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#1 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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As announced in another thread, I've started collecting information on historical specs of both AI and human playable guns featured in game. If I manage to do it, this knowledge is going to be included in a mod that will introduce a general rebalance of armaments /ammo / zones and armour system in SH5. So far, this the detailed list of features I plan to implement:
In future, I could decide to make similar changes to torpedo / depth charges / aircraft weapon's systems. This is the list of mods that, with permission by their respective authors, my project should be based on for maximum compatibility with (and among) them:
Moreover, selected features and fixes from the following old mods will be possibly included in the present mod (again, granted that permission to do so will be given by their original authors):
If you think that my list is missing any important mod that the present project might conflict with, or that shoud be included in it anyway, please let me know and I will get in touch with its author. Indeed, I am also open to anyone wanting to co-work with me on this project and to any suggestion or complaint about pertinent aspects of the game that need still to be addressed. I rely on your inputs, guys ![]() ![]() ================================================== ======== EDIT: this mod is still in its alpha stage. At this moment only few of the aforementioned aspects have been addressed with separate patches that will be merged in the final release of the mod. You can get their latest versions from the following links: Rongel's Torpedo malfunctions test v 2 download link and realease notes available HERE NOT COMPATIBLE WITH LATEST TORPEDO FAILURE PATCHES BY TDW Armaments & equipments patch v 0.2 download link and realease notes available HERE Thank you for testing! ![]() Last edited by gap; 05-26-13 at 12:15 PM. Reason: Removed link for 'All Torpedoes Modified for Torp Failure Patches' |
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#2 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
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Wowzer!
That is a lot of stuff! Like we discussed in the other thread, I'm trying to get the torpedo malfunctions in order, so that can be my input. Currently the autumn looks very busy (and my own internet connection died...) but yep, count me in anyway! Good luck Gap! This sounds really great! Start it easy that you don't get burnt out in the process! ![]() |
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#3 |
Ace of the Deep
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Awesome, gap! Looks amazing and interesting.
![]() ![]() Does that include fixing the periscope overextention? Wish I was able to help. |
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#4 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() talkig about it: are you going to be able to set different chances depending on malfunction type and date? Quote:
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![]() Thank you too Targor ![]() What's exactly the problem with the periscope? Never noticed it ![]() You actually are, in many ways! ![]() - you can help me and Rongel by providing us with your suggestions and ideas, based on your gaming experience; - you can get involved in data research, something that will be never enough! ![]() - you can volunteer for beta testing, a boring task that I never really got accustomed to; ![]() - if you have enough time, you can just pick one of the points listed in the first post that you would like to develop, and ask me for headups on where to start from for working on it. I will do my best for giving you the basics, but take in mind that I miself am in the low part of my learning curve. ![]() |
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#5 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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A practical question:
what would you expect to be a realistic traverse and elevation speed for manually operated flak and deck guns? Should this speed be slower for twin/quad mountings than for single guns, due to the increased weight? Those speeds will greatly affect the effectiveness of U-boat guns. Too bad, while there's a lot of information on power driven guns, I couldn't find any reference to manully trained/elevated guns on the web. Nevertheless I am sure that some naval history expert around here ( Sailor Steve are you there? ![]() ![]() |
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#6 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
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Hi Gap, some info re. Your 1st post
I'm using the mod list which contains NewUI, Harbour addition, OHII, mtns (+fix), and this combination is not compatible by now with such popular mods as AI Sub Crew, Sub Exsaust, Sub Flags (with the first two it is 100% true). Uekel in his "Shleightfehrt'-mod "forced to coexist" AI Sub Crew and "mtns", but his ![]() So this is just for the info and to prevent You from possible problems in your venture ![]() |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Bump:
Quote:
![]() Currently we can fully rotate our flaks by 360 deg orizontally and 180 deg vertically in just one second. Is this okay for you guys? |
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#8 |
Ace of the Deep
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The periscopes (both obs and attack) used to be overextending (able to rise wwaaaaay too high). This is one of the things that REM's mod was fixing.
I haven't had a chance to check before I posted (still trying to figure out my CTD at approaching Keil fun and I was away entire weekend), but it might have been fixed in one of the mods that I have installed (primarely sober's list). On the rest - after I fully move to the new computer and figure out the above mentioned problem, I'll definately help as much as I can ![]() |
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#9 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
![]() Quote:
do you mean that persicopes are graphically extending over their housings or rather that they are way to long if compared with historical lenghts? While I haven't ever heard of periscopes protruding from the sub for more than their actual lenght, the latter issue is a known vanilla inaccuracy that was fixed by U-boat historical specifications, back in the days. Though not being sure about it, I think this mod is now included in some of TDW's mods, and it is anyway not compatible with some more recent mods. Another mod dealing with periscope lenghts, as remarked by you, is indeed REM. Why don't you use it? ![]() |
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#10 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
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Yes, there are options for early war and later. As far as I know it they work OK. Values work also for different malfunction types (duds, premature explosion, circle runners, depth keeping, and angle troubles). One thing that doesn't seem to work is the different dud rates at a different angles. There is three angle settings defined but one of them seems to be broken. For example, angles through 90-60 and 30-0 work but the middle one 60-30 has problems. But I think we can get somekind of working compromise with that.
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#11 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
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![]() We should ask him when he will be back from his business trip. |
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#12 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
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Looking forward gap.
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U-552 Tiger IDF |
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#13 |
Navy Seal
![]() Join Date: Jan 2011
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here it is: gap - armaments & equipments patch
This patch should:
The patch includes as well my 'undestructible searchlights fix'. Follow this link for further details: http://www.subsim.com/radioroom/showthread.php?t=197680 |
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#14 | |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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__________________
U-552 Tiger IDF |
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#15 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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