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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2206 | |
Black Magic
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#2207 |
Watch
![]() Join Date: Aug 2013
Posts: 25
Downloads: 82
Uploads: 0
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TDW,
hope you can do what you want to do ! will be awesome !! I make some others tries, so seems i was in the mistake, as there is no limit (you can put 10 000 km in the patch if you want). Don't know why i never received radio message in the scenario saying merchants have been sunk when i did my tests ![]() I tried in the campaign with a distance of 750 km (i remove all traffic from ports to test it, and some others traffics, as i have not a very good computer configuration). All was running ok until i got sunked by some ennemies ships near Cherbourg.... (i am not very good...). So my test ended at this time. Just another word : before that i trying with a distance of 1500 kilometers, but what i found strange it is that i was at 25-30 fps, and dropped at 0 in 1 seconds. no intermediate FPS. It is like there is an array of ships, and suddenly you go through this limit. (as i am sure in one second you can't have 20 new 3D rendered ships which will drop FPS like this). |
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#2208 | |
Black Magic
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A problem I have noted using very large rendering distances is the units are not 'updated' with the latest equipment. Since when using very large rendering distances the units are active (3D units) and not inactive (2D units). This means their equipment and loadouts are what they were when the unit originally spawned. With short rendering distances units aren't spawned until the player's sub is close to them and thus they have the 'latest' equipment and loadouts ![]() |
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#2209 |
Sailor man
![]() Join Date: Feb 2014
Location: Ростов-на-Дону РФ
Posts: 45
Downloads: 300
Uploads: 0
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Dear TheDarkWraith, and whether it is possible to combine somehow fashions of SubFlags_0_0_8_byTheDarkWraith and IRAI_0_0_41_ByTheDarkWraith
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#2210 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2211 |
Navy Seal
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I'm wondering, why airplanes are so scrimpy when it comes to dropping bombs on target?
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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... Last edited by vdr1981; 04-14-14 at 10:29 AM. |
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#2212 | |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
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Hi TDW
Quote:
Thanks Ross |
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#2213 | |
Loader
![]() Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
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And the IRAI_0_0_41_Inertia_Damage mod is included in the IRAI_0_0_41_ByTheDarkWraith zip file (you'll find it in the MODS folder inside the zip along with the main mod ) install them in JSGME as: TDW_Ship_Inertia_1_1_0 IRAI_0_0_41_ByTheDarkWraith IRAI_0_0_41_Inertia_Damage |
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#2214 |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
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Thanks Katze
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#2215 |
Navy Seal
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A friend of mine was "probing" Royal Airforce near southwest coast of England...
![]() It would be really nice if planes AI become a little bit more "determent" in the next IRAI update... ![]()
__________________
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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#2216 | |
Black Magic
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![]() Unfortunately the plane AI is the worst of all the game's AI. There isn't much hope for improving it ![]() |
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#2217 | |
Navy Seal
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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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#2218 |
Navy Seal
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I'm getting really tired of escorts sensors uber-sensitivity...
![]() I'm constantly being detected in some impossible situations, like while I'm siting 30 meters below being silent like hole in the water, just to realize that nearby destroyer (approx 800m away) has suddenly being alerted about my presence... ![]() I don't need to say anything about surface engagement...It's just impossible... Has anyone ever experimented with following values from init.aix file? Maybe there's hidden solution for the problem? Code:
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY_MIN = 0.85; VISUAL_DIFFICULTY_MAX = 1.0; HYDROPHONE_DIFFICULTY_MIN = 0.85; HYDROPHONE_DIFFICULTY_MAX = 1.0; RADAR_DIFFICULTY_MIN = 0.85; RADAR_DIFFICULTY_MAX = 1.0; SONAR_DIFFICULTY_MIN = 0.85; SONAR_DIFFICULTY_MAX = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT_MIN = 0.85; VISUAL_DIFFICULTY_MERCHANT_MAX = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 0.85; HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 1.0; RADAR_DIFFICULTY_MERCHANT_MIN = 0.85; RADAR_DIFFICULTY_MERCHANT_MAX = 1.0; SONAR_DIFFICULTY_MERCHANT_MIN = 0.85; SONAR_DIFFICULTY_MERCHANT_MAX = 1.0;
__________________
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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#2219 |
Ace of the deep .
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I was thinking something like these values . Would require a campaign restart afaik .
# for non-merchants VISUAL_DIFFICULTY_MIN = 0.5; VISUAL_DIFFICULTY_MAX = 1.0; HYDROPHONE_DIFFICULTY_MIN = 0.5; HYDROPHONE_DIFFICULTY_MAX = 1.0; RADAR_DIFFICULTY_MIN = 0.85; RADAR_DIFFICULTY_MAX = 1.0; SONAR_DIFFICULTY_MIN = 0.85; SONAR_DIFFICULTY_MAX = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT_MIN = 0.5; VISUAL_DIFFICULTY_MERCHANT_MAX = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 0.85; HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 1.0; RADAR_DIFFICULTY_MERCHANT_MIN = 0.85; RADAR_DIFFICULTY_MERCHANT_MAX = 1.0; SONAR_DIFFICULTY_MERCHANT_MIN = 0.85; SONAR_DIFFICULTY_MERCHANT_MAX = 1.0; |
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#2220 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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I agree, the destroyers can be too perceptive at times, although it is my impression that TDW wanted to make it a hardcore experience, which makes the mod a success when viewed from that perspective. Of course, this means that you need to take a completely different approach to the game, and NEVER get spotted, because once you do, you're pretty much dead. Which then means attacking from a range of at least 5000 meters, and avoiding the fast 90 approach, as stoianm suggests in one of his tutorial videos.
Sober's suggestion is something that I'll definitely try out on my next campaign restart, which will happen quite soon, so I'll report my impressions. I remember playing the Operation Monsun mod for SH4 (don't have much experience with vanilla) and the destroyers in that game were much easier to escape from, while presenting a challenge at the same time. Is there a way to check how the parameters sober mentions were set in SH4 so we could try using those in SH5? If that's at all possible, of course... |
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