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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3466 |
Cap'n
Join Date: Mar 2007
Location: Ukraine
Posts: 82
Downloads: 340
Uploads: 0
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Got it, many thanks!
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#3467 | |
Navy Seal
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![]() Nice shoots anyway... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3468 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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![]() My hydguy isn t superhuman anymore either. Fixed after I put latest TDW patcher and I put in the original files I had backed up. Did not put the "render more than 40 km " this time either but I don t think that had anything to do with it. Maybe it was just taking out the mods and put them back in that did the trick who knows.. Anybody have the original 1.2 version of EnvSim.act and kernel.dll? Forgot to take backupcopies. Last edited by Husksubsky; 04-20-14 at 10:13 AM. |
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#3469 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Greetings and hello to all and thanks and hats off to the modding crew who saved SH5 from oblivion
Sober I will be trying to load this mod over the next week or so - have not played SH for years but got bored with everything else so came back to an old favourite - Keen to see how things might have changed and want to give ultra realism a go. Hopefully I can follow your instructions to make the install and that I may contact you if I run into difficulties A question - when I last played the FX or lack of really annoyed me - ie torps hitting a ship primary and secondary damage and damage continuing to mount after initial impact - has this been dealt with in your nod, also the AI for destroyers and escorts seemed either too dumb or too expert has this been adjusted in any way Looking forward to playing again hope I get the downloads and installation right Regards R |
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#3470 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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HI to you
Would really like to play using this mod, am currently trying to download all the links but every time I try I get a message telling me I cant download because I haven't posted for a while - what the f__ck is going on, I have been a member of Subsim for years and not encountered this before - Now is going to take me a year to download all the mods required if I can only download one or two at a time Any one got any answers please Quote:
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#3472 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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If you have received a message Sorry! You have exceeded your daily allowed download amount it is because one of three things: 1. You're a new member and you've never posted. New members with 0 posts may be limited to 3 downloads a day. Solution: make a post somewhere in the forum, such an introductory post in the Comments to SUBSIM section. After an hour or less the forum will automatically enable downloads.
2. You have been a member a long time, and you've never posted or have not posted in a long time. Solution: make a post somewhere in the forum. This post will be placed in the moderation que, and after 24 hours or less the forum will automatically enable downloads for you again. We have to do this to prevent spammers from joining, waiting a few months and then bombarding the forum with ads for Vie-gra, etc. 3. You have hit download limit for the day. We have a limit because with hundreds of members downloading every day, it can get pretty expensive for us. Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 15 years. Thanks for the support! Downloads here are available and free, but the website bandwidth is not limitless, and that is not free. Download some mods, come back tomorrow and get some more. Last edited by Husksubsky; 04-21-14 at 06:42 PM. |
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#3473 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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My last post was from faq and rules.
For the AI bit my experience is that it s not perfect but constantly improving and way better than some years ago. I remember back then that periscope depth was a sanctuary with neiter shooting or exploding tincans. Those days are over. I ve also had the pleasure of having a "das boot" almost killed but limped home couple times. BUT Randomized AI is not an easy task and I still encounter weird AI behaviour from time to time.(Did you ever try to play Falcon 4.0? ![]() Anyway welcome back from...the deep? Im such a word wizard ![]() |
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#3474 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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This question is for Sober or anybody that may have a useful setting as well. I was wondering what setting do you have for visual light factors and visual fog factors? With the contrast mod things are very dark which is really cool and immersive but my crew is constantly spotting things that I have no hope of seeing. Also did any of you change the visual light factors for the enemy ai. It's only fair if it's harder for me to see them it should be harder for them to see me as well.
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#3475 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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You have a good point and the topic has been up several times during the last months so you ll find it with a little scrolling.What I ve made out of it is that 1:Trade off.. If our crew spotted as close as us we do with our eyes, we could almost not use any TC cause the enemy would have been all over us. 2:How you place yourself in relation to the moon is a huge factor Individual computers are different off course. Would be nice with a test mission for comparing at what distance we actually start see the a contact with our eyes ![]() I ve been thinking excactly like you and I tweaked up my gamma a tiny bit and tested. Not long after my crew spots, then I can see some smoke as well.(the fact that my crew can also identify the ship is another thing..that should have been delayed.) I like to think that my crew has been up there and got their eyes more adapted to the dark than me down in the sub. There is an artillery spotter amongst us who had some nice info about nightvision . http://www.subsim.com/radioroom/show...postcount=3374 Pls note that there has been several changes from the time of that post to now.. Last edited by Husksubsky; 04-22-14 at 05:06 AM. |
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#3476 |
Ace of the deep .
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Some nights are lighter than others . I will see if any of the cfg files help with crew spotting or maybe special abilities or training as I like to call it .
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#3477 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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I've fiddled around with it a little and it seems that 1.8 or 1.9 in the sensors cfg might work for my crew visual light factor. On very dark nights the crew will start seeing things right as I can start making them out. I need to test how it affects spotting during the day, however. I have no idea how to properly adjust the enemy ai visual light factor. The enemy ai visual light factors resides in the Sim cfg that's all I know. Adjusting it properly seems like a shot in the dark as I have no clue as to when they are actually seeing me. When they start shooting is that the point they actually have seen me or is that the point they have come in range?
![]() Last edited by Stoli151; 04-22-14 at 02:02 PM. |
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#3478 |
Navy Seal
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How about this underwater view settings? I've reduced drastically view range to about length of the submarine...
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3479 |
Count Dracula
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nice work vdr1981
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#3480 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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beautiful VDR how you did that?
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