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Old 04-21-07, 01:13 PM   #46
letterboy1
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Quote:
Originally Posted by Jace11
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..
Please remove my name from the credits as I was only working on the tweaked Sensors_sub_US.sim file as per Redwine, Ducimus and Mraah's advice. I ended up having to immediately remove my link anyway because I jumped the gun before Mraah was able to warn about an error in the tweak file he made. Honestly, I'm lost as to fixing the whole radar issue. I open these files, I say "My God, it's full of stars," and then I close them real quick before I hyperventilate.
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Old 04-22-07, 06:18 AM   #47
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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 .

Thanks
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Old 04-22-07, 10:56 AM   #48
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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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Old 04-22-07, 02:02 PM   #49
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Quote:
Originally Posted by LZ_Baker
Ducimus, this mod might be worth adding:\http://www.subsim.com/radioroom/showthread.php?t=112843
While i havent really said so, im deliberatly avoiding including any modificaiton of the 1024_768.ini file. Theres so many different little mods cropping up with that, i dont want to get into compatiablity issues. Im going to wait until things settle down with tha and some final versions start appearing. Which will be a few months from now im guessing. Until then, im just giong to leave that an empty space so people can plugin what they want.


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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Old 04-22-07, 04:40 PM   #50
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LZ_Baker:

Thanks for the help .

Much appreciated
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Old 04-22-07, 04:55 PM   #51
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[quote=Ducimus]
Quote:
Originally Posted by LZ_Baker


- 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!
For what it's worth, I totally agree. If the SD can't be tweaked to ignore surface contacts (or to be turned off) then your idea of making the SJ detect aircraft is a very reasonable alternative. I would definitely welcome this until something changes with the SD.
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Old 04-22-07, 06:11 PM   #52
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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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Old 04-23-07, 07:12 AM   #53
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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. Until the Balio arrives. Which i've yet to even try out.

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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Old 04-23-07, 12:29 PM   #54
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Question: what is "changed storm conditions from 7 kt winds and 0.1 rain to 15 kt winds and 0.2 rain" supposed to do?
I noticed that I was getting long periods of similar weather (11m/s wind, no rain) using the mod. I put back the original files and soon I had rain again (and a bridge crew with matching weather gear). Could be a coincidence, of course
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Old 04-23-07, 01:00 PM   #55
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Quote:
Originally Posted by EAF274 Johan
Question: what is "changed storm conditions from 7 kt winds and 0.1 rain to 15 kt winds and 0.2 rain" supposed to do?
I noticed that I was getting long periods of similar weather (11m/s wind, no rain) using the mod. I put back the original files and soon I had rain again (and a bridge crew with matching weather gear). Could be a coincidence, of course
Orginally if the winds were exceeded 7 kts, or so much as a little drop of rain, then the game would consider them "storm conditions". So while you could still main the guns, if you told the AI to shoot something, you'd get "weather too rough sir".

So what i did was change it so the wind doesnt effect when you can tell the AI to shoot something, and increased the rain so they don't overreact to a little mosture like reporters in Southern California do with a little drop of rain. Basically a water molicule comes out of the air and its 'Stormwatch 2007! next on Eyewitness news!". Crew was (over) reacting in the same way in my opinion. Call it a pet peeve if you want :rotfl:


On a side note, i just finished some campaign adjustments:

Quote:
- Troop ship convoy's spawn time = stockTime * 2
- assigned all instances of "generic battleship" a specific battleship type.
Basically, it won't be raining 20K ton Passanger liners on the campaign map and you wont be sinking the Yamoto like a common destroyer. THE Yamoto should be a scripted ship, not something that spawns like just any other ship in the game.
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Old 04-23-07, 01:35 PM   #56
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New version up

Changes to 2.3

- Darker background for rec manual added

- Set max depth to sub test depth in CFG. D key will now level off at max saftey depth. Handy after attacking a convoy.

- Readjusted sub zon files. Adding to crush depth i feel is no longer neccessary. Crash speed remains at 1 (defualt is 2)

- 25% reduction of aircraft speed has been removed, as its no longer neccessary.

- airstrike.cfg Max Aircraft range changed from 2000, to 1700

- Some upgrade packs are now spread out more on date. Twin 20MM now aviable in 6/42, deckgun 4"50 cal in 1/43

- new engine sounds

- doubled flood times on shipping. They wont sink as fast now, but still fairly quick.

- doubled spawn time on all troop ship convoys.

- removed any chance of Yamoto battleships spawning in normal task forces.

- Readjusted SD/SJ radar. I have basically remoevd SD radar from play by making its max range 10 meters, and am using the SJ radar as a substite by raising its max height so it can detect aircraft. The result in play is you have to remember to turn on your radar, and can turn it off when leaving or entering port, rather then suffer the radar contact spam.

- Added hotkey for calling battlestions: The B key.
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Old 04-23-07, 02:40 PM   #57
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Nice work as usual D
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Old 04-23-07, 04:03 PM   #58
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Very good!

I have some questions though (oh no, I'm thinking again) .

1. - ManBT_flood_speed - Where did you start/stop the clock? I observed on default SH4 v1.2 that the GAR took 26-30 secs from "klaxon end" to mast slipping underwater for both "quick dive" and "stationary dive". I'm confused (as always).

2. - crew rating changes - Does this effect the entire war?

3. - crash speed from 2 to 1 - Is this a multiplier of flood_speed ?


Thanks again Ducimus!
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Old 04-23-07, 04:19 PM   #59
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Quote:
1. - ManBT_flood_speed - Where did you start/stop the clock?
I started at the very start of the Klaxon after pressing C, and stopped about when the Sub marker appeared, and only the rod on the very stern of the boat was protruding the surface. I did this at a normal crusing speed of 8 kts. Which would be the normal conditions at which a crash dive occured.

Quote:
2. - crew rating changes - Does this effect the entire war?
Pretty much. You'll still have crew rating 2's in the beginning of the war, but by late 42 the AI should be consistantly smarter then before.

Quote:
3. - crash speed from 2 to 1 - Is this a multiplier of flood_speed ?
Effects how fast or slow a sub crush's (HP loss) when below crush depth. Default is 2. If you set this to like 4 or 5 it might be near instant death. 1 buys you a litlte bit of time.
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Old 04-23-07, 05:10 PM   #60
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Great Mod, thanks.

One question though.

How would I modify this mod so I don't have the option to identify the ships with the button. I really enjoy doing it manually, and it's too tempting if that option is there.

Thanks
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