include the readme that i do, is so that you can see what files do what, and delete what you don't like. Just becareful though a couple files might inter relate in subtle ways. But that i've annotated what changes support what.
Im giving this reply, because i don't want to get bombarded with questions about how do remove this, that or the other thing. As an aside, the name of the mod is "flavored to taste". Who's taste is this mod cooked up for? Well, mine ![]() |
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#27 |
Watch
![]() Join Date: Aug 2005
Location: Brisbane, QLD, Australia
Posts: 25
Downloads: 12
Uploads: 0
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Hi Ducimus,
Great work on the mod, just wondering if it's possible to incorporate nvdrifter's Depth charge shake into yours. As I beleive I can only run one or the other, because of the editing of the *.sim files for the boats. Please correct me if I'm wrong Brett
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To the Men of the Silent Service |
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#28 | |
Rear Admiral
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I'll look into it later. Ive had bigger fish in the fryingpan lately so i havent really gotten a chance to look at what other people are doing. One item of note that i did do in this mod that *might* give a similar effect to NVdrifers mod is the explosion radius tweak i did on depth charges. All that seems to be, is the radius at which you feel the depth charges. I might have to adjust that upward. as i beleive SH3's radius was 30, and i made it 50. Sh4's radius is 40.. so i may have to up it to 60. I think how much shaking you get might depend on the displacement of the boat. One item that you really have to watch out for when you tweak with that variable is not going overboard with it. On a whim i put in a number like 100 (or was it 1000?) in the explosion radius to see what it would do when experimenting. What happened was the force of the depth charges exploding acutally propelled the boat in speed. Very ludicrious speeds at that. Not to mention alot of shaking . NEXT VERSION : At any rate, i just got done looking at Increasing the rate at which flood water is pumped out of the boat. That looks like a dead end. After looking at the sub damage model again, im of the opinion that Ubi did some fundamental changes to the realism setting "realistic damage". The reality is if your pressure hull was punctured while submerged - your screwed. If punctured on the surface, you couldnt dive. It looks like how they accomplished this was a bulkhead piece of equipment, and making the floods fill in faster then you could pump them out. The more damaged your bulkhead is, the more water you take in. Im gong to stop looking at the sub damage variables. I also got done looking at SD and SJ radar, and i *THINK* ive fixed the inconsistancy in their behavior. (IE not working, or working too well.) im going to restart a new carerr and test it out for a patrol and see if the squirly behavior is fixed. If it is, i'll include this file in the next update to this mod. In addtion i have "radar depth" (acutally snorkel depth) renabled. And sincei m on the subject of radar, it touches on one important subject that alot of players are having trouble with. AIRCRAFT! I think what's going on is the max visual distance is 9K in this game. Considering the speed of aircraft, this is a major handicap on the player because without a working SD radar because there is absolutly no way you can dive in time if you've visually spotted the plane in your 9KM max range. All it takes is one good aircraft bomb and you've lost the boat. So radar is CRUCIAL. Why not up the max visual range? Two reasons. 1. If radar is working, no need to. SH4 seems to very radarcentric, and i have no problem with that. 2. more importantly, increasing the max visual distance also increases lag and degrades system performance. This is why ive spent time on radar. If it turns out i havent fixed the radar, then what ill have to do then is go back and lower the speed on aircraft so they don't travel as bloody fast so you can acutally have time to dive if you see them at 8KM distance. Sort of a workaround for a broken function. But this is a worse case scenario. Im very hopeful that i just fixed the radar. |
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#29 |
Watch
![]() Join Date: Aug 2006
Location: Germany
Posts: 25
Downloads: 1
Uploads: 0
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HI there....
i just want to let you know that the game wont load up with your Mod installed for me. It gets to like 75% of the initial loading screen and then BTD. (Vanilla SH4 1.1) €dit: It has nothing to do with the Intro Movies ^_^ Errorcode: AppName: sh4.exe AppVer: 1.0.0.0 ModName: utils.dll ModVer: 0.0.0.0 Offset: 000103bc thanks anyway for all the work ! Last edited by Engel; 03-28-07 at 03:34 AM. |
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#30 |
Rear Admiral
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Thats just weird.
Try deleting all the *.wav files in the sound directory. Sometimes all it takes is a soundfile or two your system's not liking. Particuarlly if your using an onboard soundcard. Other then that, not sure what to tell you. |
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