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03-22-14, 01:21 PM | #5086 |
A-ganger
Join Date: Jan 2012
Posts: 78
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I was browsing through files that were left I have from the times SH4 and found an interesting idea - AI Torpedo Launcher. I don't know who to say thanks for the this idea, these files were stored about 5 years in my archive mods for SH4 as a part of super mod "Great War", but I have only the first part of this mod without the readme. Thanks author!
I adapted it and tested for SH5 (screenshots in archive). I play with OHII and think that does not make sense to add individual mods to game, it only brings discord into the game. Need to do a specific mods for this great mod. 1. This AI launcher does not quite work as would like, but it works, maybe you will improve it. 2. Fully compatible with OHII. 3. No ID duplicate. 4. No changes in the ship's .eqp files. 5. Unfortunately, the game takes fire range for all cannons and AAguns from SIM.CFG and does not depend on the internal settings in .sim files and it can't be changed without affecting other guns. 6. Added the "Torpedo in the water!" audio report when torpedoes are dropped into the water (as in Wasserbomben_SoundFix). This also works for air torpedoes. Locations: sh.sdl, particles.dsd. 7. Added controller "obj_Turret" to all nodes cfg#T. The attached ship's .sim-files include changes of mods Ship Inertia and Enhanced FunnelSmoke, so installing after these mods. 8. Other minor changes, such as: a) in DD Somers (.GR2) added nodes #H01, #N01 and these sensors (.sns file); b) in PC Black Swan (.GR2) added node #R01, this is wrong - in file .sns sensor presence, and no node #R in ship. In the Black_Swan.fx removed Lost controllers; c) in DD Rocket (.GR2) added node #R02 in a correct place and the radar sensor is moved from #R01 to #R02; d) in DD Fletcher added node #R02 (more precisely - in the director_37 in guns_radars_01.fx new file). AITorpedolauncer_SH5&OHII:http://yadi.sk/d/V4ulfMEbKztCM |
03-22-14, 02:48 PM | #5087 | |||||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I had a look to your screenies, and they look just... wow Quote:
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Not everyone is using those mods. Maybe you should create 'no EFS', 'no SI' and 'no EFS, no SI' patches |
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03-22-14, 03:58 PM | #5088 | ||
A-ganger
Join Date: Jan 2012
Posts: 78
Downloads: 59
Uploads: 0
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I think we need to agree here, if I see "Enhanced FunnelSmoke" file in library folder, then I guess it's all maintenance used. About SI, I think, nothing bad will happen. It is possible not to install, just be shooting for 360 degrees. |
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03-22-14, 04:01 PM | #5089 |
Samurai Navy
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So this might make torpedo bombers possible? Wow
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03-22-14, 09:03 PM | #5090 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Many players, don't ask me why, have reported unusual CTD's while using SI. Moreover, SI is not compatible with Hydrophone RPM. I really like your idea to ensure combatibility with those mods, but I think we should also set people free to use them or not. torpedo bombers were already possible |
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03-23-14, 04:48 PM | #5091 | |
Ace of the deep .
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03-23-14, 06:38 PM | #5092 |
Growing Old Disgracefully
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Hi Sober
I reinstalled as you suggested. I took the opportunity using the custom install to select German voices. I am using the mod EMMCD v0.3.1 by archer9. (Will not include now) As I am no longer using the ‘German Language Pack’ mod do I need to enable the mod ‘Speech fixes and Additions German Version?’ Your reply to me Use the latest mod list. I have taken EMMCD v0.3.1 by archer9 out because of reports of it breaking the hydrophone somehow . Reply in my mega mod thread please I have printed off your latest 0600 22032014 mod list. Do I need to add this mod if my crew are speaking German ‘Speech fixes and Additions German Version?’ now that I have removed the ‘German Language Pack’ mod. I have deleted my OHII previous post
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03-23-14, 06:44 PM | #5093 | |
Ace of the deep .
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03-27-14, 12:39 AM | #5094 |
Loader
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
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Possible glitch in Mare Nostrum?
First off, thanks for all the latest improvements.
I had a couple of (possible) glitches as I started the Mare Nostrum campaign, using version OH2.5. I had selected the mission Breakthrough Gibraltar but my objective was "Intercept British convoy before it reinforces Malta", which had a marker that was located south west of Sardinia and sounds more like an objective for "Deliveries for Malta". Secondly, as luck would have it, I made it through the Straits of Gibraltar and ran into a convoy headed west. After sinking 7 freighters I had enough tonnage to complete "Breakthrough Gibraltar" but "Deliveries for Malta" also completed. I don't know if the tonnage should count for both objectives or if it's a bug. ( Oh, and the mission objective "Intercept British convoy before it reinforces Malta" is still in progress; not that that is a bug, but I thought I'd just add the info here.) |
03-27-14, 02:52 AM | #5095 | ||||
A-ganger
Join Date: Jan 2012
Posts: 78
Downloads: 59
Uploads: 0
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I'm not fully satisfied, because torpedoes behave not absolutely how torpedoes. Quote:
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Obj_turret in ship's sim files perform the function of fire restrictions in certain sectors, it is possible to do without them, or add your own. |
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03-27-14, 04:27 AM | #5096 | ||
Navy Seal
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Thanks Katze
How are you finding the new missions using the MQK system? Quote:
Each objective (breakthrough Gibraltar etc) has about 10 patrol, 1 spy and 1 intercept missions attached - not all these intercept or spy/drop off missions have been checked and where I have changed the objective for the main mission - it has on occasion cause these to be outside the operation area I will fix these one day Quote:
Most campaigns now have been changed to reduce this. but it can still happen |
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03-27-14, 06:04 AM | #5097 |
Watch
Join Date: Feb 2008
Posts: 21
Downloads: 233
Uploads: 0
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03-27-14, 06:15 AM | #5098 |
Navy Seal
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When in game - look at your Captains Log to see your patrol instructions
http://www.subsim.com/radioroom/show...7&postcount=99 |
03-27-14, 06:50 AM | #5099 |
Watch
Join Date: Feb 2008
Posts: 21
Downloads: 233
Uploads: 0
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03-27-14, 07:15 AM | #5100 |
Ocean Warrior
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That's very odd ..
Look at the screen below.. there are all the txt files of the missions related to the square of AN55 in British Coastal Waters.. and all references to this square are there.. I don't have any thoughts about this error.. try to check other missions.. UPD: and check the files (TG_BCW_Patrol0-9.tsr) located in the Rus v 8-2.5 for Open Horizons-II\data\Campaigns\CampaignProjects\Missions\Total_ Germany_M.. make sure your files are not corrupt.. you can open them with Notepad..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 03-27-14 at 07:32 AM. |
Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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