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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Loader
![]() Join Date: Aug 2021
Location: Somewhere below 100 meters
Posts: 84
Downloads: 230
Uploads: 0
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I've been playing SH3 for a long time, but as a modder, I just started, basically. Do you have any suggestion for me, about how to get your tweak files up and running on my SH3. I just loaded FIFI NYGM enhanced stand alone MOD and after that, your tweak files, but radar still gets destroyed. ![]()
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Well,men...all set? - All set, Sir! |
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#2 | |
Electrician's Mate
![]() Join Date: Jan 2020
Location: Oregon, USA
Posts: 131
Downloads: 180
Uploads: 0
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- Tabris |
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#3 |
Electrician's Mate
![]() Join Date: Jan 2020
Location: Oregon, USA
Posts: 131
Downloads: 180
Uploads: 0
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if you'd be willing to help continue testing, would you try it with my basic.cfg and sensors.dat files as well? These are heavily modified and you will not want to play any sort of career with them installed, but it may be worth a shot for the sake of the radar problem. Totally spitballing here, it probably makes no difference.
Remember to back up your originals, these are very important files. Please don't brick your build! https://www.mediafire.com/file/dlhlm...nsors.rar/file |
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#4 |
Seasoned Skipper
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@Tabris
Download the Fumo-391 Bugfix from Rowi58, maybe this can help you. https://gofile.me/2YNK2/gHWYEXx7b |
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#5 | ||
Electrician's Mate
![]() Join Date: Jan 2020
Location: Oregon, USA
Posts: 131
Downloads: 180
Uploads: 0
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Quote:
With that being said, please do share your changes. At the very least I'd like to compare files and see if I've just broken something. Of course a fresh install would be a good idea, but you'll understand if I wait to do that until Fifi is finished with the new campaign files ![]() |
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#6 |
Electrician's Mate
![]() Join Date: Jan 2020
Location: Oregon, USA
Posts: 131
Downloads: 180
Uploads: 0
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I haven't forgotten about this! I've got the XXI working very nicely on version 5.6. It's stable, sensors work well, I even modded-in the unused Steinbutt Walther Turbine torpedo to add more variety to the late-war weapons. Fifi's exciting flurry of updates to the mod outpaced me, but when I can, I'll get it working on the newest version as well, and upload for others to test.
On a related note, does anyone know what files influence the AI's ability to hear our own active sonar? I've found it surprisingly difficult to find actual hard facts on this subject. Most forum posts from over the years report that using the ranging sonar "around escorts" will alert them "sometimes." Some people say they won't generally react if they're more than 1000m away, while others say they're more likely to react if you ping towards them (I figured it could be heard by them omnidirectionally). I've searched ai_sensors, sim.cfg, etc, but I haven't been able to teach myself much. This boat depends on active sonar more than any other type, so it would be nice to see the sim's actual numbers. Many thanks to anyone who can help! - Tabris Commander of U-3153 ![]() |
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#7 | |
Loader
![]() Join Date: Aug 2021
Location: Somewhere below 100 meters
Posts: 84
Downloads: 230
Uploads: 0
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![]() Quote:
__________________
Well,men...all set? - All set, Sir! |
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Tags |
nygm, xxi u-boat |
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