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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#10 |
XO
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Ive had to attend to Family matters of late how ever last night i fully reintegrated all my pre existing DMC work in to the latest DM Version and have added :
New Audio+ Version 2 so all existing features then : ONGOING = Audio File Editing to make the files shorter in run time but sound just as good to cut down on audio clipping in Game NEW = Fire Missile Ver 2 NEW = Fire VLS Ver 4 NEW = TransientKnown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy NEW = TransientUnknown Ver 1 you cant hear the enemy sub Launch sfx you wouldent unless you were the sonar guy NEW = PlayerCavitating Ver 3 Both Russian & English New = Pack & Nato Huds so now theirs 2 totally different ones New = Dive Missile Huds Duel Versions New = Separate Surface Variation Hud Elements for Pack & Nato New = CCC ( Custom Configuration Changes ) i used to add tube sizes my self for weapon tubes this is no longer necessary now as they have done this now by default so : New = Readjusted Tubes basically i,ve removed my size labels on the tubes New = C-Sharp Edits & Code Changes New = DEX Mod Description Expansion Mod The main aim of the mod is to identify the Different Types of weapons in Epic Mod to assist in playing The game by knowing: What they do so for example is the missile a anti-ship missile or land-attack missile Is the torpedo a wake homing torpedo or a wire Guided one ect I’ve made these Abbreviated Information weapon Types to help with weapons management this will Massively help the player in choosing the right Weapons to Load up at port or use in combat BEAR In mind they have to not exceed a certain character length or they will go over hud elements Key Meaning : Rd-Hm = Radar+Homing = this is a special one certain weapons Rd = Radar Ir = Infrared Wh = Wake Homing Wr = Wire Guided Hm = Homing Un = Unguided Ww = Wire Guided + Wake Homing Int-G = Internal Guidance = SLBM the Abbreviated names had to be a certain length to fit ok and not go over hud elements so i came up with these bear in mind the names of the weapons have to fit as well --------------missiles (Multi-Role)Rd = multiple target types so Missiles/Aircraft/Ships ect (Anti-Ship)Rd (Anti-Sub)Hm (Land-Atk)Rd (Duel-Role)Rd = so twin target types ect ship/sub or Aircraft/missiles ect (Anti-Air)Rd (Anti-Air)Ir (SLBM) Int-G --------------anti ship torpedoes (Anti-Ship)Un (Anti-Ship)Hm (Anti-Ship)Wh ------------anti sub torpedoes (Anti-Sub)Un (Anti-Sub)Hm (Anti-Sub)Wr --------------duel role torpedoes (Manual)Wr = no sensors so its fully guided you till target impact (Duel-Role)Hm (Duel-Role)Wh (Duel-Role)Wr (Duel-Role)Ww --------------Counter fire torpedo (Cntr-Fire)Un ---------------anti torpedoes (Anti-Torp)Hm ----------------decoys (Decoy)Un (Decoy)Wr This will be a alt version or a JSGME Optional Addition Mod Ongoing MSO mod = (Meaningful Signature Overhaul is at 80%) ish ALSO My Old countermeasures work has been reused and im testing New & and older things ive already made for DMC so NO MORE only decoys and Moss Variants !!!! Stay Safe all Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 09-15-21 at 11:23 AM. |
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