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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#181 | ||||
Sea Lord
![]() Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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betas and stock versions. They are where I first noticed the black clemsom. -ZeeWolf |
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#182 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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Could be the glitch with the visual sensors and the enviro mods. I'm not being attacked and killed, I don't see any aircraft, but I digress. There is a glitch mentioned in the TMO read me about aircraft detecting you at impossible depths. I understand you aren't running TMO, but you are running PE3.3. The glitch in question isn't just TMO just a warning that some of the enviroment mods cause aircraft to detect you at impossible depths. How deep do you dive to?? The TMO readme says somthing about aircraft DC's having a max depth of 146 feet (or something similar). But if this is happening numerous times.....:hmm: |
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#183 | |
Seaman
![]() Join Date: Feb 2008
Posts: 34
Downloads: 41
Uploads: 0
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#184 |
Swabbie
![]() Join Date: Jul 2004
Location: Flushing, MI USA
Posts: 11
Downloads: 31
Uploads: 0
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While on a mission in the Black Sea, I was engaged by a Soviet 'BD-3' (technically DB-3) which was flying very slow (rather 'super star destroyer' slow). It can also be seen doing this in the museum, though I dare say it is somewhat amusing to run circles around it whilst shooting
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#185 |
Seaman
![]() Join Date: Feb 2008
Posts: 34
Downloads: 41
Uploads: 0
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I went back and uninstalled PE 3.3 and played the game with no environmental mod, then played it with the Environmental 4.7 mod and still got the same results, except with the 4.7 I encountered a Catalina that tracked me through maneuvers even though it had no ammo left to attack apparently as it didn't fire after the first few runs. These screens are from the game with no environmental mod, still a Liberator that tracked me over the course of an hour, even through a constant turn at varying speeds. I had more shots but figured 4 was enough to show it
![]() ![]() ![]() ![]() always almost exactly on the spot.....maybe it can see the orange marker? :p |
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#186 | |
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
Uploads: 0
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I fired up Fraps when I noticed it and made this: |
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#187 | |
Seaman
![]() Join Date: Feb 2008
Posts: 34
Downloads: 41
Uploads: 0
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![]() I so have to go find this bug now, I laughed hard...although points off for getting that stupid song stuck in my head again....took me 3 years to get it out the first time :p |
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#188 | ||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Planes are detecting me at impossible depths! What gives?! This mod assigns additional visual sensors to unit types. One of these sensors goes to just aircraft. This visual sensor gives aircraft the ability to detect shallow submerged objects. However, there is a small problem. The radius of visual detection can be adjusted, just not the depth. There is a long drawn out explanation for the way things are set the way they are, but suffice to say, yes occasionaly a plane will make a detection at a seemingly impossible depth. Such occurances are by my experience however, rare. Submerged visual detection by aircraft, isnt a 100% thing. Several factors come into play such as, what angle your sub is to the viewing plane (bows on vs broadside), state of the sea, lightinig level, fog level, etc. Every step has been made to ensure that submerged detection is as realistic as the game engine allows, and fair to the player. Visual detection was even made to be effected by thermal layers. So all that can be done, has been done. You may wonder why this was one at all. Simply because the positive aspects of this particular mod far outweigh the occasional scruple. In the end this is a MODIFCATION, a mod is really nothing more then a hack at a finished product. Its not like i have acces to the source code to effect "real" changes. |
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#189 |
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
Uploads: 0
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Type VIIB, XI, VIIC, IXB, IXC, IXC/40, IXD2, VIIC41.
Still have a ghost crew member in the command room. When I go to 'Crew Management' the Command room has 4 members for the first and second watch. Third watch there are only 3 members listed and only 3 crew "boxes" to play with. Put out to sea and while on the surface go to "Battle Stations" all of the crew lights up but one individual. Drag him to a new station and he wakes up. |
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#190 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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There was a corrupted "unit_Airplane in the .sim file. Will be corrected in Beta 4 |
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#191 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#192 | ||
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
Uploads: 0
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When I moved him I didn't notice the third watch take any hit to it's effectiveness. Also, would you mind me asking why the third watch has just 3 members for the control room? |
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#193 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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what about the missing rudder guy in the control room? and there are also a lot of wrong crew model animations in type VII. seems, as if they are still on patrol in a type IX...
:hmm:
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#194 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Genferret & Urfisch
The crew make up was designed by LukeFF and is from RFB 1.5X, if you have problems with his design I recommend you contact him. As far as “no rudder guy in the control room”, it is “as designed”. If you deinstall OM and launch stock 1.5 you find the the same setup. One thing you have to remember that Operation Monsun is a “Campaign Mode”. There fore, “eye candy” problems have a “low priority” on my work list. |
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#195 | |
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
Uploads: 0
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![]() I've read quite a bit of LukeFF's discussions about the crews for RFB on the Fleetboat side of things, and read some of his ideas regarding the U-boat side and generally agree with where he is going with them from a realism standpoint. Mostly what I'm curious about is if he intended for the player to leave the "ghost" in his original position, or intended for us to move him to another position to achieve the effect he is after. I didn't mean my question as a complaint, but more as a "ok, so what should we do with the extra guy to ensure we're testing this product as it's designed to be tested." Just atm I tend to type shorter posts than normal as I can only use one hand to do so atm since the othe is broke. :P I apologize if you took it as a gripe about the awesome mod you're making, it was not intended to come across as such. I'll get in touch with LukeFF I guess and ask what his intentions were for that "extra" crew man. S! |
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