SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-14-08, 05:02 PM | #31 | |
A-ganger
Join Date: Jul 2008
Posts: 77
Downloads: 34
Uploads: 0
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Quote:
It is possible! But I need one ship from US side with working "UPCcampaigndata" files! Or i can built to the Germany side.But it is unreal! |
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08-14-08, 11:05 PM | #32 |
Frogman
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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Any idea on the compatibility of the Bismark (or Yamamoto's other excellent playable ships) with the new Atlantic Theater Mods?
Captaining the Bismark would be a lot of fun, but only if it were somewhat historical. (Running around the Indian Ocean in the Bismark just doesn't feel right ) I don't know much about modding SH4, but I wonder what would be required to get Yamamoto's great mods compatible with the new Atlantic Theater mods? |
08-14-08, 11:08 PM | #33 |
Frogman
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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BTW...Yamamoto, I'm still hoping you get a chance to upload your SH3 VIIC war damaged skin to Filefront. Its a great looking skin!
I don't know why, but every mod I try to download from your site comes down corrupted. I've tried on two different computers now. Uggh |
08-16-08, 09:56 PM | #34 | |
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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08-17-08, 04:50 PM | #35 |
Bosun
Join Date: Dec 2007
Posts: 62
Downloads: 32
Uploads: 0
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one question that has been bothering me what happens if you order it to dive?
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08-17-08, 04:53 PM | #36 |
Commodore
Join Date: Aug 2007
Location: Scotland, UK
Posts: 623
Downloads: 102
Uploads: 0
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i have thought about that. heres my advice. Just dont lol
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08-18-08, 10:13 AM | #37 |
Ensign
Join Date: Apr 2008
Posts: 222
Downloads: 45
Uploads: 0
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If the diveplanes are set to 0 or so, even ordering a dive/crash dive shouldnt have any effect. Along with the effect of the ballast tanks set to 0, they shouldnt fill at all when ordered to dive.
Some other ship mods have had this problem that you can dive with it and become a underwater submarine battleship or so. But im not sure with this mod, might aswell give it a try..Though after that try i doubt im coming back up :rotfl: |
08-21-08, 07:13 PM | #38 |
Gunner
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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hey, nice work
but when i make a single mission, i cant see the ship when i go to single missions, i only see Ship name : unknown |
08-22-08, 09:44 AM | #39 |
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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i use the XIII uboot in the Mission Editor, then select the Bismarck in the select mission screen
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08-22-08, 06:37 PM | #40 |
Gunner
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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there is only a XVIII walther uboat
and a IX Last edited by pozine; 08-22-08 at 07:58 PM. |
08-22-08, 07:36 PM | #41 |
Loader
Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
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he's a site for sore eyes sir...
__________________
blah blah this blah blah that.. all I want to know is what we are going to do next! |
08-22-08, 08:14 PM | #42 | |
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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08-23-08, 03:03 PM | #43 |
Gunner
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
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kk but it dont work when i chose it
it only works when i change the data/submarine/kms admiral sheer/admiral sheer.upc file with another of your ship like the scharhorst i want to know if the upc file of bismark and scharnhorst is the same, i dont mean the names but the other files like ; Compartments Functional Types ; ; FunctionalType= BowTorpedoRoom ; FunctionalType= SternTorpedoRoom ; FunctionalType= PropulsionRoom ; FunctionalType= SensorsRoom ; FunctionalType= CommandRoom ; FunctionalType= DamageControlRoom ; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom? ; FunctionalType= ArtilleryRoom ; FunctionalType= FlakRoom [UserPlayerUnit 1.Compartment 1] CompartmentType= 1 StatusActive= Yes ID= KMS_AdmiralScheerSternTorpedo NameDisplayable= Rear Torpedo Launchers Type=NULL FunctionalType= SternTorpedoRoom MechanicalCoef= 0.5 ;0..1 ElectricsCoef= 0 ;0..1 GunsCoef= 0.5 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.02 MaintenanceCoef= 0.019 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 12 EffciencyDenominator=6 EffciencyDenominatorBS=6 Hitpoints=200 CrewExposure=0.1 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= 205 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1 its only an example etc etc.. |
11-17-08, 12:23 PM | #44 |
Sailor man
Join Date: Apr 2008
Location: Deutschland
Posts: 43
Downloads: 40
Uploads: 0
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great mod!thanks!
but how can i add the bismarck to the opsmonsun mod? |
11-17-08, 06:27 PM | #45 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
I am sorry to say the answer is no, this mod is not compatible with OM |
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