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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Great stuff Ducimus, looking forward to the update.
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#77 | |
Watch
![]() Join Date: Mar 2007
Location: California, USA
Posts: 26
Downloads: 0
Uploads: 0
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![]() They sure owe you all bit of thanks.
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#78 | |
Watch
![]() Join Date: Mar 2007
Location: California, USA
Posts: 26
Downloads: 0
Uploads: 0
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PS. You think my signature file is a bit too bright???? It seems kinda distracting.
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#79 | |
Rear Admiral
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#80 |
A-ganger
![]() Join Date: Apr 2005
Posts: 76
Downloads: 40
Uploads: 0
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Thanks, very nice indeed.
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Dragon Uss_Nogard_SS56 "Thanks to Ubi Soft and the Silent Hunter Wolves of the Pacific Team, and all the modders from around the world." ![]() |
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#81 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
Uploads: 0
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I use some of this mod 'cause I don't like what you did to some of the mod an asked in another thread if I could get the SH3 tweak program so I could re-enable something you disabled but they never replied. I like the radar fix but don't like how I have to manualy turn it on when I surface. My question is ? Is there anyway I can get the radar to come on automaticly as it does without your mod? Meaning I like to use your radar fix but also having the radar come on when I surface....
I'm still using REL_Flavored_to_taste_2_3.7z cause I have a modem an I'm not DL a 11+ mb file thats mostly sound files... Thanks.... |
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#82 |
Rear Admiral
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As i recall, i left a version of the US sub sensors file in the support directory that works like normal. Complete with SD radar that picks up everything. Try that.
As for FTT 2.4's file size, a good chunk of it is sounds, true, but another good chunk of it is the data files for the Gar class, as its independant of the tambor and has its own statistics now. This mod isnt going to get any smaller unfortunatly, as sooner or later im going to include a german uboat to represent the german monsun boat presence in the area, and that alone will increase the D/L size by about 5 MB's or so after being compressed. |
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#83 | |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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![]() EDIT: The file looks like this: [Sensor 1] NodeName=O01 LinkName=AI_Visual StartDate=19380101 EndDate=19451231 [Sensor 2] NodeName=H01 LinkName=TypeSimpleP StartDate=19380101 EndDate=19430901 [Sensor 3] NodeName=H01 LinkName=Type93-1P StartDate=19430901 EndDate=19451231 [Sensor 4] NodeName=N01 LinkName=NULL StartDate=19380101 EndDate=19451231 [Sensor 5] NodeName=R01 LinkName=NULL StartDate=19380101 EndDate=19430901 [Sensor 6] NodeName=R01 LinkName=Type13 StartDate=19430901 EndDate=19451231 [Sensor 7] NodeName=D01 LinkName=NULL StartDate=19380101 EndDate=19451231 [Sensor 8] NodeName=C01 LinkName=NULL StartDate=19380101 EndDate=19451231 Which sensor is the hydrophones?? |
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#84 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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As far as with batteries recharge differences after repairs have been made, I'd say that it is accurately simulated. The repair crew may well have stopped the acid leaking from the batteries but most certainly not all the battery cells would be 100% in tact therefore the recharge maxima would be reduced in those circumstances.
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#85 |
Rear Admiral
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@LZ_Baker
The hydrophones are the "H01" nodes. the hydrophones themselves are TypeSimpleP and Type93-1P. (P means passive) |
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#86 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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Sweet, thanks alot mate!
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#87 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
Uploads: 0
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If I get you right the file SD_Sensors_sub_US.sim in the support folder has the rader/sonar fix but will auto turn on when one surfaces? If that's the case...GREAT!
Also, I'm sorry to hear of nvdrifter troubles an would like to thank him for letting someone else post his work! I've downloaded his work an will see how all you modders do the good stuff! I go over to a friend house ounce in a while an he has cable, so I can mass DL stuff, but at home large files take too much time. I mix different mod's to my taste an would love to learn how to tweak some of these file just incase.... Oh, an THANKS..... |
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#88 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Hello all,
As for the batteries, thanks for your reply. I was sailing from Java, had no damage whatsoever and my batteries were slowly wearing and tearing as i thought they were. Next three patrols (last night, my wife starts complaining, but that's another issue) it happened again. Then on the fourth patrol it did not. E.g my batteries now load to 100% and the recharger automaticcaly shuts down => hence my fuel to range ratio improved dramaticcaly. When people encounter this they should be aware of the fact that after surfacing they shut the recharger manually, otherwise the homebase is unreachable. Thanks for all your respons, Happy hunting Bando |
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#89 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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Thanks for your efforts...
![]() This mod work fine..evvaidibello..................... ![]() |
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#90 |
Rear Admiral
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Well, as the AI visuals are going, for now, im tossig in the towel. I could go into this big long speil, but suffice to say, the AI visual detection is just F**king depressing.
I can't get it to spot a periscope at an apporpriate range without making it ultra uber when your on the surface, and by toning down so AI surface ship detection is a little harder, but not uber, the AI can't see periscopes anymore, and planes ability to detect you still remains crappy. Balance for one, spork the other. I think the only real answer is extra visual nodes like NYGM did for sh3. I suspect that AI _sensors.dat could work for SH4, but its going to be alot of work to rewrite all the SNS files to use it. Im not putting forth that much work until i know for sure Sh3 is getting another patch or not. As for the visuals applied to this mod next release. I increased the light factor so night surface attacks should be easier (from 2 to 5), brought he wave factor back up to 1, and lowered the detection time from 30 seconds (0.5 ) to 20 seconds (0.4). My hope is that aircrafts belated detection is a result of the 30 second detection time, which admitdily for an aircraft is alot, as it can cover a good distance in 30 seconds. :hmm: come to think of it, i might lower that down to 15. ![]() |
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