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Old 12-28-12, 12:12 AM   #1
Fifi
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Default My mods compilation



Hi,

Wanted to share my mods compilation running great here!

Tested on Win7 64, 16Gb RAM, Zotac 580 1.5 Gb, I7 875K.
Lower PC might have some trouble running full list...
Thanks to all modders involved in it, both lists are too long to name everybody.

* = essential "must have" mod!

USING TDW NEWUIS (right order + real navigation)



Accurate German Flags ---> historical svatiskas on ships and in bunker
*SteelViking's Interior Mod V1.2 ---> numerous sub interior and gauges improvments
*SteelVikings Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3 ---> numerous U Boot interior items additions
Fuel Gauge WoGaDi_SteelViking's Interior ---> working fuel gauge in motor room
Fix clock rear torpedo room VIIA ---> working clock in rear motor room
*DynEnv v2.9 - 1. Main Mod ---> numerous weather improvments
DynEnv v2.9 - 3.a Enhanced Visibility (medium) ---> fog visibility slightly improved---> only Env folder
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters ---> more realistic nights and no greenish waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale ---> better waves animation and heigh
DynEnv v2.9 - 12. Sounds ---> more weather realistic sounds
Small_trees_SH5_V1 ---> all trees resized to realistic size
sobers more trees SH5 ---> more trees addition on coastals areas
SH5_7A_Conning_Fix ---> U Boot VIIa conning tower revised
*Equipment_Upgrades_Fix_v1_4_byTheBeast ---> all U Boot equipments historicaly upgraded
*Equipment_Upgrades_Fix_v1_4_Patch_1
*#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
*Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober all U Boot equipments fitted by historical dates
EUF_UBoat_FX_v0_0_3_ byTheBeast ---> 3D deck splash and bubbles animations
SH5 Longer Repairs v.1 ---> more realistic repair times
AI_sub_crew_1_0_2_TheDarkWraith ---> deck crew added for U Boot AIs
*FX_Update_0_0_22_ByTheDarkWraith ---> numerous game effects improvments
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) ---> all torpedoes modified to work with TDW Generic Patcher torpedoes patches
*MightyFine Crew Mod 1.2.1 Alt faces ---> numerous crew improvments matching reality
MCCD_1.04_MFCM_1.2.1_compatible ---> more crew interactive dialogs
Naights Submaine Textures v1.2 (PUV) ---> grey better interior textures---> submarine folder deleted
Stormys DBSM SH5 v1.3 Basemod ---> numerous realistics sounds for all situations
Stormys_DBSM_SH5_v1.3_HOTFIX_3
*NewUIs_TDC_7_5_0_ByTheDarkWraith ---> full interface mod---> with data/objects/sensor/UBoot_Sensors.fx deleted (for scope wake back)
NewUIs_TDC_7_5_0_New_radio_messages_German ---> new sounds for sending/receiving messages
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke ---> diesel smoke no longer using snorkel
NewUIs_TDC_7_5_0_jimimadrids_map_tools ---> colored map tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha ---> ability to use and turn some UI items
NewUIs_TDC_7_5_0_WWIIInterface_by_naights ---> alternative SH3 style console
Fifi mods for NewUIs V2 ---> new binoculars, UZO, and scopes
Manos Scopes - patch for 16x9 ---> needed for your resolution
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013 ---> numerous additional charts for UI
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Conus' Das Boot Crew Faces ---> nice Das Boot icons and pictures
*IRAI_0_0_39_ByTheDarkWraith ---> all artificial intelligence revised for better realistic gameplay
*IRAI_0_0_39_ByTheDarkWraith_Patch_1
*R.E.M_by_Xrundel_TheBeast_1.2 ---> numerous U Boot equipments revised for historical working
R.E.M. - hydrophone mute for player fix (TDW compatible) ---> allow the GHG to work on surface as intended
Cerberus62 Corrected Depth Charge Projector 1.0 ---> destroyer depth charge catapult revised
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 ---> historical skin for VII types
*OPEN HORIZONS II_full v2.2 full campaign revised and increased up to 1945
Open Horizons 2.2 FRA 3.5 ---> only for French users!
Sobers Terrain fix for OH2 V2.2 ---> Memel harbor and Scapa Flow area revised and corrected
*Reworked Morale and Abilities v.1.1 ---> new crew morale and abilities corrected for better gameplay
sobers green crew training V4 SH5 ---> new crew training system in % according to time line and experience
MadMaxs_SH5_Subdiesel (mono) v2 ---> much better U Boot diesel sound
Sub_Exhaust_1_0_5_byTheDarkWraith ---> smoke for U Boot exhaust
sobers no footstep sound mod ---> all annoying footsteps sounds deleted
Old Style Explosions V1.1 ---> explosions a la SH3, holywood explosions reduced
Sober's smoke screen (DynEnv&OldStyle Explosions compatible) ---> realistic smoking damaged boats
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 ---> pneumatics life boats added to all boats
SH5Lifeboat_Wooden ver. 0.2 ---> wooden life boats added to all boats - random life boats using above mod
Submarine's .sim&cfg (modified for engine ratio + independent control patches) ---> better U Boot behavior and batteries life time (Thanks VOLODYA)
Shadow Improvement Mod ---> much better ingame shadows
Depth Charge Range Fix ---> to avoid destroyers destroying themselves using depth charges
Smaller flags for Warships 1_0b ---> all warships with realistic flags sizes
RPM Hydrophone merchants 2.2.1 ---> allowing to calculate merchants and warships speed using hydrophone
SH5 No Chronometer Ticking Sound ---> silent chronometer to calculate boats RPM
sobers DOF V6 SH5 ---> Increase the view depth of field
R.S.D. - Reworked Submarine Damage v4 by vdr1981 ---> sub damages accuracy improvment
Messervy_s_gramophone_pack1 ---> authentics gramophon songs
Grossdeutscher Rundfunk ---> numerous authentics German radio programs per years
Radio Paris French Music Full Version 1.2 ---> authentics old French songs
Wordeees' Actual Footage Menu ---> main game screen authentics black and white videos
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod ---> new cursors and map tools
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style ---> big nav map compass for better heading reading
gap - Alternative Cursors & KM Map Tools v2 - 5.i EQuaTool 1.1 Patch - Large Set --->needed for big compass above
Fifi Colored map ---> new radient for smoothed map colors
NewUIs_TDC_7_5_0_Real_Navigation ---> needed for real navigation experience!
Trevally Automated Scripts v0.6 ---> needed for automatic positioning calculation every 2 hours
Trevally Harbour & Kiel Canal Pilot v3.1 ---> nice automation to exit harbors with harbor pilot help!
Change days in bunker ---> to be able to change time delay in bunker between 2 patrols
SH5_Starshells_patch ---> remove star shells lag/freeze
+ latest TDW Generic Patcher running as stand alone


USING CSP MAGUI INTERFACE (right order)



Accurate German Flags
*SteelViking's Interior Mod V1.2
*SteelVikings Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
*DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium) ---> only Env folder
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
*Equipment_Upgrades_Fix_v1_4_byTheBeast
*Equipment_Upgrades_Fix_v1_4_Patch_1
*#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
*Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
*FX_Update_0_0_22_ByTheDarkWraith
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
*MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV) ---> submarine folder deleted
Stormys DBSM SH5 v1.3 Basemod
Stormys_DBSM_SH5_v1.3_HOTFIX_3
*Parts Magui V 3.01 by DrJones ---> full interface mod
*Parts Magui Patch 3.03 ---> last UI version addition
Parts Magui V 3.01 by DrJones - French Menu ---> only for French users!
Sjizzles Mods for magui v 0.0.2 ---> new id manual, TDC look, icons, buttons and bearing tool
Fifi mods for CSP Magui V1 ---> new binocular lens, buttons, boxes textures and position
*Manos Scopes-Core Files ---> needed for Magui scopes
*Manos Scopes-patch for 16x9 ---> needed for your screen resolution
Radio_Messages_1_2_0_German_Voices ---> new sounds for sending/receiving messages
*IRAI_0_0_39_ByTheDarkWraith
*IRAI_0_0_39_ByTheDarkWraith_Patch_1
*R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
*OPEN HORIZONS II_full v2.2
Open Horizons 2.2 FRA 3.5
Sobers Terrain fix for OH2 V2.2
*Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfgs
TDW_No_Contact_Colors_1_1_0 (incl no symbols) ---> depending what you want of course
Shadow Improvement Mod
Depth Charge Range Fix
Smaller flags for Warships 1_0b
RPM Hydrophon for Magui V3.02 ---> RPM Hydrophone merchants 2.2 -for OHII full v2.2- mod adapted for Magui UI
RPM Hydrophon Charts Francais ---> pick up your language chart in RPM Hydrophon for Magui V3.02
SH5 No Chronometer Ticking Sound
sobers DOF V6 SH5
R.S.D. - Reworked Submarine Damage v4 by vdr1981
IO_StrategicMap_4_3_for_Parts Magui Patch V 3.02 by DrJones ---> new nav map and tools compatible latest Magui UI
IO_MapCourseLine_sharp pencil_mod ---> new sub course on nav map replacing old large blue line
Messervy_s_gramophone_pack1
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
Fifi Colored map
Conus' Das Boot Crew Faces
SH5_Starshells_patch ---> remove star shells lag/freeze
+ latest TDW Generic Patcher running as stand alone

TIPS/NOTES
(love both UIs, not taking part for one, just trying to be objective - observations below only with my machine)

- Time compression is probably main game trouble factor.
Setting max TC to x1024 is good idea, but only in open seas (with both UIs).
100Km around main harbours, best is x64. Otherwise, big stuttering can happen...and will probably be CTD followed.
Furthermore, when ennemy planes around, more than x64 can be deadly as computer will not drop to x1 in time...
I can say CSP Magui is more fluent with high TC, because NewUIs is using a lot more PC performance.
Had very few CTDs with NewUIs and x512/x1024 TC, while none with CSP Magui so far.
I highly recommand to set maximum time compression to X256 for real navigation.

- Resolution is also a game trouble factor.
Running NewUIs at 1920x1080 is the best to avoid CTDs. Almost never crashed using such resolution.
Though, had some troubles on higher resolutions, while i can run CSP Magui at 2560x1440 without any issue.
Again it might be due to PC performances...NewUIs is asking a lot to my CPU, and more again on 2560x1440...

(to be continued...)

Last edited by Fifi; 11-08-13 at 03:09 AM.
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Old 12-28-12, 01:11 AM   #2
Obelix
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Hi Fifi
I see the error in your modlist:
1. You are using an outdated version of IO_Strategic_Map (4.8.0 is old version) - for NewUis TDC 7.1.0 actual version is IO_StrategicMap_4_7_for_TDWv710 (http://www.subsim.com/radioroom/show...55#post1491655 see post #1)
2. IO_StrategicMap_4_7_for_TDWv710 should be install after NewUis TDC
Best regards
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Old 12-28-12, 01:33 AM   #3
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Thanks a lot Obelix.
I'll try that out!

About the order, i remember having trouble if my IO activated after New UIs...
But maybe because my IO version was "old"? Anyway that's strange, cause everything was working fine now

Do you remember what kind of trouble i could encounter if IO before UIs?

Oh, and if i change for new version, do i need to restart campaign?
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Old 12-28-12, 01:41 AM   #4
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Yes, IO_StrategicMap_4_7_for_TDWv710 change some files in NewUis, it's normal. I would say - this is necessary. That is why we have released different versions of maps for various interfaces.
This is not a conflict, just replace the files necessary for the correct work of the map.
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Old 12-28-12, 02:53 AM   #5
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Ok, understood Obelix!
I will update my post in the correct order with the latest IO as soon as i can.
Thanks
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Old 12-28-12, 03:24 AM   #6
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First post edited with new IO version and order
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Old 02-02-13, 06:09 PM   #7
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"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."

NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030

Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
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Old 02-02-13, 06:49 PM   #8
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Quote:
Originally Posted by sober View Post
"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."

NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030

Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Ah, sorry, i already found out why i had this stupid issue.
My New UIs message box doesn't follow the time line days...so i have to manually clic next day in message box, when days are changing.
Weird, but it has always been there from day one of my New UIs utilisation! (even when i had 7.1.0 version)

Have to delete this mention in first post
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Old 02-05-13, 01:10 AM   #9
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I have reduced IRAI 039 difficulty settings quite a lot:

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;

Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!
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Old 02-05-13, 01:20 AM   #10
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Quote:
Originally Posted by Fifi View Post
I have reduced IRAI 039 difficulty settings quite a lot:

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;

Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!
It is great that the difficulty settings are there .
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Old 02-05-13, 01:30 AM   #11
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Quote:
Originally Posted by sober View Post
It is great that the difficulty settings are there .
Right!
Even with those settings, in FX Update test mission (vs 2 destroyers), i ended like this:



...but survived at least!! lol
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Old 03-05-13, 12:17 AM   #12
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nice collection man
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Old 03-11-13, 03:03 AM   #13
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Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one

Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!

Happy captain here

Last edited by Fifi; 03-11-13 at 03:18 AM.
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Old 03-11-13, 03:54 AM   #14
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Quote:
Originally Posted by Fifi View Post
Updated post 1 with my new list running since last week like a charm!
Not a single CTD nor any bug...
Never had better fluent nice rendering and overall accuracy since this one

Now, i see ships sinking like i could imagine as it was in reality, small cargos no more hanging around for hours or escaping full speed with one big hole...
No more hollywood explosions, but still fire can hugely damage them, torpedo hit splash visible from kilometer away, and sinking depending the hit place, some are still running slow untill the fload take them, some are stopping quite fast depending the hit, but the few sinkings i saw looked like never before...meaning stern or bow can raise and suddently desappear in huge bubbles!

Happy captain here
Hi Fifi

Look nice, you put a lot of work in to it I mite try it my self
One thing (adjusted for better in these file what have you done)

thanks
Dem
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Old 03-11-13, 04:35 AM   #15
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Hi Dem!

Well, in FX just one file taken out in data/library: the "torpedoes_g7a-e"...
Torpedo splash is again visible, and at any distance.

In IRAI, i adjusted warship difficulty in data/script/AI/init, like that (because IRAI makes destroyers VERY difficult to escape if not impossible):

############ Difficulty parameters ################
Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.60;
RADAR_DIFFICULTY_MAX = 0.85;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;

And in RM&A, i deleted the data/scripts/ai/events folder before activating the mod, as per Rongel advice, to bring back old morale boost when sinking merchants ships (as i think any ennemy boat sinked gave crew morale boost in RL).

Hope this help
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