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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Aug 2008
Location: Yorkshire, UK
Posts: 84
Downloads: 24
Uploads: 0
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where is the link to patch 1?
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#2 |
Samurai Navy
![]() Join Date: Nov 2005
Location: Atlántico Sur
Posts: 558
Downloads: 403
Uploads: 0
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Link to Patch 1 must be deleted by TDW when he post the Patch 2 in the first post.
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Cold Waters 1968 Campaign LINK a lista de Youtube My Blog: www.marenguerra.blogspot.com |
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#3 |
Loader
![]() Join Date: Aug 2008
Location: Yorkshire, UK
Posts: 84
Downloads: 24
Uploads: 0
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#4 |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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No. Enough patch 2.
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#5 |
Loader
![]() Join Date: Aug 2008
Location: Yorkshire, UK
Posts: 84
Downloads: 24
Uploads: 0
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#6 |
Swabbie
![]() Join Date: Apr 2010
Location: İstanbul
Posts: 12
Downloads: 17
Uploads: 0
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I started a new carrier with this mod(only this mod installed), and I ordered periscope depth in the Atlantic(by clicking the button on the left) to my suprise the periscope depth was only 8 meters and the Bridge stayed over water
![]() I also have too much "micro-stutters" while playing with this mod. The motion of the boat is not smooth, it's constantly lagging a bit. Anyone knows a solution? Other than that, great job starting a mega mod ![]() |
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#7 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Hi Erdem To solve the lagging try this one: http://www.filefront.com/user/BadgerFinn Just follow the instructions, there are just two files to copy into: C:\Ubisoft\Silent Hunter 5 The .cfg file is quite simple and the one where you set the values. I suggest you try these settings: RenderAheadLimit=2You can always try other settings if you like. I think you'll be happy with it. ![]() |
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#8 |
Grey Wolf
![]() Join Date: Jul 2009
Location: Dark forest
Posts: 793
Downloads: 316
Uploads: 0
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Outstanding work, DarkWraith! Already downloaded this and now I'm installing SHV again. Don't have to spend two days installing the mods now
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#9 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#10 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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Hi TDW
Just a few ideas, resulting from the test and TDC training missions I've played so far. - Maybe you could implement some sort of delay or even randomness in the way ships spot the Uboat, because now, as soon as I raise the scope above water, every ship instantly reports 'periscope sighted.' This is uber, I think. - As you're updating the radio message feature with checkboxes that allow selecting the messages to be received, maybe you could implement a random factor for you to receive the report. Say, a ship issues the 'Uboat sighted' report, but the radioman only has a - let's say - 15% chance to intercept it, based on his skill, if feasible. - Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo... I repeat, this is just what I noticed after playing the test missions, so I wouldn't know if things go differently in campaign. |
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#11 | |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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