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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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Ducimus and Lurker - not sure what caused this - but I started a new campaign after applying the .4 patch and the rsrd patch for it..... and if I load a saved game from the dock at the start of the war (Dec 41 start date) - all of a sudden the SJ radar is available for my Gar class....
I recreated this by creating a new career, saving in the HQ room, then loading the same save immediately - as soon as the load is done - the SJ is available. Any ideas? *Note - I am not unhappy about it - I like the idea of having the SJ at the start! Not a gripe - just wanted you guys to know as I am not sure where this comes from. Both of ya do great work!
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#17 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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Thanks Duci!
Wonderful work here. We've got SS199 USS Tautog's Kill Flag ready for you: ![]() * Actual crop from the real battleflag Cheers, -sqk7744
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All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial |
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#18 |
Lieutenant
![]() Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
Downloads: 36
Uploads: 0
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Great job, THANK YOU!!!!
Best Regards Stary Wuj |
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#19 | |
Canadian Wolf
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#20 |
Samurai Navy
![]() Join Date: Nov 2005
Location: Atlántico Sur
Posts: 558
Downloads: 403
Uploads: 0
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THXS!!! For all your time and dedication.
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#21 |
Rear Admiral
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Bump.
BTW, eventually, before i call it quits, im going to retouch those inneffective japanese minefields to be a bit more dangerous. I just havent gotten off my kiester to do it yet. |
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#22 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Happy New Year to you and your family, Duci! ![]()
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#23 |
Rear Admiral
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No, i really am going to call it quits, im forcing myself to.. There is always something else to try and improve, and i really don't want to sit here 2 years hence, having never really sit down and enjoy a full career game.
In the process of trying to improve the game, ive utterly destroyed it for myself. And my interest to play right now, im afraid to say, is next to non existant. It's my intent to put the final version up, and go play another game for a month or three or four. Hopefully within that time, most of everything ive done with Sh4 will be somewhat of a mystery to me. Then, i too, can sit down and enjoy the game. |
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#24 |
Rear Admiral
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Ok. Minefields, were indeed in dire need of help.
Ill use this one minefield as an example: Old settings: In one square kilometer, only one mine would spawn, at a depth between 131 feet, and 246 feet. First of all, your chances of running accross a single mine within one square kilometer is pretty much non existant. Second of all, your chances of running accross it, at the depth it was at, is also, pretty much non existant since its depth is random. You'd have to have some pretty rotten luck to acutally see one, let alone hit one. This minefield itself would be 60 KM wide. As wide as it is, its still pretty sparce. New settings: This same minefield after i monkeyed with it, will have 6 mines spawning, every 1 square kilometer (as opposed to 1 mine). It will be at a depth between 65 feet, and 246 feet. So your chances of hitting one are much greater. Although, the odds are still in your favor taht you won't. This minefield, ive reduced in width to 11 KM wide. So while its much thinner in width, its much thicker in density. This could get intresting if aircraft are nearby. Your pretty much safe from mines at periscope depth, but you risk being spotted by aircraft which can bomb you at that depth. hey, the minefields only 11KM wide though! :rotfl: |
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#25 |
Lieutenant
![]() Join Date: Mar 2006
Location: Ireland
Posts: 269
Downloads: 37
Uploads: 0
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thanks
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#26 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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I wish you all the best, it's been a blast! ![]()
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#27 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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You the man Duci.
When's v1.7.4 going official? Is there much more work or are you still waiting out for any glitches to surface? Best wishes for the new year ahead man and a big thank you for producing THE most essential mod for Silent Hunter 4! |
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#28 |
Watch
![]() Join Date: Apr 2005
Location: Romania
Posts: 18
Downloads: 44
Uploads: 0
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It might seem a trivial matter, but has anyone noticed that the aft starboard side cable on the Porpoise/Salmon/Sargo class subs is misplaced? It goes straight through the SD radar mast in early bathtub configurations and I guess it should be symmetrical to the port side aft cable (which looks as it is correctly placed). It's stock issue which appears regardless of the conning tower in place. Just thought it may be relevant.
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#29 | |
Rear Admiral
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1.7.4 isnt going offical. Due to some changes ive made, im up to 1.7.5 on my hard drive. But theres where its ending. Ive made some changes to depth controls, and ive been adding messages of various boats announcing their patrol results and their intent to return to base. All i want to do now, is add messages announcing what boats are "overdue, presumed lost". After that i think im done. I'll hopefully be done with it this week. I already have all the submarine radio messages scripted in. (about 2 per month, for every year of the war except 1941). Id have wrapped it up already, but i decided that adding in these messages would give the game a little bit of life. |
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#30 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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Ducimus - your additions really make the game - and the community at large really appreciates the work! Thanks! And yes - that will really add some flavor!
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