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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2236 | |
Seaman
![]() Join Date: Jul 2013
Posts: 40
Downloads: 48
Uploads: 0
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It's okay now though, I got enough info and learned enough by trial and error and reading other posts to manage it myself... Thanks |
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#2237 | |
Count Dracula
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http://www.subsim.com/radioroom/show...06#post2080306
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#2238 | |
Ocean Warrior
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As to me, it's enough intuitive and user friendly.. ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2239 | |
Seaman
![]() Join Date: Jul 2013
Posts: 40
Downloads: 48
Uploads: 0
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But whatever... you guys clearly don't see the point, so I'm done arguing. If you're too lazy to add a basic help or at least write a short readme explaining the basics, and maybe give a few hints or notes about potential issues with the app, then there's not much more I can do to convince you otherwise. |
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#2240 | |
Seaman
![]() Join Date: Jul 2013
Posts: 40
Downloads: 48
Uploads: 0
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#2241 | |
Count Dracula
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copy them in a save place and u have a backup of them
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#2242 |
Ocean Warrior
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Yep, we are too lazy.. and don't forget, you don't buy anything here..
We are too lazy to explain one more time things which were explained on this forum dozens times.. just read here and there.. and you will finally find what you are looking for..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2243 | |
Seaman
![]() Join Date: Jul 2013
Posts: 40
Downloads: 48
Uploads: 0
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sh5.exe SHCollisions.act SHSim.act SHSound.act SH_NClient.dll The last 2 were not mentioned in any how-to I found, but they are patched by the 1.0.122 version. |
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#2244 | |
Seaman
![]() Join Date: Jul 2013
Posts: 40
Downloads: 48
Uploads: 0
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If you're so tired of repeating yourselves, then put the instructions in a central place and keep it up-to-date, and make it so the answers are not spread over multiple posts buried deep in 150+ pages threads. Never thought that you were repeating yourself because the instructions were not always easy to find to begin with or complete enough? Think about it... I'm clearly not the only one who struggled with it based on what you're saying... |
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#2245 |
Ocean Warrior
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What I can say.. you are really only one and first who can't read and search this forum.. sorry..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2246 |
Samurai Navy
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The app is pretty self explanatory....
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#2247 |
Black Magic
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gap's idea is finished and appears to be working as coded
![]() Now I'm working on airbases spawning aircraft when they have a contact and units that are damaged by some form of ammunition that have no contact radioing for help and nearby units coming in to investigate (including airbases). |
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#2248 | |
Navy Seal
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#2249 |
Black Magic
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Going by what's defined in it's cfg file:
[AirGroup 1] StartDate=19380101 EndDate=19410601 Squadron1Class=FHurricaneMkI Squadron1No=48 Squadron2Class=TBBeaufort Squadron2No=24 Squadron3Class=FBBeaufighter Squadron3No=24 Squadron4Class=LBSAnson Squadron4No=12 Squadron5Class=SSunderland Squadron5No=6 ![]() I see a potential problem ![]() ![]() |
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#2250 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ![]() Since we are at it, have you checked the relation between engine RPMs and their maximum theoretical speed in game? The knots / RPM gradient calculated by me should be about 0.0357-0.0375 for surface propulsion (both diesel and electric) and 0.0262-0.0280 for submerged propulsion. Most silent propulsion @ ca. 90 RPM. See the following posts by me for further detail and info sources: http://www.subsim.com/radioroom/show...postcount=1672 http://www.subsim.com/radioroom/show...postcount=1677 http://www.subsim.com/radioroom/show...postcount=1683 Quote:
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