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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
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Erratum: It works.
I just failed to change the date of the assignment test. The target sees the arrival of the torpedo about 5 seconds before impact. Too late! Test at 9,000 meters range. Thank you, Maddy. Regards. Gibus
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane |
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#2 | |
Navy Seal
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very nice! why does it see it five seconds before? did you make it that way or ? Just curious.Also, plan to release this as a mod by any chance? ![]() |
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#3 |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
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I do not know.
On the advice of MadMax, I removed the variable on the wake, such as work MK18 torpedo and Cutie. And nothing else. It's very simple, right? I guess (but I affirm nothing) that Japanese operators have detected the presence of the torpedo through their hydrophone .... When targets are destroyers (swift like rabbits), I take a first torpedo at the rear turret, then 4 to 5 seconds later a second torpedo about 10 to 20 meters in front of the bow. Unstoppable! Now I can hope to attack Yamato on 7 April 1945, successfully, before Mitsher him do his party. ![]() I did not understand the meaning of this sentence. Please, would you repeat it otherwise?
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane |
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#4 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#5 |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
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I understand. Ouch, I hope you understand my explanation.
First, we must render unto Caesar what belongs to Caesar, that is to say that thanks to MadMax I arrived at the result. Then, as you know, it depends with what you play super-mod. Each author of MOD makes its own modifications. So if I propose a generic MOD, it may not be compatible with other MODs. Personally, I play with TMO 17 and I can not guarantee compatibility with RSRD, FOTRS or other MODs. Therefore, I prefer to explain how I did so that you can reproduce your own small MOD. 1. Create a directory: Torpedo_Mk16_wakeless \ Data \ Library. 2. Copy the Torpedoes_US.sim file (found in your personal super-mod) in the Library folder. 3. With Silent3ditor, open the copy file. 4. Using the mouse, select the node 18: ShipWake. 5. Right-click, delete option. 6. Save the new file. 7. Copy the Torpedo_Mk16_wakeless mod into the MODS folder of SH4. 8. Activate with JSGME. 9. Good game and good luck. Later, if your super-mod changes, you must make sure that this file is not update. Otherwise, you will make a compatible update. Thank you to tell me whether I was quite clear and understood. Gibus
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane Last edited by Gibus; 08-27-11 at 09:29 AM. |
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#6 | |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
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With these informations, you can do the mod yourself? Otherwise, tell me with what you play super-mod and I will make for only you. But understand that I can not do the updates, later.
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane Last edited by Gibus; 08-30-11 at 11:58 AM. |
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#7 |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
Uploads: 0
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Bubblehead,
I have not read your answer. I hope there are no linguistic misunderstandings. 1. With my explanation, you can do the MOD. This is the best formula. 2. You can not and I do it for you. But you must tell me with what super-mod you are playing. Thank you for your reply. Regards. Gibus
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane Last edited by Gibus; 09-02-11 at 07:09 AM. |
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