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02-06-12, 03:44 PM | #586 |
Ace of the deep .
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That german port was just an example , should have been english . what i was trying to say was do you need to attach a naval base to the node to give the ships leaving from it the performance options such as veterancy level, doctrine,equipment etc .
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02-06-12, 03:49 PM | #587 | |
Navy Seal
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No, the base is linked in the common layer. All the ship setting are done by editing the groups from the top tabs. The convoy control screen just lets you pick the units, where to and when etc |
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02-07-12, 10:42 AM | #588 |
Nub
Join Date: Apr 2010
Posts: 2
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...
good
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02-07-12, 12:12 PM | #589 | |
Captain
Join Date: Apr 2005
Location: Sweden
Posts: 529
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Quote:
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02-07-12, 05:47 PM | #590 |
Lieutenant
Join Date: Mar 2008
Location: the deep
Posts: 251
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1.7 fantastic
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it came fromhell Last edited by fromhell; 02-07-12 at 06:22 PM. |
02-09-12, 09:47 AM | #591 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 855
Downloads: 87
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Just a heads up Trevally, with 1.6 I'm still getting the mission selection thing in bunker where you have to click request four or five times and are then offered a spy mission etc.
I only mention it as I remember you saying this was fixed a while back, should it still do that? I thought the spy missions etc were incorporated so they appear randomly amidst the usual patrol here missions etc, and the multiple click problem had been solved. Been a while since I checked the thread anyway so apologies if you already know |
02-09-12, 10:04 AM | #592 | |
Navy Seal
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No - I did not know. Can you tell me what campaign and objective this happens with and I will fix for v1.7 V1.7 update I have been working on getting better wolfpack missions in OHII. This will be in TheBlackPit campaign - Triumph of the Wolfpack. So far I have added 2 types - one where you are called to form pack and attack a convoy with 9 other u-boats. This is based on the pack attack "Blitz" if anyone wants to google it. The second type is where you are shadowing the convoy (contact keeper) and must direct other boats in to attack. This one is based on "Wolfpack Streitaxt". These missions are triggered when you get to your patrol area (as issued in the bunker). So for this one - ensure you goto these areas. With these objective - all boats in the wolfpack count towards your objective. So if you do not manage to sink any boats - you wil get no kill or renown, but other boat kills will count towards the campaign. With more testing today - I only managed to sink 1 ship for a value of zero tonnes. Just as one torp was about to hit my target, a dam liferaft got in the way (Rongel). I was then forced down by escorts for the rest of the attack. My fellow u-boats however, sank 45,000t and all counted to the objective I am very happy with the results so far and again want to thank the testers and TDW whos great radio mod iand IRAI is allowing me to add much more atmosphere to these attacks. Edit: @Rongel As you know the DDs will attack your scope when in a wolfpack. Today I found out that premature explosions and duds also work as they should when in a wolfpack. |
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02-09-12, 10:39 AM | #593 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
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Great news Trevally , when do you expect to release, because i will have to change MMM part 5 and that is a "hard bone".
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02-09-12, 10:48 AM | #594 | |
Navy Seal
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So far there are changes to Coastal waters (new objective) and TheBlackPit (new layers added) and some other small fixes. When finished, Uekel will need to make a new fix for Mtns (campaign.py for these need to pick up the new layers). Everything else should fit with mtns without to much trouble. I would send you a test, but im sure you are very busy - just ask if you want one. Timescale - yesterday was slow - today is going much better. I would hope within a week - perhaps sooner if no more issues are met and the coffee lasts |
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02-09-12, 10:59 AM | #595 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 855
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Noticed it this time in Happy Times I think, the Londonderry spy (?) if memory serves. I could be wrong though, only remembered this today and posted on the off-chance, so I'll keep an eye out properly as I progress through 1.6 and make notes of any others for you.
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02-09-12, 04:01 PM | #596 |
Ace of the deep .
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Does version 1.6 include the sub hydrophone fix ?
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02-09-12, 04:35 PM | #597 |
Navy Seal
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Yes - it is in TDWs Ui as well
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02-09-12, 06:15 PM | #598 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
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hi again,
after some tests with the "wolf pack guy`s", i have to say that this "Kaleun`s" urgent need some changes regarding their tactics... ...i mean cool, 5 out of 7 managed to dive in time undetected, but there where 2 rambos left, staying on surface until the escorts gunned the little rest of their boozy brainz into neptune`s oblivion ...but wait, 3 of the 5 "diver´s" thought we wont let them die allone, surface surface surface, "all hands to the not exitsing deck gun" (all hands lost to oblivion) ...one of the more clever ai kaleun`s managed to stay close below surface, so close that the full extended scope just sayed: iam here, come get some, these other 5 boats had no balls... -> oblivion last but not least there was one ai kaleun left, he managed to survive at least 1 hour and fired a torpedo ...i hope there is plenty more room for tuning them
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Stormy...... |
02-09-12, 07:06 PM | #599 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
So do I... anyway, after reading the last posts in this thread, I think that what Trevally is working on is already a big step forward. Keep on your good work mate, you make me feel like giving SH5 a second chance! |
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02-09-12, 10:01 PM | #600 |
Ace of the deep .
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I agree the AI subs are lame but at least i can attack while the escorts kill the AI subs . I like that part .
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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