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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
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![]() Join Date: Nov 2006
Posts: 30
Downloads: 102
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#2 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
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I also note the same battery recharge issue as I've noted before, long ago... Even TMO's Battery Recharge Fix crewman isn't able to give a decent recharge rate. Probably an engine limitation. I suspect that recharge time is tied (with some hardcoded formula) to whatever sets the range when using batteries.
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#3 | |
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Edit: wow 3D modding in this game is hard! I got the dial to work in reverse. I probably need to rotate my control by flipping it on y axis, then back in z axis... Last edited by qiaoyech; 08-15-16 at 09:37 PM. |
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#4 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
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I noted that several keybindings were different to what TMO sets them as. Wonder if that's due to OTC, or the updated Interceptor.
As to fixing the battery issue, I suspect you just created another Ability to 'correct' the issue. From what I can see, you've got one crewman with an Ability that basically keeps the fuel from dropping, and another that effectively allows visual contact with ships even submerged. While this method works, it does reduce the number of crew slots I can use for TMO Abilities, though, I probably won't need the TMO Battery Fix guy anymore... Early War any Mk 16s you use get replaced with Mk 14s. I'm fine with it, but I thought I'd point it out, the hydrophones don't seem to work, and the TMO range/bearing rings on the map/attack map are not present on the Interceptor.
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#5 | |
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![]() Join Date: Nov 2006
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Downloads: 102
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1) yep. that's the fix. And unfortunately it seems to be the only way to get it to work. 2) intentional. If you want to keep using mk16, simply rearm before returning to base. (Think about time-travelling the movie the final countdown ![]() 3) It works. It's just with the guy working as "advanced combat operator" the hydrophone contacts will be visual contact. Stock map icons is recommended. And you should enable "map contact update". In fact, during my gameplay hydrophone range is further than radar for fast moving targets without land obstruction. P.S.: the hydrophones for this boat works both on surface and submerged. This is why you can get visuals with ships much further than visual. (This is ~= dangerous water's "Show Truth" options, except it has blind spots, max range, and won't pick up stationary or very slow moving boats.) This isn't the furthest sensor though... This boat is also equipped with advanced radio decryption hardware... 4) The mod isn't based on stock TMO, it's based on optical correction for larger resolutions. P.S.: thanks for testing! Last edited by qiaoyech; 08-15-16 at 09:57 PM. |
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#6 |
Planesman
![]() Join Date: Jan 2004
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Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
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Laptop: Alienware m15 (2019) | CPU: Core i7 9750H 2.6 GHz | RAM: 32 GB DDR4 2666 | dGPU: GeForce RTX 2060 6 GB | OS: Win 10 x64 |
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#7 | |
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![]() Join Date: Nov 2006
Posts: 30
Downloads: 102
Uploads: 1
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