SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-15-11, 02:31 PM | #16 |
Black Magic
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05-15-11, 02:35 PM | #17 |
Navy Seal
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When you are moving about the bunker - the crew could be on the pier or hanging about the boat deck.
When you hop on board (game loads) crew could be set back to their normal stations. |
05-15-11, 02:39 PM | #18 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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True, but having the crew on deck when leaving the bunker is much more realistic. Then they slowly climb the tower and get inside one by one... would be such an awesome sight :P
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05-15-11, 02:51 PM | #19 |
Black Magic
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Don't think that one will be possible. There's very limited commands available. Actually take that back: there's a way it could be done.
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05-15-11, 03:22 PM | #20 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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question could also be what "bunker state" means exactly...
1. - active if the sub is in the bunker ? 2. - active if the player is in the bunker (not on the sub) ? 3. - active if the player is on the sub and sub is near the bunker ? if "bunker state" its active by option 1 or 3 (3 if the trigger range could be reduced to some meters), then it could maybe managed to move the crew from stading on the deck going/teleporting to its normal positions while leaving the bunker, gaining speed, passing the bunker entry.
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Stormy...... Last edited by Stormfly; 05-20-11 at 06:47 AM. |
05-20-11, 04:03 AM | #21 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I had a chance to test your mod today... it is very nice... you will continue to work on it?
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05-20-11, 02:58 PM | #22 | |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Quote:
If something doesn't look right with the bunker itself though, let me know folks......you know how good I am with interiors .
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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05-20-11, 04:47 PM | #23 |
Planesman
Join Date: Jul 2010
Location: Venezuela
Posts: 181
Downloads: 65
Uploads: 0
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Interesting work good friend.
I have a suggestion, there is no way to change the time of refueling and torpedoes in the port when in a campaign?. Recharge time of the game, apart from unreal, impossible. I know it has changed the loading time outside of the submarine's torpedoes, but I have not seen any mod on what I am exposing. Thanks ... |
05-20-11, 04:54 PM | #24 |
Eternal Patrol
Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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SV
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05-20-11, 06:00 PM | #25 | |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Quote:
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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05-20-11, 06:02 PM | #26 |
Planesman
Join Date: Jul 2010
Location: Venezuela
Posts: 181
Downloads: 65
Uploads: 0
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05-21-11, 05:56 AM | #27 | |
Navy Seal
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Could this be the file for time in port refueling etc.
Quote:
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03-10-12, 08:27 PM | #28 |
Commander
Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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Love the fix, I always wondered what the guy on the stairs was doing. Excellent job!!!
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10-05-14, 04:51 AM | #29 |
Sparky
Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
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Note for user :
This mod crash the tutorial mission when you came back to kiel for user who want to play the "stock campaign" |
04-24-22, 08:05 AM | #30 |
Duplicate account
Not Allowed Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
Uploads: 0
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This modification causes the game to crash after the end of the training mission. I don't recommend it for those who want to play the tutorial. Waypoints from SteelViking have a conflict with the characters of the Captain of the Boat and the Commander of the Base in Kiel.
Last edited by U-190; 04-24-22 at 08:39 AM. |
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