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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 0
Uploads: 0
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,How do you install this modification. REL_Flavored_to_taste_2_4.7z ?
Thanks |
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#92 | |
Rear Admiral
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#93 |
Rear Admiral
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Before i do anything drastic in the next version, i'd really like to hear some feedback on how the AI is, with its ability to visually detect you.
They still dumb as rocks or A bit too good? lemme hear it. |
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#94 | |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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#95 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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If I have my scope up and do 2/3 or greater thy notice but at 1/3 I can leterally be right next to them and they see nothing.
If they see the scope they dc me but if I stay undetected until stuff blows up, they seem to just stay on station. They might come in to take a quick look but they never search hard enough to find me. I am usually in the middle of the convoy diving to 250+ ft on 1/3, so I am hard to detect. When they do dc me, the charges go off at all kinds of depths, usually medium to far distance. Haven't gotten damaged by a dc yet. I've had the most trouble from those gunboats. They seem to go right to my posistion and stay on me. |
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#96 |
Rear Admiral
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@LZ_Baker
1/3rd was tuned to act run at about 100 or so RPM's while submerged (although the interior RPM gauges dont reflect this). It is infact, silent speed. 2/3rds while submerged is more of a cruisinig speed. Thats why you get detected at 2/3rds and not 1/3rd. As for the escorts not finding you while submerged, alot here depends on weather, and year of war. If the weather is rough and the year of war relativly early (say early to mid 42) they won't find much. What im looking for is surface detection. Like if you were doing a night surface attack. |
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#97 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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I know 1/3 is silent. I mentioned it because you mentioned something about the scope detection problem before hand. As for surface attacks, I've only done it against merchants. It seems if you come from them from the side/front they notice you but they don't from the rear. I chased one down from behind last night and they didn't notice I was there until I opened fire. Then they turned and went into creep mode (3 knots)
As for the escort detection, its late 43, early 44. I'm in the Balao. |
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#98 |
Rear Admiral
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:hmm:
I got a couple ideas, thanks ![]() |
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#99 |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 0
Uploads: 0
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Thanks Ducimus for the information, I will download it and give it a try.
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#100 |
Rear Admiral
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Coming soon to a theater near you (maybe):
![]() No crew on deck, but yes those guns DO work if your detected. That sub will throw everything it has at you. (quad 2 cm heavy flak gun, two twin 2cm AA mounts, and the 105 deck gun) Still needs some work though, the gun elevations are all screwed up, and ill need to fix that. ![]() Who could resist? ![]() It only takes one torpedo to sink a sub. Blast blew him into the water, where he bobbed back up the the surface for a bit before sinking. ![]() ![]() I imagine somewhere in there, is somebody staring at their depth guage, wondering what happened. Known issues: - Damage decals are not applied properly. (Sh3 to sh4 covnersion issue beyond my ablity to fix) - Surface Wake not rendered correctly. (Sh3 to sh4 covnersion issue beyond my ablity to fix) - Gun elevations not set properly. Im pretty sure i can fix this. If this turns into a larger problem then i'll probably scrap this mod. I know.. somebodys going to say, this isnt historically correct, German uboats were in the atlantic! Not true. http://www.uboat.net/ops/monsun.htm At least a couple were sunk in the Java sea, http://www.uboat.net/maps/indian_ocean.htm and one did penetrate the pacific around australia. |
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#101 |
Canadian Wolf
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Holy %$#$
![]() Nice ![]() RDP |
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#102 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
Uploads: 0
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Very impressive Ducimus!
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__________________
![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#103 | |
Rear Admiral
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Ill be releasing the uboat seperate from FTT.
THe beautiful thing is becuase due to the way the campagin scripting works, i can make this a standalone mod. So long as nobody has a conflicitng "Germanraiders.mis" file (by default its empty and is included in stock), then you can plug this into FTT, RFB, stock, or what have you and it will work fine. Speaking of FTT. new version isnt as robust of a change as id like but, heres the unoffical changlog ive been keeping on my desktop: Quote:
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#104 |
Watch
![]() Join Date: Mar 2006
Location: Bremen, Germany
Posts: 22
Downloads: 3
Uploads: 0
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I cannot get this mod to work
![]() I am using JSGME and the mod shows up in that program but will not work in game Do you have to have a carrer started in order for it to work? |
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#105 |
Rear Admiral
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What wont work? Can you be more specific?
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