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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Navy Seal
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![]() ![]() Gyrocompass ring added for all types VII & IX ![]() See end of post #1. Has to be activated on top of all. ![]()
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#122 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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#123 |
Machinist's Mate
![]() Join Date: Mar 2019
Posts: 124
Downloads: 551
Uploads: 0
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Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping. Also the snokel cover for the 7B have some problem when using the Enhancement Mod. Best Regards Toyotage86 |
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#124 | |
Sea Lord
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#125 | |
Navy Seal
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![]() In real life it’s impossible to get the perfect steady at zero knot in any submarine. So you’ll have to play with the speed telegraph to get at least 1 knot in every situation! You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd. When very deep, you may have to run more than 2 knots to go up! Just because of water pressure. About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom. It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though. I tried to solve it, but didn’t success yet. ![]()
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#126 |
Machinist's Mate
![]() Join Date: Mar 2019
Posts: 124
Downloads: 551
Uploads: 0
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#127 | |
Machinist's Mate
![]() Join Date: Mar 2019
Posts: 124
Downloads: 551
Uploads: 0
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Anyway thank you for answering me Best Regards Toyotagt86 |
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#128 | |
Navy Seal
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To make the game harder, trying to simulate the difficulty of a steady position as it was in RL. It’s totally playable though, but you have to be more attentive than stock game, and it changes the way of planning attacks. Stiebler and his NYGM was the first to introduce it, and perso i couldn’t play without anymore. Much more interesting than beeing a sitting duck! Nevertheless there is still an easy way to disable it from my mod ![]() Just let me know via PM if you are interested... ![]()
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#129 | |
Machinist's Mate
![]() Join Date: Mar 2019
Posts: 124
Downloads: 551
Uploads: 0
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#130 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,450
Downloads: 493
Uploads: 0
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Is there a fix or file remediation for this?
Having this issue with the flag with CCoM non modded : ![]() The flag image and the flag mesh do not appear to be attached to each other or in sync, just get this twisted stringy thing for a flag. Have down loaded fresh copies of CCoM but still having the problem. Even persists with Fifi's update. Any help would be appreciated! Good hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#131 |
Swabbie
![]() Join Date: Apr 2013
Posts: 5
Downloads: 64
Uploads: 0
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I use ARB 1920x1080 and the flags are ok
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#132 |
Gefallen Engel U-666
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Kl43!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#133 | |
Navy Seal
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I’m afraid it’s on your side, don’t have such problems here. ...and don’t see what could cause it. Sorry.
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#134 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,450
Downloads: 493
Uploads: 0
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![]() Good hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#135 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,450
Downloads: 493
Uploads: 0
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Using the GUI that comes with the package and the problem still is there. Thank you for your reply.
![]() Good hunting, FUBAR295
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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