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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I will see if i can fix the flotation... but i can not guarantee.. i will ask TDW or Rongel how i can rework a .sim that has not a gr2 in sh5 (maybe i must to look in the .dat file)... they have sure an answer for me |
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#2 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.
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Stormy...... |
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#4 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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The bouys are set up according the IALA A standard and will guide you out and inside the port and also mark the safe waters, see here. This system will be implemented in every player base in all campaigns. If Sober will work out the terrain, these buoys will be a great help when sailing in shallow waters. |
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#5 |
Black Magic
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You may see 'floating' subnets if you save/reload. I'm trying to figure out why currently. Just some FYI so people don't freak out about it
![]() The PT Boats will act strangely or irratically until IRAI v32 is released. |
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#6 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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![]() ![]() But of course the nets will be there in the release version, no doubt. |
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#7 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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iam about 80Km NW of Malta at current, there is a battlegroup in range including 1 Dido light cruiser... german Stuka bombers, equipped with bombs attacking the cruiser, they fly in dive bomb attacks and sometimes manage to break through the AA defence but wont drop any bombs on it
![]() ...iam following this group quite a while and at the beginning the group had 2 dido cruisers, not shure if this is the same group or if german planes sunk the second cruiser.
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Stormy...... |
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#8 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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They will drop it eventually, this campaign is full with Luftwaffe vs Royal navy battles and the germans are deadly precise. And Malta is just a huge battlefield. Make sure you save the game before approaching Valletta!! :P |
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#9 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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then 2 Sunderlands approached me, i dint fire and they just flow over my head doing nothing, then the sunderlands together with a BF109 approached an british DD and bombed him...
...i must say the german secret military service use damn dirty tricks here ![]()
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Stormy...... |
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#10 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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Hello Zedi, I have some questions.
1) The two new ships is wrong displayed in repaer´s UI Mod (v.4.14)-"Erkennungshandbuch": ![]() 2) Your mod make changes in floatation model? The ships sinking now by me too fast! I installed only 2 new mods (Das Campaign MN and stoianm Dynamic Enviro 2.0). Before I had not such problem. My latest mod list: ![]() ![]()
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U-552 Tiger IDF |
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#11 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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question,
in SH3 we have a routine preventing units to spawn if a player sub is within 30km range... i just sit infront of Valetta (coastal side angle) and sink those cimmaron tankers anchoring infront of the harbor... after some time 2 "Dido battlegroups" including escorts spawned 6km away from my position, is there a way using some kind of spawn restriction if a player sub is in visual range ? btw those mine and U-class suprises are nice ![]()
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Stormy...... Last edited by Stormfly; 05-12-11 at 03:56 AM. |
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#12 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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@Josef
1. ERM from Reapers ui mod does not rescale the sil files to fit in the manual, so it need to be done manually. Download this fix, includes the rescaled .sil files for these new ships. No need to load in bunker or anything fancy. 2. Are you referring to the new ships or any ships? At me, the ships sink much too slow and im using the same combo of fx+tiny as you do. Just last night I shot a blind salvo in a convoy and hit 1 ship in stern.. she just sailed away without any problem. Luck that luftwaffe joined the show so i had my revenge :P But maybe you are good and managed to hit those ships right in their critical spot. @Stormfly Its a stock bug, happened with me once when a huge convoy spawned right over my head just when I was searching of a docked target. MN in stock campaign has all kinda weird bugs, was one of the reason I never managed to finish this campaign.. was a nightmare for me. But I will keep an eye on this issue and see what I can find... |
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#13 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#14 | |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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U-552 Tiger IDF |
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#15 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Could it be that this mod's zone.cfg is not compatible with TDW's FX Update? This mod will overwrite zone.cfg. FX Update has it's own sinking mechanics that allow boats to float even after destroyed. By the way, great work Zedi! ![]() |
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