SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-15-12, 09:20 PM | #76 |
Watch
Join Date: Jul 2006
Posts: 29
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UPDATE: I used Winrar (completely forgot about this lifesaver of a program) and that seemed to correct the problem. I did the same thing as before, and received the same error "'cmputil' is not recognized as an internal or external command, operable program or batch file." But for some reason, right after that error I tried the installstuff.bat again and viola! It worked.
Loving the mod and the new version! AWESOME WORK!!!!! Thank you! |
01-15-12, 11:15 PM | #77 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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That error message indicates that cmputil is not where it is supposed to be.
Look in the zipfile and find cmputil and manually copy it over. The location of the files on your disk should be the same as it is in the zipfile's path. EDIT: saw the 2nd post. never mind. thanks!
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01-16-12, 01:17 AM | #78 |
Watch
Join Date: Jul 2006
Posts: 29
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Thanks for the quick response, I was going crazy not knowing how to get this sucker installed. Just downloaded your campaign, Molon, I'm stoked
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01-18-12, 02:55 PM | #79 | |
Nub
Join Date: Apr 2005
Posts: 3
Downloads: 97
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Quote:
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01-29-12, 05:43 AM | #80 |
Grey Wolf
Join Date: Nov 2010
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With the changes to the sound profiles, minesweeping has gone from too easy to almost impossible. With the new sound profile settings, is there any efficient way to detect mines other than getting way too close for the HF to try and detect them?
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01-29-12, 10:59 AM | #81 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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You were using passive sonar before?
I thought either LW or even SCS got rid of that a long time ago. Anyway, HFS being the only way to reliably detect mines is AS INTENDED. Some mine types being so small that you're lucky to see them in time, again, is as intended. That being said, the stock mines that are the size of patrol boats are still every bit as easy to see as they used to be. (The FFG and submarines are not minesweepers, they are targets for mines)
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01-29-12, 04:31 PM | #82 | |
Grey Wolf
Join Date: Nov 2010
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No, active.
Quote:
It just means I have a major rewrite for one of my missions, then. |
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01-29-12, 05:58 PM | #83 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
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Were you using stock mines or mines we added?
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01-29-12, 06:14 PM | #84 |
Grey Wolf
Join Date: Nov 2010
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The mission was written in stock and I upgraded later. The minefield is a 5x5 field of (originally stock) 1000lb generic mines.
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01-29-12, 07:02 PM | #85 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
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You can definitely spot those at HFS before you're in lethal range. They're small, but their activation radius is tiny.
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01-29-12, 09:11 PM | #86 |
Grey Wolf
Join Date: Nov 2010
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You are right. However, after changing the trigger doctrine to recognize it with HF Active sonar, the triggers will not fire despite clear detection. Is there an error in my setup or is it impossible to write doctrine around HF Active Sonar detection?
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01-30-12, 01:32 AM | #87 |
Silent Hunter
Join Date: Jun 2004
Location: Along the Watchtower
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I couldn't get it to work for me in a test run either. Apparently HF detection doesn't report to whatever handles trigger conditions.
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01-30-12, 02:14 AM | #88 |
Grey Wolf
Join Date: Nov 2010
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01-30-12, 08:30 AM | #89 |
Soundman
Join Date: Sep 2006
Location: Lille, France
Posts: 146
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It might be possible for the RA team to remove, they have already cleaned up quite a lot of the unfinished job of Sonalysts.
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01-30-12, 04:26 PM | #90 |
Grey Wolf
Join Date: Nov 2010
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I would certainly like to see this patched away. Other than simply acting as a sonar-porthole, there isn't much the HF can do and there is no way to script anything for it.
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