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04-21-19, 05:06 PM | #12031 | |
Hans-Jürgen Hellriegel
Join Date: Jan 2012
Location: Germany
Posts: 375
Downloads: 265
Uploads: 0
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Thats again a great update Vecko!
Thanks for bringing Operation Weserübung to a next level! Quote:
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U-96 March 1942 - March 1943 * OLt.z.S. Hans-Jürgen Hellriegel |
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04-21-19, 05:35 PM | #12032 |
Watch
Join Date: Apr 2013
Posts: 24
Downloads: 11
Uploads: 0
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Enabling Mods
I'm just starting with TWOS so sorry for the basic question.
Some Mods are listed as "Enable the addon in port". I want to be clear on what this means. Do I launch SH5 and enable the mod JSGME while in port? Is it only possible to disable the mod while in port? Thank you |
04-21-19, 06:08 PM | #12033 |
Samurai Navy
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If a mod is only to be enabled in port, that means that you have to enable or disable it while you are docked in the bunker, not while you are at sea.
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04-21-19, 07:03 PM | #12034 |
Watch
Join Date: Apr 2013
Posts: 24
Downloads: 11
Uploads: 0
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Thank you Tonci.
I've just started the campaign. I'm on the way to the Polish patrol area. I've saved the game. The main menu has the option "Continue Campaign" and also "Load Game". To continue the campaign should I load my save or select continue Campaign? Please and thank you! |
04-21-19, 09:24 PM | #12035 |
Admiral
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Hey Howiewowie...
this is a debate amongst us, but i have tested this a lot, and I made a change by "continuing career" not "loading". Loading allows you to choose which save to start from with the loss of your supermarks and navigational marks placed on the map. Continuing allows you to have all of the marks, but you HAVE TO REMOVE THE AUTO SAVE BEFORE YOU QUIT THE GAME! So when you are playing your game and are about to save and quit... Go to the save option, and delete the autosave that is already there, save your current game to a new save name. Otherwise, you will start from the auto save and that is never good. I have experienced buggy gameplay doing this. Hope this helps.
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[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc |
04-22-19, 01:54 AM | #12036 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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Hi Vecko i have a question
Trying to modify AI accuracy of enemy i have modified gun speed elevation, then tested with mission "Gryf Test mission", even with a value of 0.3 and 0.1 ( below the minimum recommended values but just for this test obviously ) So I changed the values of the 2 types of Gryf cannon gun (4.7inch Ansaldo_turret and 5inch_SK_C34_turret_GER, instead I didn't change the value of the AA gun) But there is no such difference ... it seems behave in the same way,maybe something is wrong? I don't want a "blind" enemy AI, I don't modify "Visual / hidro / sonar range" I just wish I would like their shots to be a little more random, some more aiming errors, at least for early war, after I know that the allies developed better technologies and increased their precision. Thanks again Vecko
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Parked under the balcony with my U-27 waiting Juliet finish makeup Last edited by hauangua; 04-22-19 at 02:57 AM. |
04-22-19, 08:15 AM | #12037 | |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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Quote:
By doing both, or activating a saved journal in the menu, or by loading it each time when I load a save, in both cases my destroyed shipmarks get lost, or misplaced in a part of the map where I never have been before... But maybe this cannot be avoided? I don't know. It's just a minor detail, it's not so important for me anyway. |
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04-22-19, 08:30 AM | #12038 | |
Navy Seal
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Quote:
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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04-22-19, 09:17 AM | #12039 | |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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Quote:
Hi Veco, congrats for your new 2.2.12, it's awesome that you make campaign improvements! Precision of AI is not hardcoded I think, it should be in the sim.cfg file. That's what Hitman has used in GWX in SH3 - and also SH4 : ------ [Visual] Detection time=2 ;[s] ;was 0.5 Sensitivity=0.01 ;(0..1) Fog factor=1.25 ;[>=0] Light factor=2.8 ;[>=0] ;was 2.0 Waves factor=1.0 ;[>=0] Enemy surface factor=350 ;[m2] Enemy speed factor=15 ;[kt] [Radar] Detection time=1 ;[s] Sensitivity=0.01 ;(0..1) Waves factor=0.9 ;[>=0] Enemy surface factor=5.0 ;[m2] [Hydrophone] Detection time=10 ;[s] ;was 1 Sensitivity=0.01 ;(0..1) ;was 0.04 Height factor=0 ;[m] Waves factor=0.55 ;[>=0] ;was 0.75 Speed factor=15 ;[kt] ;was 20 Noise factor=0.2 ;[>=0] ;was 0.5 [Sonar] Detection time=15 ;[s] ;was 10 Sensitivity=0.005 ;(0..1) ;was 0.01 Waves factor=0.6 ;[>=0] Speed factor=15 ;[kt] Enemy surface factor=100 ;[m2] Lose time=30 ;[s] ----------- Greetings, |
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04-22-19, 10:14 AM | #12040 | |
Navy Seal
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Quote:
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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04-22-19, 10:19 AM | #12041 | |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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Quote:
Yes you are right for sure if you say so...it's because I came to see that yesterday by reading some posts about SH1... So I thought I would respond with that. Never mind, I wish you well in the ongoing of TWoS, I will make a donation shortly, it's about time... |
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04-22-19, 06:06 PM | #12042 |
Shark Hunter
Join Date: Jul 2017
Location: AM 9661
Posts: 92
Downloads: 66
Uploads: 0
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Thanks for your continued work on this Vecko.....just recently started playing it again.
Can you or anyone else recommend a good interior mod that is compatible, preferably with a darker gritty look?
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"Here's to swimmin' with bow legged women" |
04-22-19, 07:12 PM | #12043 |
Watch
Join Date: Apr 2013
Posts: 24
Downloads: 11
Uploads: 0
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Identification Manual?
Just started playing TWoS. When I'm in the attack periscope there is no Identification Manual available? I've watched some videos and they were able to pull it from the left of the screen but its missing for me. I'm running the latest mod pack release. Thanks!
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04-22-19, 07:30 PM | #12044 | |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
Downloads: 107
Uploads: 4
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Quote:
Hit E...and drag it from left |
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04-23-19, 05:29 AM | #12045 | |
Mate
Join Date: Jan 2017
Location: Ἀτλαντὶς
Posts: 52
Downloads: 59
Uploads: 0
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Quote:
Thanks, sir, but that be much more tricky... (it ws not about STOPPING the rotation of the gun, but about ROTATING it somewhat EASILY, its rotation much TOO SLOW.) I ended up meddling with submarine *.GR2 + *.ZON + *.DAT +*.SIM files, for the rotation of the damn cannon was bound to some "turret" setting deep inside these files, with its angular rotaion speed and such. Success in the end, but nothing to do with common user operaitons. P.S. Thanks for your compassion, anyway, sir. Last edited by Sauroketh; 04-23-19 at 05:51 AM. Reason: P.S. Thanks. |
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