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08-15-15, 10:03 AM | #1186 |
Seaman
Join Date: Mar 2010
Posts: 39
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love how big walley first made a comment making fahnenbohn sound stupid but now does not explain his view on schleichfahrt...
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08-15-15, 09:11 PM | #1187 | |
Sea Lord
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Quote:
He answered that question. I did not think his answer required any response from me. If you have something to contribute to the topic under discussion, then I hope you will post it. That's what this forum is for. |
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08-24-15, 11:51 AM | #1188 | |
Seaman
Join Date: Mar 2010
Posts: 39
Downloads: 36
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Quote:
Last edited by Schmonzo; 08-24-15 at 11:59 AM. |
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08-25-15, 07:16 AM | #1189 | |
Sea Lord
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Quote:
Instead, you attempted to be confrontational while necroing a six-week-old post. You give love, you get love. Last edited by BigWalleye; 08-25-15 at 08:29 AM. |
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08-25-15, 03:08 PM | #1190 | |
Seaman
Join Date: Mar 2010
Posts: 39
Downloads: 36
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Quote:
Anyway I just did a 'simple' google search on the topic again and was not able to find anything easily, not even on this forum (yes I did a 'site:www.subsim.com' search). Since my intelligence seems to rival my social skills would you be so kind to help me answer the question by linking the thread you were talking about or providing us with a search term for google please? I would be grateful for that. Last edited by Schmonzo; 08-25-15 at 03:16 PM. |
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09-15-15, 07:58 AM | #1191 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Hi Stiebler
I'm back after a bit of a break. Of course, I am drawn right back to NYGM. I was just wondering if you are planning anything interesting for this mod or are you happy with it in the current release? There was a mod out there (I can't find it now for some reason) that increased the range of the hydrophones (for the AI only I think) the deeper you went. It worked from periscope depth to something like 50 meters. I saw it before I gave sh3 a vacation and I was wondering if you ever merged it into your mod? Seems like a realistic addition. Anyway I hope all is well and I look forward to your response as I reload this masterpiece of work! PS. Is H.sie or Stiebler absolutely done hacking the .exe? I really wish we could kill the crew "squatting and spinning" when we are being hunted. Last edited by Lanzfeld; 09-15-15 at 08:15 AM. |
09-17-15, 04:00 AM | #1192 |
Fuel Supplier
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@Lanzfeld:
There's nothing much planned for NYGM at the moment, although Anvart has provided a revised radar mod (compatible with my hard-code mod) which has worked well in testing. The hydrophone effect at different depths was created by Rubini. You should be able to find it by searching for his name. It's not added to NYGM because it slows down game-play. Every time you want to submerge and check for a sound location, you have to go sufficiently deep. It's quicker to pretend that you did that with a dive to periscope depth and surface again. Just click on keys 'P' and 'S' in quick succession. H.sie announced some time ago that he has given up modding. It's been so long now that I looked at the assembly code that it would take me some time to get up to speed again. In any case, though, I would not be interested in changing visual effects. I'm only interested in changing game play. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
09-17-15, 07:40 AM | #1193 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Ahoy Stiebler!
Well...the telltale crew is a gameplay change. They tell you with 100% certainty when you are and are not being hunted. I don't really care a bout graphics either but it's hard not to see them out of the corner of your eye when in the control room. |
09-17-15, 09:27 AM | #1194 |
Commodore
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
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TC does the same...
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Himmel, sukeltakaa! |
09-17-15, 11:02 AM | #1195 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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09-17-15, 02:46 PM | #1196 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi Lanzfeld,
this does not need any hacking. You can either remove the crew from the control room (very simple with S3D) or remove the animations. If you look at the files with S3D, you can see the 'logic' and change it. I have, e.g., once removed the 'duck and cover' of the crew on the bridge. Regards, LGN1 |
09-17-15, 08:38 PM | #1197 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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S3d is a bit beyond me. I would not know where to begin
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09-18-15, 07:35 AM | #1198 | |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
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Quote:
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09-18-15, 02:56 PM | #1199 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi Lanzfeld,
I just sent you a PM. If I will find some time, I might remove the animations for myself and then share my work. But I can't promise anything. Regards, LGN1 |
09-25-15, 02:25 PM | #1200 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Flak monkey interiors work ok with this?
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torpedos through hull |
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