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01-09-09, 07:41 PM | #1006 |
PacWagon
Join Date: Jun 2007
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about the XVIII problem...
its not just the rudder configuration, also, you will find circular vents along the hull, these are not on the XXI. it would be far easier to just deal with the XXI model he provided than with the XVIII. PS. its not hard to just replace the XVIII rudder with the XXI's in Pack3d
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01-09-09, 10:25 PM | #1007 | ||||
Admiral
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01-09-09, 10:49 PM | #1008 |
Grey Wolf
Join Date: May 2005
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Oh yea, I forgot about those vents. Those are part of the cooling system of the walter drive which generated tremendous amounts of heat. It was essential an under water turbo shaft drive just much more explosive. The type XVIII should also have large opening on the lower section of the hull which would be where the water pressure would press against the bags containing the hydrogen peroxide.
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01-13-09, 01:33 AM | #1009 |
Grey Wolf
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Two personal opinions, but NO criticism intended
First of all, I must make it clear from the start that this post contains just my personal opinions and implies ABSOLUTELY NO CRITICISM toward Lurker's work. I appreciate very much Lurker's hard work and dedication to modding SH4. Above all, I appreciate the fact that OP Monsun is the only port of SH4 to the Atlantic that can be installed and played at this moment, one year after the release of the original Uboat Mission addon.
Now, here are the two aspects of Ops Monsun v600 which I think could be improved: 1. The choice of implementing the new damage/crew model for uboats, where the player must manually move the crew to the empty slots in the sub. I feel this brings back the crew micromanagement so criticised by many in SH3. It is by no means realistic for the captain to handpick people and tell them where to go in an emergency situation. If the game engine made the designed crew automatically man their different surfaced and submerged positions, then it would be OK. As this is now, I do not like the idea to move each topside crew by myself to his designated position when surfacing/submerging. Each surface/submerge cycle will have me take some 12 people and move them by hand to their respective places, in the CT and berthing area, then back again to topside watch. 2. The choice to leave enemy and neutral harbors empty of shipping. I understand Lurker's point of view that a Uboat captain has no reason to go there, but I think this should come from fear of being sunk - as it was in the real life. If the ultimate purpose of this supermod is realism, then I'd rather have it the realistic way. Put ships in ports, while in front of the harbors put whatever countermeasure you might find necessary. Double, triple screening destroyers, minefields, nets and everything, planes patrolling skies 24/7, no matter what. If I can't go harbor busting because they'll hunt me down all the way, this is real, but if I go there and find nothing at all, this ain't. I repeat, these are just my personal opinions, things I feel would improve the gameplay experience. Lurker, once again thank you for the new life you are putting into this game |
01-13-09, 07:45 AM | #1010 | |
Admiral
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You have a right to have and state your "personal opinions", however the Uboat damage mod and manning of enemy harbors is "AS DESIGNED" |
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01-14-09, 10:17 AM | #1011 |
Sea Lord
Join Date: Mar 2005
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jepp, he does.
but i have the same concerns. empty harbours in enemy areas are not very motivating...for myself i feel like i want to have the choice, if i attack ships in well defended harbours or not. but emptiness...is not the best solution, i think. any opinion on that? :hmm:
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01-14-09, 10:25 AM | #1012 |
Admiral
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Understand this guys: Harbor traffic doesn't just create itself out of nowhere, lurker has to add it. That means hours and hours of work on the subject, which means less time spent on the other parts of OM and longer release times. Each line in the files also means longer loading times, while the gain would be... traffic in areas where submarines didn't historically venture much.
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01-14-09, 01:12 PM | #1013 |
Captain
Join Date: Jan 2002
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Harbour attacks
no sane submarine commander (be it Uboat or Fleet boat) would attack a Harbour, especially a Uboat commander, the allies would flood the area with assets, surface and air. Given the slow speed of a submarine it would be crazy and suicidal to try it.
Fleet boats later on in the war would maybe have a slight advantage but would have given away their position to many nearby enemy assets. Its one thing to attack a ship in mid ocean, another to attack maybe 50 to 100 NM from airbases or the like on patrol crafts, trawlers, DE, DD and the like
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01-14-09, 07:01 PM | #1014 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
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I don't know if you have ever created a mod before but to spend I don't know how many hours on adding hundred and hundreds of ship to harbor that "no one" is going to go into or see is a major waste of my time. 90 percent of this mode was created by me alone and I have been working on it and RSRDC of almost two years now with and average of 4 hour per day, ever day on it so you guys can have something better than a arcade game. The only harbor traffic currently in OM is were you have a 75% or better chance to see something. For the moment I have to manage my time so that projects can get done in a timely manner so you don't have to wait who knows how long for the next version of OM |
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01-15-09, 07:41 AM | #1015 | |
Captain
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how about you try it?
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maybe some guy will point to you how to do it. then you can ask Lurker`s permission to release them based on current Op Monsun databases.... (try the ones when Op Monsun is finally done in a few months, else you might have to reedit the place.) I dont want to get into a fight, you are interested in this and yes, it could be interesting for the other guys if available, so if you get it done, you might write a doc on how to do it and we could help you out, me I dont understand enough of the databases to try, I know a bit of radio mods since I helped a bit on the news side of the TransAtlantic mod which added to two German language stations with news events, some french songs and some comedy / propaganda.
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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01-15-09, 08:45 AM | #1016 |
Navy Dude
Join Date: Sep 2001
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As far as I know, there was only 1 single harbor attack by a German Uboat in WWII, and that was the sinking of the Royal Oak in Scapa Flow - correct me if I am wrong.
Lurker showed that this can be done in OM, and that's realism enough for me. Let me add a example; in RSRD, there are plenty of ships in harbors. In my last war career, near the end of the war, there was almost no shipping around south of Tokyo Bay - or I just didn't find it... So I sailed into Yokosuka, to the IJN base - twice. There, I sank a total of 4 CA's, 2 DD's and a Ise BB. Not very realistic either, so now when I play a US career, I restrict myself to not go into any enemy harbor at all.
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01-16-09, 06:41 AM | #1017 |
Sea Lord
Join Date: Mar 2005
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i have been an hour in the game with OP v600 installed yet...and found the following things, that need to be corrected:
- empty landscape - nearly no traffic in harbours - import of sh3 objects (like the locks, kiel ehrenmal, villages, etc.) - trees look bad and are far to big in comparison to villages - water looks ugly and is for the eastern see far to blue! i will see, what i can do about this.
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01-16-09, 07:00 AM | #1018 | |
Ocean Warrior
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Operation Monsun is a campaign mod and it deals with the operations of Uboats under the control of the FdU Norway, 11th/13th/14th Flotillas in the Arctic during the period of Sept. 1941 to May 1945. |
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01-17-09, 03:30 PM | #1019 |
Grey Wolf
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How to add crew to boats.
I am trying some detection tests, and was curious how the Walter boat would do against an elite Black swan.
Problem is there is no crew. I posted in the first section of this forum with no luck so I was hoping people involved with OM, and it's parts (the type XXIII, and type XXI) could explain how the crew is placed on board for single missions, or just in general, eg: What files populate the boats. I am hoping to avoid removal of OM to do this test with the XVIII so I was hoping this would be a simple cfg file fix or something like that. Also Lurker, have you been able to work out why there is no CE in the control rooms of both the XXIII and XXI boats. It is disconcerting not getting orders called out when maneuvering these boats. |
01-17-09, 06:04 PM | #1020 | ||
Admiral
Join Date: Apr 2005
Location: San Diego Calif
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Your going to have to deinstall OM. Putting the crew "back" requires changing a number of files. Quote:
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