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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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No problem
All I meant is its down to the major mod creators themselves to intergrate this and other mods Serg doesnt have access to the GWX files so he cant possibly know what files have been changed I am also a great admirer of Sergs work His mods are both varied and diverse and great additions to SH3 |
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#17 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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#18 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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This really is a "must have" mod and I hope it or its equivilent is in GWX.
![]() Serg, on your webpage I see other interesting mods like the AI u-boat mod. Care to tell me more about this? |
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#19 |
Pacific Aces Dev Team
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mikaelanderlund, bigboywooly, mr chris,
Thank you for words of support. mikaelanderlund, Unfortunately, it is not that easy to adapt the mod to other big mod packages because there are quite a few changes on both sides. I can do small adjustments but to do that much I would need a really strong stimulus. Anyhow, I think that the mod or its elements will be part of GWX sooner or later. |
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#20 | |
Chief of the Boat
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#21 | |
Pacific Aces Dev Team
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The AI U-boat mod is made long time ago (no tools such as Pack3D were available then) and nowadays it is part of almost all the big mod-packages one way or another. It is best represented as part of Harbor Traffic mod by Rubini (and consequently GW) and U-boat War Ace (Wolfpack)/Campaign. You would care to install it only if you play the stock version. In this case, the subs need to be scripted in the campaign. On the other hand my "wolfpack" mod represents U-boats travelling submerged at the periscope depth and capable of attacking enemy shipping with "virtual" electric torpedoes. The visual effects of impact and damage are exactly the same as during a torpedo attack by the player. The only thing, one can't hear torpedo screws but I doubt any sonarman could here those with convoy around. The presence of wolfpack subs also attracts escorts attacking those subs which can make it easier for the player to approach the convoy. This all produces a great immersion effect of not being alone in the war struggle against allied convoys. The mod is however is not extensively used in big mod-packages except for NYGM and War Ace Campaign, but in NYGM subs do not use torpedoes. Therefore if you feel like using Mission Editor, you can try that out. A few ways of scripting wolfpacks in RND and SCR layers are discussed in this thread http://www.subsim.com/radioroom/showthread.php?t=94400 The air-attacks mod has the latest version of guns.dat, .sim, and .zon files which are recommended to use with the wolfpack mod. Last edited by sergbuto; 12-09-06 at 10:35 AM. |
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#22 | |
Lucky Jack
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#23 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Thank you for the info Serg and really good work.
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#24 |
Seasoned Skipper
![]() Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
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read here ... some pictures of rockets mounted on B-24 , rocket damage in u-boat and a Mosquito trying to get a u-boat with rockets
http://uboat.net/allies/technical/rockets.htm in this one you will find many reports of rocket use against u-boats and some pictures http://www.uboatarchive.net/
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"victim's ? ... arent we all ? " |
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#25 |
Chief of the Boat
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If rocket firing planes do appear I hope the Mosquito gets in an appearance :hmm:
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#26 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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![]() ![]() ![]() Mikael |
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#27 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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They have many changes already Unfortunately the wolfpack mod will not be in GWX until an AI torpedo can be modelled Its a great mod and all but thems the breaks |
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