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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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I finally got a chance to try the new mod, and well, I'm not having a good run of it. I didn't install the flotilla files or the milk cow CFG because I don't want the milk cow mod. I didn't add the milk cow type IX, either. I downloaded the AI crew reflections pack as well. I didn't ass the Turm9 files because I thought that was for the milk cow type IX. I updated the sub CFGs that were provided with the pack as well (minus, again, the milk cow type IX). Now, when I start the game and go to the Museum, it loads halfway then crashes. I removed the dolphin thinking it was that - still crashes. I have custom skins downloaded and converted for the AI IIB. Thought that may do it, but it isn't that. I got rid of the Turm7c_8 and Turm7c_9 files, but they weren't the cause, either. I have no idea what it could be. I don't want to reinstall SH3 with all that I have done to it. If I have to do that, I may just pack it away and hang up my cap.
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#62 |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
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Unless someone has fixed it I am very leary of the "Milch Cow". It plays just like the neutral ports if your damaged it just fixes your damage then gives you default torpedoes ( takes away any you may have had special ) refuels your sub and kicks you out the door, and if you have a few nice "Sinkers" in your log you won't have by the time your kicked out of this Milch Cow or a Neutral port. I've never been able to load the torps or pick different gear ( if gear available ) or still have my "Patrol Grid" to go to. Whats the word SH3 uses "Null" I think? Anyway you just pick any place to go and just figure its a memory loss (
![]() ![]() BdU: Well Captain I see you did not sink any ships this last patrol, but they sure hit you pretty hard according to the Milch Cow report. Whats your story? Me: Duh gee BdU I can't remember. ![]() ![]() So untill I see that the "Milch Cow" and or "Neutral ports" treat you just like your home port in every way then I'll d/l. But no offense guys for I personally could not have even got the ole "Milch Cow" out of the pasture in the first place. I'm sure with all this intelligence on this board that one of you will crack the ice and make a good one. ![]()
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#63 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
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The thing that happens after a milk-cow visit is like I have started a new patrol. I get renown and medals promotions etc for what I have acomlished only after the milk-cow. What happens before is just gone! ![]() Does this happens to some, and some don't you said? Maybe Sansal can answer this? |
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#64 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Syxx,
I think that you need to put the new AI Type IX because he is in the SCR layer. No problems here, this new type iXB AIuboat will only appears as a milk cow unit. I guess that is the cause of your problem. Let me know your solution... :hmm: Elder-Pirate, Thanks for the comments. ![]() The milk cow mod is not totally 'bug' free as well as the visibility mod, Ai uboats, Wolf pack, air stuff, radiolog, etc, etc... Only with the SDK we will able to do a really 'bug' free mods. HT mod have it's issues too: the ships on the ports when you return from a patrol are sometimes over the harbour structure, the DDs on water level, etc. SH3 stock game... you know... a lot of bugs and faults. So, use or not the milk cow feature is optional, depends on yours tastes. I like it and his little faults (in my opnion) don't are enough to put this mod out for me. But it's absolutally possible to use the new HT 1.46 without even notice the milk cow features. Just a player's choice. ![]() Rubini. |
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#65 | |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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![]() I wish my first patrol went as well as fixing the crashes. Got bombed and couldn't dive. Sank a coastie and hoped I could get back to Brest without having to dive. When I sank the coastal merchant, my NA said "She's going down." I've never seen that before. Did the latest version of HT change that? If so, would it be possible to have it be the old Target Destroyed. I kind of like that better (it's a CAOD thing ![]() ![]() Btw, what are the flag DATs for? I'm using some higher res flags that I downloaded quite a bit ago. I placed them in the Textures folder, so they override the DATs anyway. |
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#66 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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rulle,
-Sansal told me that he don't have problems with his the original version and still not play this new version (but the structure is the same...). Let's wait a bit more. More peoples will write their experiences and comments. I will try a deep test tonight. Syxx, -No. I'm not mess with NA messages. But , wait! I use the Rub's flotilla 1.44 even for the standalone version. Yes is this. rulle34 ask something similar. Probably is the en_menu.txt file...I will look in and if you have more info just contact me. -New Flag.dat and FlagS.dat is to support the new countrys in the game. Spain for example. FlagS.dat is for the small ships. The flag of the Spanish fishing boat for example will not appears if you don't use this new file. It's another Sergei's great work. Rubini. |
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#67 | ||
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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4140=She's going down! 4141=She's going down! 4142=She's going down! To: 4140=Enemy Unit Destroyed 4141=Friendly Unit Destroyed 4142=Neutral Unit Destroyed Quote:
Still haven't seen any dolphins yet. I want to see some living, breathing fish (other than the metal kind)! :rotfl: |
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#68 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Rubini. |
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#69 |
Grey Wolf
![]() Join Date: May 2005
Location: USA
Posts: 978
Downloads: 5
Uploads: 0
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is this mod compatible with improved convoys?
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#70 | |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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#71 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,723
Downloads: 171
Uploads: 0
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Hi, this is a little confusing, what's the difference between "U-Boat reflections mod" & "Sean's default hires textures", the readme in either of these mods is by Sergbuto, are either of these persons related to Rubini?
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#72 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
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Hi Rubini.
A little feedback for you as requested. 5/8 1943 departed lorient in a type IXC exiting harbor traffic works perfectly 5/15 grid BF12 sunk a destroyer 5/15 grid BF11 sunk a tugboat by gunfire(so far not exactly a tonnage king) headed towards grid AK56 to meet U-461 on station until 5/25 5/19 18:33 arrived grid AK56 SE quadrant. Ordered radar search. Weather ruff, heavy seas, distant lightning. 5/19 20:35 Radar is intermittent, ordered dive to 25m. I drew a 30 km radius around the blue marker and set up a search pattern my initial heading is due west 270 deg. 5/19 21:00 sound contact! 042, warship, moving slowly. immediately ordered ahead full, surface, changed course to intercept. 5/20 00:02 sighted milch cow. Dark, stormy seas, will stay close until daybreak. 5/20 04:27 closed on type IX resupply sub. my speed was 5 kts and the AI sub started doing evasive manuevers. I backed off, reduced speed to 3kts just barely overtake him and evasive manuevers ceased. seems like if I close in very slowly AI does not respond. AT this time I was able to close within 5 - 10m of the AI sub keeping station at 1-2 kts. I hit escape/exit mission/dock at u-461/start mission 5/20 17:46 mission starts with both subs still sitting side by side. I'm full fueled and loaded. 12 hours resupply. I'm using SH3 Commander. Resupply times at milch cow worked perfectly. (this was a serious concern) both ships that were sunk disappeared from credits(known bug in the game?) weather at time of docking stormy/weather at time of commencing very calm(no big deal) I screwed the messages up cutting and pasting. I'm getting double messages now. (will fix tomorrow) I've got a couple of screenshots of both subs close together at sea but really don't know how to send them. All in all I'd say a resounding success! except for losing credits everything worked as advertized. Somehow there has to be a workaround to keep the tonnage earned on the way to the resupply. Thanks
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#73 | |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
Uploads: 0
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This might screw up the Museum (because of the new Type IX), but your mod seems to work ok in my Campaign game... only problem I saw was that...apparently... there is no reflection for the AI IIB Hull... but, the AI IIB Tower reflection works great... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#74 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hi guys!
Very good news! ![]() ![]() First of all I will write the good news. After that i will reply the posts. I finish my first campaign patrol with milk cow meet. The first word: all works well, very, very well. The credits for ships sunk, the renown, the Captain/patrol/campaign logs. All is ok. So lets clarify something: In the stock game if you don't use your crew awards (medals, promotions and qualifies) you will lose them even if you are in home base. They are not accumulate for the next time (when you dock again at your home base). But your log, tonnage, renows and credits are always accumulate. So this is the same whith the milk cow mod. The only things you will lose are yours crew medals/promotions and qualifies, but only if you don't use them at the milk cow base. Your renown, logs and credits will stay there when you return to home base. Just open your log on home base and notice your renown/credits and tonnage (look at Patrol1, Patrol2, etc...): they will be all with you! ![]() So no more doubts: use yours crew awards (medals/promotions/qualifies) in the milk cow base if you want (or you will lose them). And don't hurry about your renown/credits/tonnage and log. They will be with you when you dock at your home base. Edit: your personal medals (like Uboat Front Clasp, for example) will be carry with you too. Rubini. |
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#75 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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HEMISENT,
-First of all, no more doubts about the milk cow mod. It works very well. See above! -About the AI evasion manouvers we have two possibilities: we can put the milk uboat just docked in that blue point (to allow a side by side departure) or mantain the things as you saw - this way the search for the milk unit is more challenge and realistic (I guess that the germans should not have GPS in the WWII... ![]() Duke of Earl, -You are right, I forgot to put the AI IIB Hull .dat file with reflections. So here are a new link with this forgotten file...sorry! http://rapidshare.de/files/6095659/A...ctions.7z.html Rubini. |
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