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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Aug 2004
Posts: 3
Downloads: 53
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Could anyone look into the possibility of a mod that lowers the stock campaign amounts in the various choices presented to us? 200k tons for one of the objectives is just silly in my opinion. Perhaps lower it by 40% maybe, for all mission choices across the board?
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#2 |
Seaman
![]() Join Date: Sep 2009
Posts: 35
Downloads: 36
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yes I agree with that! The Tonnage requested in the campaign missions are totally unrealistic. A U-Boot captian was happy when he brought about 20.000 tonnes home and returned alive!
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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No kidding, seeing 150,000t in the first two missions blew me away considering the best captains pulled down much less in the whole war. Granted, those were the early captains with the high tonnages, but not this high! heh
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#4 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
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Heh, when finishing a campaign one would probably have 3 million tons sunk with this rate
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#5 |
Captain
![]() Join Date: Mar 2007
Posts: 508
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How else would a single u boat be able to affect the war to an appreciable degree?... as apparently one can in this game's campaign system.
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#6 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
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I agree, a major oversight by the Devs. One of the intros just gets done telling us that the most successful U-boat Ace of the whole war sank 300 000 tons and in the first mission they want 50 000 out of a 'green' commander?!
![]() Patch 1.2 should contain the following: 1: Framerates still too slow (especially in the Control Room). More optimization/streamlining needed. 2: Removal of Orange outlines, a change of cursor is fine. MODDED ![]() 3: Surface vessels look like they're half-submerged at the 3/4's distance range. Same with the Moon. 4: 3D Clock should display current time, as it did in SH3 & 4. 5: 'Sub-on-rails' still apparent. It bobs up and down evenly in the swells, when it should pitch aswell. MODDED ![]() 6: All Hatches closed and Periscopes down at start-up. 7: U.I. needs to be reconfigured. Reintroduction of the classic three dials. MODDED ![]() 8: What's with all the air-patrols at night?! Did the Brits invent night-vision goggles alot sooner than we thought?! 9: Need an auto-navigate Kiel canal feature (a la GWX). 10: Once a Tool-tip has been seen (How to use the mouse for example), I don't ever wanna see it again. 12: Reduction of mission tonnages for success.
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#7 |
Torpedoman
![]() Join Date: Mar 2010
Location: Wisconsin
Posts: 111
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I think it's balanced for game play rather than history. If you cant get at least 30,000 tons a patrol in this game you are doing something wrong. Even with a 70% hit rate, I managed the 50k in the first month of the war. If those were set to realistic levels the war would be done in half a year.
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#8 |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
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This is not all that hard to change yourself. Load up the mission editor and select a mission (e.g. Total germany). Then select campaign and edit campaign. Here you can see all the missions and their objectives. All you have to do is change IsTonnage number the Amount objective to something lower.
Edit: even easier is to go into the campaign objects folder and edit the campaign.cfg |
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#9 | |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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#10 |
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
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I'm wondering why there are mission tonnage requirements at all.
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#11 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
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I tried messing with the CFG nothing happened? help?!!!
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#12 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
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I will look into this and change the values to 50% for tonnage.
And lower the amount of specific ships to sink. Gona try and alter the Norweigean invasion mission also so the time line better fits the historical happening. After the Invasion took place , if you do the mission , there is real difficult to find targets and finish of the mission. Suggestion from me is to call this mod Light Campaign LC.
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#13 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
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Go to:
SH5/Data/Campaigns/CampaignsProjects/Total_Germany/Campaign.cfg In there you'll find something like this: [Campaign.CampObj.MacroObj 5.PersObj 1] PersObjType=0 Name=Sink_10,000_tons_on_the_British_Eastern_Coast Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description RelatedMapLocations=Line_BCW IsCompleted=false [Campaign.CampObj.MacroObj 5.PersObj 1.Amount] IsTonnage=true Tonnage=10000 NumOfShips=0 Red indicates the change from 50 000 to 10 000. There's one with 100 000 that I changed to 20 000 too. Good luck ![]()
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#14 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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#15 |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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