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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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Cool. You keep producing these awesome little mods. Thanks man. Saves me the trouble of firing couple of rounds from deck gun or going flank speed submerged for awhile in order to get spotted.
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Himmel, sukeltakaa! |
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#2 |
Hellas
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Very nice LGN1
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#3 |
Sonar Guy
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Great addition to the realism LGN1.
![]() I must have integrate it immediately, maybe will rise it to 2000m!
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If you ride like lightning, you're gonna crash like thunder. |
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#4 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Hi LGN1,
Is there some way you can give me a brief explanation of the alterations that you made? I have a bit of a mod soup and my torpedo.dat and torpedo.sim files are both ingredients. Unless you know a way that I can compare a file to a default GWX file and see what the differences are. Then I could do it myself. Thanx in advance. |
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#5 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
thanks for your positive comments! I'm glad you like it. BTW, I forgot to mention that the current mod only changes TI, TII, and TIII (I was too lazy to adapt it for the later torpedoes). It's easy to do it also for the other torpedoes, however, since there are hardly any premature explosions later in the war, I did not do it. @rudewarrior: I can give you a detailed explanation, however, it will take some time because I'm incredibly busy at the moment. Best, LGN1 |
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#6 | ||
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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#7 |
Fuel Supplier
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This mod by LGN1 works very well with NYGM.
It causes any ship or convoy where a torpedo has exploded prematurely (ie, without a hit, but within 1,000m of a ship) to react as though it has detected a U-boat. It took ages for me to get a torpedo to explode near a ship! Kept using Type II torpedoes with real campaign files in 1939 and 1940, checked the torpedo dud settings in the stock game and H.sie’s torpedo mod. But finally there was a definite explosion-near-ship on a solo merchant ship, which started weaving. And then a salvo attack on an escorted convoy off East Anglia. No hits, but a premature near a ship and the convoy started to weave! So great work, LGN1! This is something I have wanted for years, but couldn’t work out a hard-code fix. Like Rudewarrior, I'd be really interested in knowing the principle you used to fix this problem. Stiebler.
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