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04-05-11, 02:07 PM | #31 | |
Officer
Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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Quote:
http://www.subsim.com/radioroom/show...181538&page=13 can´t recommend it enough |
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04-05-11, 03:11 PM | #32 |
Navy Dude
Join Date: Jan 2006
Location: Made in Vermont
Posts: 178
Downloads: 137
Uploads: 0
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All I really want to know is what this adds.
can we get a list of sorts? The only reason I ask is because I don't want to start another new game without knowing all the details. Mike
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I think we lost em...hey whats that pinging sound? |
04-05-11, 04:18 PM | #33 |
Navy Seal
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It removes most of the info from your mav map. No:-
uboat ships hydro bearings etc. So as you cant see where you are - there is also no waypoint setting. There is :- land radio reports nav fixes (this tells you where you are within an error radius) super marks (for making notes). It is a bit scary when you first try but well worth the effort. See some of Soianm's vids. You can install and uninstall any time. There are also scripts to help. See harbour pilot and my auto scripts. They make it easier by auto adding nav fixes etc |
04-05-11, 04:43 PM | #34 |
Seasoned Skipper
Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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04-05-11, 04:51 PM | #35 |
Navy Dude
Join Date: Feb 2010
Posts: 178
Downloads: 127
Uploads: 0
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anyone know if this can be added while out to see, or should i wait until i reach port again...Really dont want to start all over again lol...Ive done that so many times in the last week, because of crashes and corrupt saves
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04-05-11, 04:57 PM | #36 |
Officer
Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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As a rule of thumb, the best way to install this kind of mod is when in bunker. You don´t have to start a new campaign, AFAIK only icebergs mod requires that. This is why I´m not going to see them in the near future.
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04-05-11, 06:49 PM | #37 | |
The Old Man
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Quote:
This MOD does not require new campaign. You can load while at sea or in port. |
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04-05-11, 06:55 PM | #38 |
Navy Dude
Join Date: Feb 2010
Posts: 178
Downloads: 127
Uploads: 0
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thansk now if i can just get rid of the dam dreaded, there seems to be a problem with the connection to server please restart game crap...
God i swear this game hates me.....Other wise nice mod... |
04-05-11, 07:19 PM | #39 |
Seasoned Skipper
Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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That would be wonderful. Could you tell us how to lower it or edit it out completely? Is it in the uboat.sim file?
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04-06-11, 07:06 AM | #40 |
The Old Man
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Made some Minor changes that I should have had to start with last year.
Uploaded new UBoot_Sensors.sim that keeps the Rod Radio Antenna from Extending. See Post #1 for more information. |
04-06-11, 07:08 AM | #41 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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nice
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04-06-11, 07:22 AM | #42 |
The Old Man
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QUESTION:
Is it possible to have Balkan Gerat and KDB Hydrophone at same time? Were any boats ever really configured this way? Although they Balkan Gerat can function while surfaced because the Hydrophone Head is on the keel of the boat. It does have a very distinct disadvantage. As Destroyers close on you, Sonar loses contact when they get close. A cone of silence above the UBoat where it can not hear. The GHG hydrophone also has this issue but a smaller cone of silence. This adds some difficulty when trying to avoid Depth Charges. The KDB Hydrophone head does not function while surfaced. The Hydrophone Head is on the Deck towards the Bow of the boat, so you must be submerged at least 8 meters before it starts working. The good thing is you do not lose contacts as they pass over you. Last edited by TheBeast; 04-06-11 at 07:44 AM. |
04-06-11, 07:27 AM | #43 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Even if is posible i not like to have both because is not immersive...
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04-06-11, 08:36 AM | #44 | |
Seasoned Skipper
Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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Quote:
Anyone had compatibility issues with this and NewUIs, IRAI or FXfix?
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04-06-11, 11:59 AM | #45 |
Officer
Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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Just installed the mod with stoianm renow costs zero. I´m still in 1940 (Type VII/C) but every item is available: decoys, RWR and so on. Is it supposed to be that way or did I do something wrong?
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