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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
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Just to make sure but I don't think this little add-on can be used without the SH3 long patrol script, right?
Thank you. |
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#2 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Note that this crash dive feature isn´t on the SH3 LP script version that is available for download. I need to upload a updated version with it. Yesterday I played the game for 8 hours (it was independence day here in Brazil), was found by torpedos bombers or rockets planes 4 or 5 times. Also some hunt killers groups. This crash dive feature is a must, the game is really much better with it. And not more difficult, but much less bored. It was late 1943 and in one campaign i lose my propellers by a FIDO, tried the Stieblers Surrender mod and was "rescue by a axis vessel" and my carrer could continue. In another one was very bad damaged by rockets and then cacth by 2 allied destroyers. If not the crash dive randomization my carrer should be only stoped by depth charges ... if it was. ![]() These were the very bad damaged encounters, but the crash dive randomization please me with a lot of other tenses moments where I needed to fight for the life of my crew and the integrit of my uboat! In truth isn´t only it, I also run my game with much more random planes detection adjusting the RWR sensibility (and put on it a probability, absent on the game) and also my visual planes detection (Note: just for planes) is now much less accurate as it was in RL. So no more difficult game, but really a more challenge and enjoyable one. Stiebler´s and Hsie´s weather fix also are important for the above results.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#3 | |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 195
Uploads: 0
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thanks |
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#4 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
No, yet not released. But is so easy to make it that I will explain how you can get a instant mod that to have different visual sensors for ships ansd for planes in few seconds!: 1. Open your Sensors.dat with S3D (make a backup of it first!) 2. Goes to Visual sensor and changes this entry: MaxHeight=15000(may vary between mods) to MaxHeight=5 3. Also make sure that on zones.cfg your Observation or Attack periscope is indestrutible (they can take damage but will be not destructed). One of them is enough. How it works: The MaxHeight=5 on player main Visual Sensors is enough to you detect any surfaced vessel normally, but you will not more detect planes with it. The planes are now detected by the periscopes visual sensors (it work in paralell with the main Visual sensor). So, the planes visual detection is now much more short. I also added probability to my Visual periscope, no side effects for periscopes but the planes detection is yet more challange. This one needs some more changes on the files, so needs official release. But the above already make your game much better. Try it and see! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#5 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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A nifty idea, Rubini!
You never stop being amazing_! ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Thanks Myxale,
It´s obviously also possible to add an entirely new Visual sensors just for planes (the player uboats can have infinite Visual sensors). But to do this is also necessary add a new node entry on each uboat .dat, then adds a new entry for it in each uboat .sns, etc. The above explained solution is just the best and simple, and disposable for all in a second! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#7 |
Engineer
![]() Join Date: Mar 2012
Posts: 210
Downloads: 429
Uploads: 0
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how to add this to your long patrol script
or will it be updated |
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