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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Rear Admiral
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Over the course of the weekend, ive been making more tweaks. Heres a quick punchlist of a yet to be publshed revision: - darker background for rec manual - readjusted zon files. Increasing crush depth really isnt neccessary anymore, now only reduced crash speed from 2 to 1. - adjusted sub.cfg files so when setting yoru dive planes at normal dive, the sub levels off at your maximum saftey depth. This way when your in a hurry, just hit the D key and not worry about it. Very hand after attacking a convoy when you have to go deep quick. Whereas before, your boat would go all the way to the bottom if you let it. Exception to this is the Balao, whole point of that boat is to go at 400 ft (or below?). - I removed the 25% speed reduction on aircraft. Not really needed. - decreased max distance specfied in airstrike.cfg from 2000 to 1500. - I dated some upgrade packages. the Twin 20MM AA guns become available in 6/42, and the 4" 50 cal deck gun in 1/43. - I remapped the B key to toggle battle stations. Much more handy then including an icon on every menu bar - and alot less work too). Binoclulars accessable from mouse wheel or TaB key. - replaced diesal engine sounds - doubled flood time on ships. So they shouldnt drop like rocks so fast after torpedoing them. They still flood down fairly quick in compared to GWX or NYGM for SH3 though. Im thinking about: - adding an IXC or IXD2 to represent German Monsun boats around Penang, the java sea, and some areas around austalia. Doing so would double this mods file size, so im just thinking about it at this point. - decreasing spawn rates on task forces and such. I swear ive sunk more ocean liners in 2 weeks of Sh4 then 3 years of SH3. - Im also considering dumping that damn SD radar altogther and retweak the SJ to pick up air contacts as well. At least this way you can turn the damn thing off when going into port without being spammed by SD surface contacts. As it is, unless a way is found to make the SD radar pick up only air targets, its really kind of pointless, and considering you can't turn it off. ANNOYING! |
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#2 |
Swabbie
![]() Join Date: Nov 2002
Posts: 13
Downloads: 6
Uploads: 0
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LZ_Baker:
Thanks for the help . Much appreciated |
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#3 | |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
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[quote=Ducimus]
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#4 |
Mate
![]() Join Date: Apr 2005
Posts: 60
Downloads: 12
Uploads: 0
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I like that idea. I never leave port without SJ installed and it would actually make remembering to turn the radar back on after surfacing important.
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#5 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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The addition of German subs sounds very cool. If the can be Modded into the Campaign.
I mainly wanted to say i really appreciate this Mod. Which i mainly use to get some more challenge, even though perhaps the Japs can detect my sub slightly easier than was the actual reality in 41-42 and 1943. I don't know how good they got later. Starting west of the Inernational Dateline is a great new feature of this MOD. I only use a GATO and i MOD it to cruise at 400-450 feet deep. ![]() I forget. Can we control depth with the dive planes? I guess so. With the A-key to maintain depth it could be possible to run at 500-600 feet deep. With a MOD to the max depth. In real life, how deep could the GATO or Balio actually run at i wonder? |
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