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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Watch
![]() Join Date: Sep 2002
Posts: 16
Downloads: 15
Uploads: 0
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OH shoot, while I'm at it....
How 'bout making F the "Plot Course" key and T the "Depth under Hull" key? Those two keys are currently free (I know, because that's where I put them!), and those two keys come in handy! Also, the "W" key has two connections, one of which (CMD 331?) shuts the torp doors. This need to be remmed out. I think this is making the doors appear to be opning slowly -- when you cycle the forward tubes with "W", it also closes the doors. Also, "B" seems to have two definitions as well -- Battle stations and Binoculars. Chris P. |
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#122 |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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Hey Ducimus,
You probably already saw the new increditible ocean mod. Does it do much harm if I use his scene.dat instead of the TM1.3a version ? Or can you maybe release a special scene.dat file ? Thanks, Foo |
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#123 | |
Canadian Wolf
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---------------- - probex's 9KM vis mod - changed Waves state 4 LargeWavesCoef from 1 to 0 /DATA/CFG/SENSORS.CFG (as defined by Probex's 9KM vis mod) ------------------------ Visual->RangeFactor from 0.5 to 0.3 Visual->FogFactor from 1 to 0.95 Visual->LightFactor from 0.8 to 0.6 Visual->WavesFactor from 0.8 to 0.6 From his read me, so it may have some effect. RDP |
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#124 |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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Thanks..
For now I used the original sensors.dat and the scene.dat from the Ocean mod in TM1.3a. Further I copied the dds files in the misc map of TM1.3a. Seems to work oke.. I think I only lost the 9km mod now. |
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#125 |
Rear Admiral
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You can use his scene.dat, but your max visual distance will be restricted to about 6KM (instead of 9KM), and your watch crew might be spotting flyspecs on the horizon that you cannot sea.
Now im assuming everyone saw the screenshots i posted http://www.subsim.com/radioroom/show...7&postcount=12 http://www.subsim.com/radioroom/show...5&postcount=15 Tmaru 1.4 is in the works. I have a couple ppl looking over it to make sure i dont have any heinious errors to infllict upon you all. |
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#126 | |
Rear Admiral
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Goback to previous view pressed once, will give you the camera in the forward part of the conning tower, facing the periscope eyepiece. Of this view, i changed it so you can look 180 degrees in any direction (as opposed to 30 degrees) Pressing gobackto previous view again will set you back to the normal view in the conning tower. |
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#127 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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#128 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Thanks for the heads-up on posting in the wrong topic...my error.
Anyway...my question is...Since you will no doubt be adding OakGroove's Sub Instruments mod to you upcoming Graphics Pack, will you be updating the order bars and icons to include the Weather report, Range to end, Time to end...and distance to end? Cheers! Last edited by Canonicus; 07-24-07 at 09:41 AM. |
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#129 |
Rear Admiral
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Buttons and the functionality behind them are there, i just havent added the icons yet.
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#130 | ||
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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Y guns are also an US weapon.
The US was more advanced in ASW. The only way a Japanese DD could use depth charges was rolling them out the back. Quote:
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#131 | |||
Rear Admiral
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Well, start modding em out of your game then. Im not changing em in mine. And according to this site your wrong: http://www.navweaps.com/Weapons/WAMJAP_ASW.htm edit: I can see where this is going. If you want to argue, what was historically correct to the minute detail, I'd like to point you to the OTHER mod package sticked in this forum called "Real Fleet Boat". I think you'll be much happier using RFB, as historically correct to the smallest detail is how the author defines his work. So i think you'll find RFB much more agreeable to you. Last edited by Ducimus; 07-24-07 at 03:02 AM. |
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#132 |
Eternal Patrol
Join Date: Jul 2007
Posts: 10
Downloads: 0
Uploads: 0
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Hi ducimus,
Ive seen and read some of the comments and pics, you made on the TM 1.4 it apears to me that you could perhaps divide it into 2 versions. TM 1.4 TM 1.4 Extreme As to the why i mention this, is related that what I have seen really apeals to me, but then again being a Zoomie I live in a tridimensional world and i have no problem navigating and keeping track of targets that only apear for a brief moment. I sort of create a mental image very much the way aerial controllers do. Problem is that most people WILL not be able to enjoy such a demanding environment, for they either lack the skills or know how. So to them a tail on the ship mark to show direction, and even the ship ident itself will be crutial for some sort of enjoyable game play. ME...im all for the extreme ![]() BUT...hey...you know me ![]() Its looking good. im Impressed. and im glad you actualy took heed of my words and did not give in to the popular demand to rush it out. Already got a couple of cases of beer...and im patiently waiting ![]() ![]() ![]() PS. how much longer?????!!!! get it done you hear ![]() ![]() ![]() |
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#133 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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Tails on ships? The game gives you the compass heading of the convoy. What more do you need? As for all the contacts being gray...I like that. You should always visually identify a target anyway. TM 1.4 plus the instruments mod and the ocean waves mod makes this a very exciting prospect.
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#134 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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What a sim this turns out to be he?
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__________________
Regards, Bando |
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#135 | ||||
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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Well that is the first source that I have found that claims that the Japanese has a DC thrower.
The mod, real fleet boat, and actual reality are not synonymous. If you do not want to discuss the issues with your mod, why do you bother posting? Quote:
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