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#1096 |
Navy Seal
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In my last test I could get sonar for the tug and fishing boat. Both 108, but only the tug could be heard.
I tested some of the 104s as 110 and I could hear them all on hydro. They id as unknown and no hydro line or look out sighting, even when 1000m away. I guess this is due to using 110 enviromental |
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#1097 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#1098 |
Black Magic
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A problem, if not the problem, with the new units (except for my PT boat) is they are missing a required zone in their .zon file. From a part of a document I received from the devs:
NEngineRoom (Floatability: 0; HP: 50) ***8211; the machinery spaces. It no longer has any floatability assigned to it, as the number of Engine Room compartments MUST be equal to the number of propellers. Instead, additional NFlotEmpty compartments have been placed in its location. I checked the new ship units and couldn't find this zone (which is a box when viewed with Goblin editor). This zone is Type 5 or 157. I used type 5 in my PT boat (2 of them because it has 2 propellers) Of the stock warships I checked (when I was researching how to add new units to game) they use 69=EngineRoomB Last edited by TheDarkWraith; 08-29-11 at 06:33 PM. |
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#1099 |
Electrician's Mate
![]() Join Date: Aug 2010
Posts: 131
Downloads: 107
Uploads: 0
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Is there any connection between the no sonar problem and some of the new units not registering in TDW's UI (ie: no destroyed mark created) even though they are registered as destroyed with correctly recorded tonnage in the stock captain's log?
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#1100 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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you... man...
![]() ...dont forget the missing secondary explosions and burning fire sounds ![]()
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Stormy...... |
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#1101 |
Ace of the deep .
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You just use the goblin damage editor to add new zones dont you ?
I see , so if the ship has three propellors then it needs three compartments , or 1 prop = 1 compartment . Do i add an extra engine room zone or do i just change the NFlot zone to an engine compartment zone ? ![]() Last edited by THE_MASK; 08-30-11 at 03:29 AM. |
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#1102 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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AHA! Found it, like I thought, SH 4 has type 104 ships, and they are all fishing boats and small sampan-boats! So the point is that you can't hear these small coastal vessel boats. ![]() |
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#1103 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 116
Uploads: 0
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#1104 |
Ace of the deep .
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Here is the fishing boat to test with the engine room added .
http://www.gamefront.com/files/20727...t+31092011.rar |
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#1105 |
Silent Hunter
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#1106 |
Loader
![]() Join Date: Apr 2009
Location: Valladolid (Spain)
Posts: 90
Downloads: 1404
Uploads: 0
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Hello Captains. I'm thinking of starting a campaign with this magnificent creation but I have no doubt that if I should wait a little longer to be solved some small bug that could cause the campaign as non-detection by hydrophones some boats. Any advice or suggestions? Thanks guys. Ubisoft should learn from people like you. (Forgive the spelling, I am Spanish and I am using the google translator) Thanks
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#1107 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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why should they, it seams they decided to left us out of their "target group", instead making a casual game for dumb kiddy`s and the new important housewife customers.
![]() edit: any news about the upcomming DLC "Pink Sub Interrior" or "naked crew in the aft torpedo room" ? ![]()
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Stormy...... |
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#1108 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#1109 |
Bilge Rat
![]() Join Date: Jul 2007
Posts: 1
Downloads: 25
Uploads: 0
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great mod!
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#1110 |
Silent Hunter
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