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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#196 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
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![]() And that's interesting about moon position affecting visual detection. I guess it works same as sunlight. Makes sense, though. Because as you know in the Env files, there is the 'SunLightMultiplication' setting for each weather type array time. Also, I've increased the moonlight level in v2.5, and it definitely does affect visual sensors quite a bit. Last edited by Traveller; 05-20-13 at 07:15 PM. |
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#197 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
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#198 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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#199 |
Rear Admiral
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Trav,
Yea, it really increases visuals and really causes a lot of reflection on sub, ships, wake, etc. The following SS I really pumped it up and crew was spotting the enemy at 5nms at night. I think this was a value of SunSkyInfluence of 75. ![]() This one is a value of 60 and more more blur to clouds and more light in the clouds, probably more realistic than just a big bright circle around the moon. ![]() Anyway, it will take a lot of tweaking to adjust sensors, not sure if you can add moonlight and tweak visuals down enough for close in surface attacks when the moon is out, but maybe that's more historic. Also be cool to add a moon phase chart tab.... ![]() Anyway, bet it would look cool with your clouds. IMO, when moon is out, there should be moonlight and some light on cloud effects, more than the mere halo texture. If anyone can figure it out....you can..... ![]()
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#200 |
Rear Admiral
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Yea, it worked for me, tried it 10 minutes ago. Open the mod and make sure the files are there.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#201 | |
Navy Seal
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Hmm ill try it again, doesnt show anything overwriting it. |
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#202 |
Navy Seal
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#203 |
Rear Admiral
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When you open the mod, the first folder should be Data, then the rest of the files you listed would be in that.
Open the crew3d folder with notepad and make sure it's there. Maybe you emptied it somehow. I sent you a copy of it email, try it if it doesn't work or you can unzip the trav mod again. It does work correctly for me, so somehow your path or file got screwed up.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. Last edited by Armistead; 05-21-13 at 10:40 PM. |
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#204 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Opps wrong thread. |
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#205 |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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V2.5 is out.
![]() v2.5 - Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed. - Automatic Ship ID option was not showing gramophone. Fixed. - Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed. - S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed. - Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. ![]() How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time! - All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature. - Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature. - Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times. - Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights. - Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful! - Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out! - Added white cross symbols for dead crew members. - Increased submarine compartment bulkhead repair times. - Increased submarine clean fuel oil tank repair times. - Increased enemy air response chance upon player sub detection. - Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop. - Toned down wave movement influence. - Increased nighttime ambient light for partly cloudy and stormy conditions. - Merged Tater's IJN Radar Fix Mod. Credit to Tater. ** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. ** ** You must start a new campaign game after installing Traveller Mod v2.5 Final** Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it as much as I have. Please let me know how you like it. Have fun! ![]() Traveller Download Traveller Mod v2.5 here: http://www.mediafire.com/?mwbj19fohjh3mda Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i..._AI_Escorts.7z No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9...ay_Transfer.7z Last edited by Traveller; 05-22-13 at 11:35 PM. |
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#206 |
Helmsman
![]() Join Date: Jul 2010
Posts: 110
Downloads: 29
Uploads: 0
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Ever since I have installed this mod, the strangest thing has happened. In my S-boat (only one I've used with this mod so far), I am INSTA-detected in a way I never have been in stock or Trigger Maru + RSRD.
What I mean is, even at night, fully submerged, scopes lowered, every destroyer makes a bee line to me every single time. I can see when they make contact and start blinking their lights and it's many thousand yards out. I could understand it occasionally...maybe their active sonar is pinging and they get a long range echo, but every single time, and every time running right for me as if I were running on the surface. No matter how far down and quiet I go, they make runs on me and fire star shells continuously. Forget surface raids! They are after me long before I can see them. This can't be right. What do you think is going on here? |
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#207 |
Helmsman
![]() Join Date: Jul 2010
Posts: 110
Downloads: 29
Uploads: 0
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Also, is this mod incompatible with the Narwhal mod? Everytime I go to the bridge or external views it CTD.
Sadly it seems to be the case. I tried loading the Narwhal class after and the screen just goes all purple with externals. It's a shame. I really liked this mod, but it's kind of a dealbreaker that I can't use my sub ![]() |
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#208 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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Last edited by Traveller; 05-22-13 at 12:36 AM. |
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#209 |
Navy Seal
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I don't see a "no midway transfer" optional mod in 2.5? Did meld that in automatically or? Really love being able to stay at pearl , always hated the being homeported at midway thing in RSRD.
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#210 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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![]() Also, I had removed the optional Harder Enemy AI Escorts patch due to a conflict, but have gone ahead and made a new version compatible with Traveller 2.5 to give you guys some more variety. It's based somewhat on Ducimus' original version, but with some changes to make it compatible.. and not too difficult in some aspects. It's hard and will add a challenge, but shouldn't be impossible. Here are the download links- Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i..._AI_Escorts.7z No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9...ay_Transfer.7z |
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