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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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Update: 23Apr07 / New version 2.3.
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What is this mod? It's just a personal project, and for me is acutally a source of enjoyment. I can't just play this game, i have to get into its inner workings too. When i really get into a game like this, i tend to hone it around the edges to make the game more to my liking. Hence the name "flavored to taste", for want of a better term. This mod represents modfications to refine the game to how *I* would like to play. I document what changes i make as best i can and provide the package as sort of a gesture of good will if it will help make the game more enjoyable for you. You can change, edit, and remove whatever you don't like to flavor the game more to your own taste. Scope of mod This is not meant to be a "super mod", nor will i intentionally go down that road. My overall intent is to make the game more pleasing to play, and to provide a challenge to the player . In the course of those two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". SImply put, i've always felt that sometimes one must compromise on historical accuracy for various reasons. Either for reasons of gameplay, or by limitations imposed by the game itself. Why did you remove the next/ previous camera? This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there. Basic list of Features - AI adjusted to present a bit more of a challenge - Player User Interface enhancements, and medal fixes. - Range to course end, Max range at current speed, nearest visual contact, ID target, etc have been mapped to the orders bar; and they even have their own icons now. - Speed/distance chart added to help menu to better aid you in plotting your intercepts. - Aircraft are more deadly, a little bit harder to destroy, but also spawn a bit less frequently then in stock, and are 25% slower. - Deck gun has been toned down a little bit. - Improved player visual sensors, pig boats shoud now be able to have sonar contacts at periscope depth w/ scope down. - Misc improvements to player radar. SD radar picks up planes again, and.. even a few ships unfortunatly. SJ radar should work regardless of direction of travel. - have multiple torpedo tubes open at once - Misc Submarine enhancments. See readme. - Can now start a game in 41, Jan42, June42, Jan43, June 43, and Jan 44. - Gato can be aquired in pearl at jan42, you can transfer to the asiatic fleet in Jan42. - Reduced contact spam on the clipboard. - other misc changes, and a partridge in a Pear tree. see readme. The readme: Quote:
http://www.ducimus.net/sh4/release/R...o_taste_2_3.7z (6.08 mb) Recommended additional mods to run with this one: Periscope Telemeter Lenses, 32 dgr Field and 8 dgr Field http://www.subsim.com/radioroom/showthread.php?t=110064 Retextured Orders bar gauges http://www.subsim.com/radioroom/showthread.php?t=110655 360 degree bearing tool http://www.subsim.com/radioroom/showthread.php?t=108555 JP Ship Dimension Fix 1.2 http://www.subsim.com/radioroom/showthread.php?t=109953 Combination of Mini Chrono Mod & Imperial Nomograph http://www.subsim.com/radioroom/showthread.php?t=112478 Last edited by Ducimus; 04-24-07 at 11:44 AM. |
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#2 |
Sailor man
![]() Join Date: Jun 2005
Location: France
Posts: 43
Downloads: 105
Uploads: 0
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Thank, Ducimus.
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#3 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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Big thanks to you
![]() This one is the one i was waiting for to begin a SH4 1.2 trip ![]() |
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#4 |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
Downloads: 15
Uploads: 0
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Thank you
__________________
"Pitt was the greatest fool who ever lived to encourage a mode of war which they who commanded the seas did not want, and which, if successful, would deprive them of it." Earl St.Vincent (allegedly) |
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#5 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
Uploads: 0
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Thanks man - will be loading tonight!!
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#6 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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Thanks! I guess I can start a patrol now.
PD |
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#7 |
Helmsman
![]() Join Date: Nov 2002
Location: Rockall
Posts: 109
Downloads: 129
Uploads: 0
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Gratefully downloaded!! I can now start a 1.2 career
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#8 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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They did something to SD radar in 1.2
It is in the 1.2 Sensors_subUS.sim, cause the 1.1 version of this file, when used in SH4 1.2, restores SD radars ability to detect planes.... If only we knew what the problem was. Could be a node... but they look like they have altered range, surface etc etc too.. Could it be one of these changes that is causing it to fail? If only elanaiba or someone could tell us what the problem is... |
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#9 |
Torpedoman
![]() Join Date: Jul 2006
Posts: 112
Downloads: 1
Uploads: 0
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I've ran a couple of forum searches to see what the dateline bug even is, I can't find an explanation, just people saying they want it fixed. So what's the problem with the IDL? What's it do?
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#10 | |
Rear Admiral
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I also have other suspicions about it as well. For one, i can't recall having one single dud, or one single ciruclar running torpedo when leaving pearl. I got a bunch of them leaving from the asiatic fleet ports, but never when i left from pearl. Maybe i just had a few lucky runs, but i still have my suspicions. On top of that it felt like the career track for the career game at the time was stuck in a loop. Im not sure if its IDL related or not. Another thing that i do not think is any coincidence is the location of Hawaii and Midway on them map as they appear in SH3. This is important to note since SH4 is derived from SH3's engine. In SH3, Midway and pearl are on the extreme left of the map (west). The acutal south pacific and japanese area waters are on the extreme right of the map (far east). The point here is while you could cross from one end of the map to another it behaved in a weird way when you did it in relation to waypoints. THe game coudlnt follow them. I read somewhere the devs did something with this border between the two halves of the map, and its this border, that seems to be the location of where the problem feeels like its orginating. If that makes any sense. |
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#11 |
Helmsman
![]() Join Date: Nov 2002
Location: Rockall
Posts: 109
Downloads: 129
Uploads: 0
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Cuppla notes after using FTT2.1. I reinstalled your included sub-sensors file 1.1 to see if the SD radar would pick up aircraft again. I am using a S-18 out of Brisbane in career mode, with bot SJ and SD radar installed. So far the SJ works fine, but have had three aircraft sitings so far with none detected by radar. (radar was on in all cases). This may be an S18 class issue as much as anything else. Interestingly, none of the aircraft were heading straight for the sub, were at varying angles, despite the weather being good with calm or moderate seas. With the S18's fast diving speed, I was never bombed, though one aircraft appeared to change course for a closer look. Dunno if this is a 1.2 improvement, or your work Ducimus!, but either way keep up the good work as loving your mod
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#12 |
Frogman
![]() Join Date: Apr 2005
Location: Kent, UK
Posts: 292
Downloads: 630
Uploads: 0
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Ducimus:
You may want to take a look at the Sensors_sub_US.sim file, the 1.1 version in the docs folder not the 1.2. I had a quick look in minitweaker and it looks as though a set of Hydrophone values have been mixed up with some values for an SJ. Can't check on exactly which they were ATM, not on my own PC. Actually, it's the NSS_Hydrophone 3 & NSS_EarlySJ 5 values that look as though they are swapped. |
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#13 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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http://mpgtext.net/subshare/776Sensors_sub_US.sim
here is a radar fix for 1.2 It is 1.2 sensors fom the patch. + 90/270 fix for surface radars by Redwine and Letterboy + an SD fix (lowered det height) Works ok.. |
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#14 |
Swabbie
![]() Join Date: Nov 2002
Posts: 13
Downloads: 6
Uploads: 0
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Is there a way to play this mod using the external view occasionally ?What changes are necessary and how to make them and keep most of the mod intact .
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#15 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
Uploads: 0
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Is this what you mean?
Why did you remove the next/ previous camera? This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.[/quote] EDIT: Make sure the mod is not installed when you edit!! You need to go into Data/cfg/commands.cfg You can open this file in note/wordpad. Remove the ; before commands 50 and 51. You will see it says the < and > buttons there. Save! Ducimus, this mod might be worth adding:\http://www.subsim.com/radioroom/showthread.php?t=112843 |
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