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11-16-08, 02:47 PM | #841 |
Pacific Aces Dev Team
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So the enemy AI will always be nearly blind at night?
That will the make the game too easy and unenjoyable
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11-16-08, 02:52 PM | #842 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
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11-17-08, 03:06 PM | #843 | |
Pacific Aces Dev Team
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Quote:
I asked first if such poor visual sensor behaviour from enemy ships at night was normal, and you replied YES. I asumed that by answering that you meant that as far as your experience goes, it would be normally like that, i.e. poor visual sensor behaviour at night. Why do I need to provide more cases? I asked you expecting you would know the answer and you did answer as if you knew it, only to put now my conclusions in doubt? I really don't get it, must be either my poor understanding of US sense of humour or language :hmm:
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One day I will return to sea ... |
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11-17-08, 06:26 PM | #844 | |||||
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
The reason for the comment was that you gave me the idea that you think that the current AI night visual capability is broken and makes OM unplayable. My response to the question Quote:
Quote:
My statement Quote:
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11-17-08, 09:57 PM | #845 |
Frogman
Join Date: Oct 2007
Location: Pulaski Tennessee
Posts: 290
Downloads: 32
Uploads: 0
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just was wondering if you had any plans on releasing a patch much similer to the new RFB patch, which will resolve some issues withe the new damage mod. most notably how after putting 4 torps into a large composite it sails off into the sunset at 10+ kts. I know the new RFB patch addresses this issue. I currently play with
TMO OM TMO enable u-boat cheers mate |
11-17-08, 10:59 PM | #846 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
Yes Patch 1 is in the works, more than likely will be out by the end of the week |
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11-18-08, 05:58 AM | #847 |
Sailor man
Join Date: Apr 2008
Location: Deutschland
Posts: 43
Downloads: 40
Uploads: 0
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is there a possibility to play the admiral scheer in the campaign? if its possible what is to do?
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11-18-08, 07:32 AM | #848 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
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11-18-08, 07:13 PM | #849 |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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OMv500 Patch 1 Readme
OMv500 Patch 1 Readme
Fixes a problem with the ship damage model where ships would continue to steam on with hits to the machinery spaces. Some adjustments made to the visual spotting behavior for the player's submarine. Adjustments to Uboat crew manning Added Hunt I/II/III Class DE Added T Class DD Added U Class DD Added Single Mission - RUM 440329 "The Hunt for U-223" See the following post http://www.subsim.com/radioroom/show...2&postcount=48 Go to first post for download link |
11-18-08, 10:39 PM | #850 |
Grey Wolf
Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
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No download link at pointed location. Went to first post of thread, and saw a preview for a Med campaign, but no link for a patch.
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11-18-08, 10:43 PM | #851 |
Mate
Join Date: Jun 2005
Posts: 53
Downloads: 120
Uploads: 0
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hey Lurker, thanks for the great mod. Sorry to to be first to report a problem, but I just tried to start a U-boat campaign using clean 1.5 + OMv500 + Patch 1, July 1st 1941 Flotilla 1 in a VIIC. When I chose the "docked at tender" starting option, I immediately start taking heavy damage as soon as the game finishes loading. Looks like the sub starts out in a bit too shallow waters.
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11-18-08, 10:45 PM | #852 |
Mate
Join Date: Jun 2005
Posts: 53
Downloads: 120
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pythos, look at the first post in *this* thread.
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11-18-08, 11:41 PM | #853 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
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11-23-08, 11:00 PM | #854 |
Captain
Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
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Thanks lurker, just d/l Patch 1. Puts
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11-25-08, 02:52 PM | #855 |
Sailor man
Join Date: Oct 2006
Location: Minneapolis, MN
Posts: 50
Downloads: 166
Uploads: 0
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Ship dead in the water still shows speed of 7 knots
I looked through this thread but couldn't find this problem reported. I've sent 3 torpedos into a merchant. Looking at the ship, she's dead in the water but looking through the scope it still registers as moving a 7 knots. So any torpedo I try to fire now has an incorrect solution and misses. I don't use manual targeting, not sure if that would solve this or not but I'm not there yet. This has happened a few times. I'm wondering if this is a conflict with another mod that I'm running.
RFB_v1.52_102408 RFB_German Audio Files RSRDC_RFBv15_V396 OpsMonsun_V500 Optics2 over Stock small nav tools w_chrono w_hires dials w_better scope Spaxs SH4 Uboat SPEECH FIX_V8 sobers compass mod_version 1.6 sobers RFB1.5 hud OMV500_Patch1 FJB Camera Mod
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