SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-15-05, 02:48 PM | #406 |
Swabbie
Join Date: Oct 2005
Location: Israel
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I'm sorry if this has been posted before...
I have installed the mod in version 2.01, but the splash screen says the version is still 1.01. IS the mod supposed to change it in the splash screen? Is there an easy way to check if the mod has been installed correctly? |
10-15-05, 03:38 PM | #407 |
Sonar Guy
Join Date: Nov 2002
Location: Poland
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The first question is easy - the mod doesn't change game version, you still have 1.01 game version only with modded database and doctrines.
The second question is more difficult... Is there any way to say if you are modded or not ? :hmm: If you have done backup of original database/doctrine folders (have run backup script) and you are not sure at which state you are currently, you may run Install or Uninstall script once again,nothing will broke . To quickly see the difference in the game best would be... :hmm: I know, launch a missile (Harpoon, SS-N-27) and quickly go to sonar to see if it shows on broadband display as a bright line (US subs) or high spike (Russian subs) Cheers! |
10-15-05, 03:42 PM | #408 |
Ocean Warrior
Join Date: May 2005
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ohadbx,
You could also check the dates in Windows explorer of your database files, if most of them are from september of this year, then you have the mod installed. If most of them are from January of this year, then you have the stock DB installed. That's how I check to see what I've got installed!
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LW |
10-15-05, 03:53 PM | #409 |
Swabbie
Join Date: Oct 2005
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Thank you both! I think I got it modded now
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10-15-05, 06:01 PM | #410 |
Sonar Guy
Join Date: Nov 2002
Location: Poland
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Really on-line help, answers from both authors in less than an hour
Nice to see you here ohadbx, wish you good hunting with the mod |
10-15-05, 06:12 PM | #411 | ||
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
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Quote:
The transient system you have right now is pretty close to perfect... |
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10-15-05, 07:37 PM | #412 |
Sonar Guy
Join Date: Nov 2002
Location: Poland
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The "ping" sound would have to be understood as "udnerwater missile launch" message, just sounding like a ping ;-))))
I'm thinking of that, unfortunately we can't have only perfect solutions with current engine. And missiles pinging at start is probably only way to make AUTO notification, without need to watch the sonar screen... Of course missile launch will be still visible on broadband sonar like in 2.01 ! Just there would be additional ping sound and with enabled AI autocrew a contact line would appear on map named Missile Transient or similar. BTW - I returned to Oleg description of how USNI database works and... I should make this month ago... It's in fact very easy to modify USNI descriptions, and it's a shame we didn't make it for 2.01 already. It's only little more difficult to install modified file because it's big and outside of database/doctrine folders (it's in graphics). But I think I can make backup of original USNI database file and build new at mod install and later switch modded/original versions with install/uninstall scripts just like databases So next relase of mod will probably have correct USNI descriptions |
10-15-05, 07:43 PM | #413 | |
Captain
Join Date: Sep 2005
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Quote:
.....just as being able to delineate a source as a launch transient not "just another sierra" is as crucial a piece of info. "oh by the way captain, did I mention that Sierra 21 was a active ping that probably detected us.... ooops forgot to mention that... oh and Sierra 22 was probably a missle launched at us.... forgot to mention that too... oh well." |
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10-15-05, 07:47 PM | #414 | |
Captain
Join Date: Sep 2005
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Quote:
I want to play with the USNI database too.... where can I read about Oleg's description? Which file in the graphics folder is it? |
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10-15-05, 09:53 PM | #415 | ||
Silent Hunter
Join Date: Jun 2004
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Quote:
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10-15-05, 09:58 PM | #416 |
Ocean Warrior
Join Date: May 2005
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The way the fix stands now, its also a balancing factor between Russian and Western platforms.
The Russians have better missiles, and the Americans have a better ability to detect missile launches, as the missile launches leave a very distinct trace on the waterfall BB which can be observed on the long-term scope, even if you aren't at the sonar station the moment the missile is launched. However, if we can make an automatic signal without creating any new issues or something funny in game, then that works for me. Remember, you don't have an inalienable right to an automatic missile launch warning. :P If a more heads-up (heads-down in the sonar station?) player gets an advantage from the current system, I don't have a problem with rewarding diligence.
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LW |
10-15-05, 10:07 PM | #417 |
Sonar Guy
Join Date: Nov 2002
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Guys, it's only an idea now !!!! Nothing more !!! I even didn't try yet if it works at all . Of course that I would like to know people's opinion (maybe little poll but only if I confirm that it works), and I won't do anything without consulting this with Luftwolf as long as he's online .
About editing USNI database - well not too far, search in this thread, page 12. And I searched for it half an hour only because I used wrong optio0ns in search engine One thing - when using decompress, give it a file name without extension, this is way it works for me. |
10-15-05, 10:13 PM | #418 |
Ocean Warrior
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I'm all for making the feature better!
Let's try. I just don't want to add anything forced.
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LW |
10-16-05, 09:31 AM | #419 | |
Master of Defense
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Quote:
(I'm thinking now of how, in Silent Hunter III, I (at the sound operator's station) can actually hear the splash of depth charges entering the water, seconds before they explode.) |
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10-16-05, 01:34 PM | #420 |
Ocean Warrior
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That gives me an idea Bill.
Or, maybe we could get the missile to sound like a member of the crew saying "Missile Launch Transient Detected".
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