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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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That is different.
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#2 | |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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For this game, your understanding is not enough. maybe you can try this mod. |
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#3 |
Hellas
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Congratulations Backer !
![]() Subsimers , we are in front in one of the most serious mods ever made for sh3 ! i am not joking at all...the mod is working like it has been builded by the sh3's devs ! everything is working so smoothly that you will enjoy EVERY MINUTE of it ! you will see ,exactly what you expect to see... moderators,this mod must be ...STICKED ,it is exactly a completed wolfpacks mod ! it is really so amazing that the last period so many serious and important mods are been released (or are developing) for sh3 . mods like this one here are getting sh3 in a new era of challenging gameplay. @Backer: you made a GREAT job there with your wolfpack.ACT file !!! just so easy(one file!) to install and everything works as it should! let me ask you something that i always believe is a big fail in sh3: can you do something at the act files which is controling the ''intelligence'' of enemy and make it more clever ? i mean something like random routines when enemy is detecting the submarine or random routines when enemy is attacked by submarines some points that i noticed in your mod and will be great if it is possible to fix: 1. the messages from bdu to player have non understandable characters. i believe that you must use english characters instead of...chinese(?) 2. messages from bdu are not coming always to player and whenever are coming are doubled (the one is telling that the friendly uboats are coming and the other is telling to proceed alone) 3. the friendly u-boats of wolfpack when get submerged are appearing at the navmap with the sunk icon (but they are there and active ,ready to shoot) 4. at event camera is not appearing the animation of the tubes opening and the ejection of torpedoes ( at free cameras all works great though) 5. the messages about the u boat that is shooting(at messages bar) are again non understandable characters @Terryn: the only files that you need (which is the whole mod) are just the wolfpack.ini and the wolfpack.act files (and of course the test mission). all other files are not necessery ( i think that Backer include them becuase the test mission is designed to work at stock 8km enviro.it was needed to tweak the test mission a little in order to work in the 20km) the wolfpack story in pics.... message with convoy's data have been send to BDU: ![]() Message from BDU to player: ![]() wolfpack is arriving: ![]() the three friendly subs that appearing close each other at bottom of nav map heading to support you: ![]() when closing to convoy (around 8km) starting submerging: ![]() the party has just began(wolfpack's uboats exept from submerging are throwing torps....isn't it like it has been made by the devs?): ![]() ...wolfpack moments: ![]() the situation after the attack (i haven't yet fired even one of my torps): ![]()
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 08-10-13 at 07:52 AM. |
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#4 |
Willing Webfooted Beast
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Woah! This is amazing!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#5 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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WOW
![]() There is one thing that needs to be fixed badly though. No convoy attack ever has brought that kind of destruction. The efficacy of the wolfpack must be toned down A LOT. Now it seems every U-boat hits with every torpedo they shoot and that the escorts are not able to stop anything. |
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#6 | |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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Since the friendly submarine will totally disappear on the map after submerging,I give a sunk mark for you to find she and watch the attack freely |
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#7 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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@Makman94
I updated new download url, that's English. ![]() Can you use English mod update game pics? thanks! |
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#8 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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@terryn
Yes,my English is no good, I need everyone help me... ![]() |
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#9 |
Torpedoman
![]() Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 387
Uploads: 0
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Anyone knows if this could be implemented in campaign or is it only for single missions?
i havent downloaded it yet as i am in middle of one patrol if ti could be done it would be great as an add on for h´sie wolfpacks routine. |
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#10 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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@terryn
What friendly forces will do ? If they are warships, When they reach the ambushing area, they will start attack with no hesitation when they find out there are enemy in the region. If they are submarines, they will starting dive when they are in the enemy’s region range(about 8km) , and then they will gradually close to enemy, then they will shoot torpedo when enemy’s distance and angle is appropriate. After shooting torpedo, the next round needs to measure and fill again, this process will cost about 20~120 seconds. If find enemy accidental when friendly forces’s submarines haven’t dive , they will use artillery and machine gun to attack enemy like warship do so , if angle and distance are not bad, they will shoot some torpedo occasionally. |
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#11 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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In general , will be the friendly forces who can come to this ambush’s area in game time 24 hours.
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#12 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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This ^
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#13 | |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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I respect the author who make the similar works, but you can not say we are the same. Please do not make a statement in imagination. Welcome to prove with the relevant data and your thesis. Prove with facts. |
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#14 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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Obviously you didn't test and compare the mods. I am very interested how you get the conclusion "They seem to be the same"
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#15 | |||||
Hellas
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this mod is not arcadish at all ,at least no more than H.sie's version.BOTH mods demads the same actions from player (only difference is that you can get a reply from BDU with only one contact report but maybe this can be arranged. tests continues...).both versions are so nice that i can only say to start testing this here Quote:
![]() i will update the pics later tonight Quote:
what is wrong here? Backer is not an enemy of H.sie !he is just sharing his work, this community desperately need moders like H.Sie and Backer . it is these guys who are exploding the gameplay of the game. Backer deserves your respect exactly just as H.Sie. his mod shows that this guy has great HARDCODE moding skills (pay attention to the word HARDCODE). Quote:
i am running the mod on stock game (no other mods ,only a gui and an environment mod ) so there are answers from BDU ONLY from your mod. there is problem with the contact report and not ONLY ONE ! sometimes the contact report button is not working at all (does...nothing) ,other times when i clic on ''sent contact report'' i hear the crew saying ''fire tube 1'' but no action like that is happening.just the ''fire tube 1'' is hearing and the message ''Our ships are too far away,acting own yourself!'' is appearing on messages bar. other problem is too many repeated messages from bdu. i have five messages from BDU ,at the same time ,saying the same thing most serious problem so far is that i can't get it work in campaign . i am clicking in 'sent contact report' button but nothing happens. so far, i haven't managed to see wolfpacks in campaign (tests continues....) also , i think that you must make your mod indepedent from renowns! i had to tweak my remain renowns for not getting the message ''poor renown''. i don't think that renowns have any place in game but ,especially for wolfpacks , BDU talking about renowns when we are in front of a convoy is just ,in my opinion, an immersion killer will post details about my observations so far later tonight Quote:
stop fighting this guy , he has great skills ...very few in this forum are capable for such modding @Terryn: for accusions like these ,you have to show arguments and proove your words instead of posting ....''i am getiing suspicious now that you mention it''. Backer told you exactly this,to proove your words. what are all these ?
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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wolfpack |
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