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#1 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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I was having similar issues. One being I couldn't find the dock overlay, was pretty simple to add ships docked at a port in SH3/4 now I can't see the dock to lay them out. Working on figuring that out as well.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#2 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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.misGE did the trick. That is new from SH3/4 to my knowledge, .MIS used to be suffice.
I see what you mean about the roster pulls. Unless there are new reference files we are unaware of, it is randomly pulling as far as I can tell. The only way to place historical units would be to create roster entries and that gets...... On 2nd thought that would be far too much trouble. |
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#3 |
Torpedoman
![]() Join Date: Apr 2005
Location: Wales U.K.
Posts: 119
Downloads: 304
Uploads: 0
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So could you lay out the necessary files and file names and the file paths for something as simple as putting a Uboat in the Baltic and getting it to show up and work in the game?
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#4 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() Quote:
Was something they introduced in SH4 to keep the German campaign seperate from the US - stayed as mis Noticed the choice to pick your side - allied or axis - in the ME so Axis would save as a misge then Well I think the docked units are random from the roster as they change every patrol Though I popped into Amsterdam the other day - late 39 - and there were 3 British and 3 German merchants docked together lol Which is worrying In Bergen all merchants were British So who knows Did drop a PM to Dan the dev to see if there was a tutorial knocking about or someone who could answer a few questions but no answer Guess he is busy bug fixing |
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#5 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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I just noticed the allies / axis as well. I am actually very glad they kept this as it will allow MP missions from an allied perspective, as well as SP ones.
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#6 |
Machinist's Mate
![]() Join Date: Sep 2006
Posts: 125
Downloads: 33
Uploads: 1
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Objectives requirement -
In SH3/4 you did not have to have an objective. If there was none present, the game would start and continue indefinitely until the host ended the session or all players quit. It seems that now if you don't have an objective, the mission will start and after about 30sec or so display the "mission complete" message and terminate. Is there a "generic" type of objective you guys are using to satisfy this? Some missions in multiplayer form simply do not require objectives. We don't want someone accidentaly sinking "too much" and ending a mission that everyone else is just starting to enjoy after 2hrs investment (IE: Stock Missions) |
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#7 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Add in a type of ship not in the mission - say carrier Put that carrier hundreds of miles away from your mission location and have the objective as sink the carrier Should never be completed unless campaign has one sail past you |
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#8 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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If you do that then the player will have this unachievable (realistically speaking) objective constantly on their screen.
Why would you make a mission without an objective anyway? Obviously you're intending something to happen, why not make that or part of that an objective? |
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#9 | |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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It's not like merchants are allowed to shoot each other in a neutral port. Seems perfectly normal to me. Brits sailing into a German port is pretty weird though, unless it's right after the war breaks. |
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#10 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Though the lack of anything Dutch was a worry And that doesnt explain why Bergen in late 39 had all Br merchants and warship patrols lol AND after the Dutch have fallen Br ships still sail along the Dutch coastline with really nowhere to go that isnt occupied Anyway Piri Reis Nice observations and great to have them written down Picked up on a couple of those myself though not the nodes part so nice job Off to have a look at the Generaters and convoys to see how they work Will do a write up if figure it out Maybe this thread should be a sticky as full of interesting information |
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#11 |
Sea Lord
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Really nice information guys!!
![]() Hopefully we will have some historical harbour ship population. One can also have a look into my WAC mod as I spent several months of work to experience docking times of most big battleships. especially the german ones! greetings Han |
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#12 |
Sea Lord
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Hi!
Yesterday evening and today I worked a little bit with the ME and the harbour traffic and I experienced some interesting points... at least for the harbour Kiel. 1.Docked ships create an enourmous FPS hit! i.e. 15 added ships approximately 15-20 FPS 2.Until now I found no way to edit the harbour traffic layer... everytime I wanna change something in position, etc, I had to rework with an editor. But I think this may only be for the moment. ![]() So.. that´s it for now. greetings Han |
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