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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#436 |
Watch
![]() Join Date: Dec 2009
Location: Strait of Gibraltar
Posts: 23
Downloads: 146
Uploads: 0
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I added sound and starshells to some ships and im having only starshells working so far, seems that only the head of the convoy shoots the starshells
no sounds rn, the sound used is the scc announcement and horn/whistle for civilian ships, i was unable to find this sound in the mod sounds folder i think is because it´s not working so im going to add one in entrie 91 and the other in 92 and see how them works ![]() |
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#437 | |
Black Magic
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#438 |
Watch
![]() Join Date: Dec 2009
Location: Strait of Gibraltar
Posts: 23
Downloads: 146
Uploads: 0
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Ops kk, then waiting to this nice feature.
Flares looks nice hope the sounds do the same ![]() |
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#439 |
Black Magic
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#440 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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![]() ![]() So I am off the east coast of England when I come across a unescorted convoy,with no less than 6 troop transports and 6 tankers and various other merchants. It's Christmas in March! I set up my attack and release my first fish (rear shot at a tanker) when all of a sudden all the ships start adjusting speed and direction. They've seen my scope ... but why are they firing all of their guns ... and in the air? Better make the attack on this Troop Transport that is now about 400 meters in front of me ... set the torps depth ... check the AOB ... looking good ... bow caps open ... right in front of me the transport bursts into flames. Several bombs find their mark and rip through the ship. Huge fireball, debris flying everywhere ... and I start taking damage. WTF! The radio, electric motors, stb diesel and hydro are all damaged. I have minor flooding. I look around in the scope and it's the Luftwaffe attacking the convoy! How great is that! I watch for a few moments as they orbit, pick a target, make diving attacks ... ON ALL MY TARGETS! They sky is full of flack and explosions. Ships, my ships, start bursting into flames. Pieces flying all over. Seems my contact report I sent prior to my dive was received and acted on. Now they are here and I can only assume that because I was within 400ish meters of the Transport that one of them attacked I took residual damage! That or they missed with a bomb and it hit me! After my initial hit on a Medium Ranger Tanker I managed to get another tanker and two of the Troop Transports. The luftwaffe inflicted major damage, hitting no fewer than six ships. (All the planes were shot down from what I could tell). For the next hour or so, it was amazing. Ships that had been hit suffered internal explosions to various degrees. Nothing was the same on each ship, some would slowly go under as fires spread, others looked to be containing the fires when all of a sudden a massive explosion would tear it apart. After each sinking a oil slick would mark the spot of the ships final moments. Some where black, others were black with a little white in them. Non on end, all looking ... well ... like oil slicks. Fantastic! All tubes expended, the motors in various states or repair, the main pump was restored. Dieter Epp almost wet himself. The convoy is trying to reassemble after taking sever losses from the air and under the water. This is what the game was meant to be. I would say that version 0.0.13 is working very well. |
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#441 |
Black Magic
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sounds exciting
![]() You more than likely received blast damage from the plane bombing the ship you were close to. I think the vessels taking damage from fires is a wonderful thing. Add a whole new complete element to the game ![]() |
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#442 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Very nice. And the AI vs AI battles are just awesome. Coolest one so far was the battle for Malta where the Luftwafe is raiding the port every day. So when 10 bomber meet more than 10 war ships and the port defense.. is almost like Pearl Harbor, smoke and fire all over.
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#443 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#444 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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I sent a contact report prior to my dive ... about 30-45 min later they arrived and attacked en force. The setting for contacts is whatever the default is in MO/6.40/which ever for Radio contacts ...
Yes, using IRAI (settings at 90/95 for sonar), Here's my mod order: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 NewUIs_TDC_6_4_0_ByTheDarkWraith FX_Update_0_0_13_ByTheDarkWraith FX_Update_0_0_13_UHS_Fix FX_Update_0_0_13_BARF_1_3_Full_Fix IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith AirTorpedoes NewUIs_TDC_6_3_7_AltAdvSpeedGraphics_by_naights NewUIs_TDC_6_3_7_U-Jagd_Chrono sobers base wave mechanics for SH5 V12 sobers base sky mechanics V1 SteelViking's Sky Banding Mod sobers smaller water drops sobers real trees 1.0 Window_Lights_Redone_V1 Trevally Automated Scripts v0.5 A Fistful of Emblems v1.51 renow_points_0_compatible a fistfull of emblems version_by stoianm Grossdeutscher Rundfunk Capthelms SH5 Audio Mod sobers talking conning crew mod NewUIs_TDC_6_4_0_New_radio_messages_German Lite Campaign LC 1.2 Open_Horizons Black_Skin_albrecht Church's SHV Emblems Felix Church's Uboat Clean Mark (3D Views) Church's Compass Dials Mod v2.1 - Option Two Church's On Station Search stoianm colored exterior mod v1 (low color) stoianm Atlantic blue water color for MO stoianm EnvNights compatible blue Atlantic water for MO (low)v1 Church's SHV Blue Underwater Mod v1.0 Church's SHV Impurity v1.0 Naights Submarine Textures (internal) V1.1 NewUIs_TDC_6_3_7_No_contact_shapes_or_colors_no_co ntact_line Church's NavMap v1.0 - Grey Waters sobers realistic hydrophone operator SH5 NewUIs_TDC_6_4_0_Real_Navigation Church's Base Fog Mechanics v1.0 (variations on Sobers work .. WIP) |
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#445 |
Black Magic
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If by chance one of the planes was in the area then it would more than likely call for backup. What probably happened in this scenario is he radioed in a contact report and they came to his aid.
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#446 |
Black Magic
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@ Church SUBSIM: do you think the flare water 'reflection' is too bright (the red circle on the water)?
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#447 | |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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#448 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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Awesome combat report. Speaking about the behavior of the AI, there's two things I don't get.
1. Do friendly naval units have the same behavior? In a test mission I created, with my sub near an enemy freighter and an AI uboat some 10 km away, when I radioed a contact report the other uboat did not react at all. 2. Do friendly AI units react only to convoy reports, or also when you report just one ship spotted? |
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#449 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#450 | |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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In regards to the brightness, it's pretty close imo. A little tweaking down might be in order. Given that image is from the day, it looks pretty bright, but at night, it should be the brightest thing around, rivaling the sun (it is a nautical flare after all). Wondering it it's tweaked for daylight effects, will that dampen the night as well? ![]() ![]() One thing I did notice in this latest installment of the FX mod, when the flare is fired, there is no longer a pause in the game. Previous version I knew without even looking when a flare went off. That or it's the fact that I just replaced my nVidia GTX280 (One nVidia engineer turns to the other and says, "Lets see how hot we can make this card run before we fry the memory and produce a grey screen of death at startup!") with a Gigabyte ATI HD Overclocked 5850 (One ATI engineer turns to the other and says, "Let's see how much awesomeness we can pack into this card and make it run at 42˚, and we'll sell it online for under $189!") Can't say for sure. Last edited by Church SUBSIM; 03-05-11 at 03:28 PM. |
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