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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3511 | |
Silent Hunter
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ok, then i guess we can chalk it up to the contraband mod. just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod. ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3512 | |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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#3513 | |
Silent Hunter
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so, there is another reason for the half-sailors. Crewmembers3D.upc version is 4/8/2020 and is part of 1.46. i'll have to check the bridge during a storm on the next mission.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3514 |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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What's the file name in 300_DarkerNightsEnv_V2?
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#3515 | |
Silent Hunter
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and it really does make the nights really really dark.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3516 |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night. ![]() |
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#3517 | |
Argentinian Skipper
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Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3518 | |
Argentinian Skipper
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A sugerence for the next release: the radio message at the end of the trials should be something as "Return to base at Mare Island and end the patrol. You will be assigned new objectives....". The problem is the actual message, leaving you free to continue on patrol, I choose it and I got the vast no- land Pacific without objectives or missions. Now is April 21, 1942 and I'm departing from Mare Island, the mission is patrol the Carolines. Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3519 | ||
CTD - it's not just a job
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Thanks fellows! ![]() Previous question still stands though: Has anyone been offered and purchased an early radar, other than the ST, which has been disabled? Did it function properly?
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"...and bollocks to the naysayers" - Jimbuna |
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#3520 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
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#3521 |
CTD - it's not just a job
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Thanks. What boats, by chance? Some are set the same as others, but not all...
Did you get to go through the mountains on the trip? ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#3522 | |
Silent Hunter
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i AM able to close within 8000-10000 yds before we are spotted by the enemy escorts. previously, we would be detected at the 17000 yd distance. and.... the scope is not as readily visible at night, especially by the merchies. warships will see it, especially after the initial attack, but not as well as without the mod (please forgive my bad english).
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3523 | |
Navy Seal
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Others responded but since I spent a huge amount of time adjusting this in SH 4 to get things right , figured would weigh in. A major problem with SH 4, any version and any mod have encountered is it is impossible to simulate historically accurate night surface attacks. In stock, it was outright impossible. Nights were far far too light for nights on open ocean. This permitted hawkeye, sniper like vision from escorts at night. This obviously is a major issue, especially in later war as it prevents proper simulation of how US submarines operated. Really was a huge missing element in the game because frankly, night surface attacks bring a whole other level of intensity and fun into this sim. In TMO, one could work into position but always had to fire from excessive ranges such as 4000-5000 yards, when subs often went in to 2000-2500 yards from targets on the surface. , sometimes closer.A submarine is quite difficult to see on the surface at night. Then one torpedoes hit, 8 out of 10 times player was shot up by gunfire from sniper like escorts and merchants. So for my TMO update...I made it a major goal to make realistic night surface attacks happen, which includes ability to maneuver on surface . The darker nights mod changed things, but required some adjusts to the visual settings in sim.cfg to work properly, otherwise ships were blind. Now, in TMO, player can pull off these attacks in a historically accurate manner, with proper tactics. One can even slip past the escort screen get inside a convoy and attack from within, and escape. Of course a number of factors involved. As far as seeing the enemy, well player can still see them. However, its more realistic, you're not going to identify a merchant from 9000 yards at night as before lol. Crew sometimes can with the ID ship function. I wait until closer. Just close in and find best target I can. Study of ship silhouettes matters so you can instinctively identify class of ship....tanker, large merchant etc before getting class enough to name it. Player also has to learn to make more "on the fly " shots and maintain situational awareness, especially one first attack has pulled off and are inside the convoy. Dodging gunfire from close merchants(they are no longer sniper like) and of course the escorts which will rush in to the scene of the attack. 90 percent of the time I play without map contacts and camera, and can quickly plot a solution. I have not tried the darker nights with FOTRS yet, but will soon and will likely require some adjustments to work properly. |
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#3524 | |
Silent Hunter
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it is definitely raining. Same circumstances: Sargo, out of Milne Bay, May 1944, in the vicinity of the east side of the Philippines. the only mod that changes Crewmembers3D is 1.46. Strange. Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\FOTRSU 1.46\MODS] 100_FalloftheRisingSun_Ultimate_v1.46_EN 200 Nippon_Maru_v1.2 300_DarkerNightsEnv_V2
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3525 |
Admiral
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Ahoy, mr. propbeanie...
![]() This query, is sent your direction... ![]() Ok, here goes... ![]() Just what is the details with: 399_OAKsHudGauges_v1.5.Edition I looked in anywhere in the support & other folders that pertain to the addinz... til My eyeballs went wonky. ![]() ![]() ![]() ![]() To the best of My knowledge... no info in them, pertaining to this particular mod add in... ![]() ![]() ![]() ![]() That is the question... soooo, if you could answer My inquiry, it would be ever sooo much appreciated, sir. ![]() ![]() ![]() ![]() Thanks... M. M. ![]()
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