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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Machinist's Mate
![]() Join Date: May 2005
Location: The Windy City
Posts: 130
Downloads: 16
Uploads: 0
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Quick question:
How is this different from Haramirs self awareness mod? And more importantly, do they conflict each other? Cheers! Jason |
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#62 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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There's a brief list of things this changes in the first post of the thread and also in the download info box, but I'm not going to be exact about the changes (e.g. after x minutes, the AI will...), so as to not spoil anything for the victim. I mean player. You could compare what this mod changes to what Haramir has listed as changes. It almost certainly will conflict, as the same files will probably have been changed. I wouldn't try it, or you might get some odd things happening.
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#63 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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Tried the latest version and for the first time in a campaign my crew has be injured...
![]() No longer can I shell away with the deck gun when destroyers are any where to be called in. I was out of torpedoes and needed one more ship and I tried hard before they reached me. Took on quite a bit of damage from them shelling me before getting submerged and I still didn't get the ship. After a bit of cat and mouse, and some needed repair work I headed back to refill and shall get my last ship. I can see that its going to be tough if you get caught in shallower waters with the destroyers on your back. ![]() |
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#64 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Good work!
![]() Waiting for next version... ![]()
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#65 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Does this mod support multiplayer mode or more targets (additional AI uboats)?
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#66 |
Watch
![]() Join Date: Mar 2010
Location: Adelaide, South Australia
Posts: 25
Downloads: 22
Uploads: 0
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Thanks for your work.
Looking forward to an enemy with a bit of mustard about him. |
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#67 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#68 |
Soundman
![]() Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
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Hi Nisgeis!
Well, I just had quite a scare thanks to your mod. I was attacking a small convoy in the Celtic Sea (3 large steamers and 2 DD's). I had 2 fish left and hit a steamer with one of them (fired from about 2000 m out), which eventually sank. Visibility was rather poor thanks to rain, stormy winds and medium fog, so I thought I could easily escape on the surface like I was used to (thanks to the short-bus AI). This time it didn't go as planned. Both DD's closed range immediately after the torp hit and when they were within ca. 2500m they opened fire, forcing me to dive. Then all hell broke loose. I didn't count the number of depth charges but I know they attacked me for 1 hour and 45 minutes, constantly losing track of me and reacquiring. Unfortunately I had external view off so I was unable to see details of their maneuvering and whether spiral search worked properly or not, but I do know their ASDIC worked like a charm. It felt a bit random if they both used active sonar or only one of them while the other listened but one of them frequently stayed still while the other was charging around and pinging me. I was on the verge of "giving up" by deciding to change thermal layer back to have an effect, but I'm glad I didn't. This was a harrowing experience of the cat-and-mouse game, and only sonar lines on the map (I use the mod to remove sensor circles around contacts) saved me. Those damn electric motors got fixed up and damaged about 3 times! Of course this was just a single experience in my new campaign. Maybe I was just unlucky to bump into a couple of veteran DD's, but I must say this is the most fun I've had since I bought this game. ![]()
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Disclaimer: The above are my current opinion and are liable to change according to mood, time of day, degree of sleep deprivation endured, caffeine intake and/or level of inebriation. |
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#69 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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I sunk the Queen Elizabeth which had like 10 escorts and 2 others showed up to join with the hunt for me and never have I seen so many DC dropped. Only thing that kept my skin on during that was that I had around 170m below me to hide in. Crap did they ever drop some charges and searched the area for over an hour.
May be to dark to see but I'm somewhere below that scary mess. ![]() ![]() |
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#70 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
Downloads: 121
Uploads: 0
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Hello
![]() actually, I use the Damage Assessment mod from Arclight. http://www.subsim.com/radioroom/showthread.php?t=165771 This mod doesn't change the escorts effectiveness but is very interesting for at least one reason : "changes AI behaviour ... enemies will slow down after taking some damage ...". Your mod modify the escort effectiveness. The two are complementary but there is a conflict between this 2 mods with the init.aix file. Maybe your mod has the same effect ? If not, is it possible to use the 2 mods ? Or include in your this effect ? Luc ![]() Last edited by lumat83; 04-05-10 at 04:34 AM. |
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#71 | |
Sailor man
![]() Join Date: May 2006
Posts: 46
Downloads: 32
Uploads: 0
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Havent tried Nisgeis Mod until now. Haramirs Mod mainly have fixed the 1/3 ahead issue with the escorts looking for you. They will come to the last contact with full speed, additionally Escorts have higher Sensor Rates in Cruise Mode. If im right Nisgeis have fixed the 1/3 ahead issue too and additionally have the Spiral Search implemented correctly. |
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#72 | |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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1) Download and install "WinMerge" (freeware). 2) With this tool you can easy see diferences between vanila and moded init.aix file and merge differences of moded files into one. 3) One mod folder copy into second mod folder. (Doesn't matter if u overwrite init.aix now or not - look next step.) 4) Copy new merged init.aix into new merged folder with both mods. 5) Turn off both old mods in JSGME. Then turn on merged mod. Thats all! From now both mods works as one merged one ![]() And you can do it with all conflicting mods where the diferences is only in text files like .cfg .aix etc. |
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#73 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
Downloads: 121
Uploads: 0
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Thanks Guys for your help
![]() I've WinMerge. I've compared the Init.aix from Damage Assessment with the original file and Copied the only different line (There is only one diference) into U-Boat Killer Mod ![]() Last edited by lumat83; 04-05-10 at 09:25 AM. |
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#74 |
Machinist's Mate
![]() Join Date: May 2005
Location: The Windy City
Posts: 130
Downloads: 16
Uploads: 0
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Installed, but I want to make sure it installed correctly.
I used JSGME as usual, but downloading the file and extracting only gives a "data" folder. So, JSGME activates "Data" since I extracted straight to the MODS folder. Is this correct? Do I need to put this another folder calling it U-boat killer mod? Does it even matter? ![]() |
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#75 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() Quote:
As you have got a 'data' folder, that's a warning sign that it's not correct. Either put the data folder inside another folder yourself, or right click and extract to U-Boat Killer Mod v 1.02\.
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