SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-18-07, 10:11 AM | #61 |
The Old Man
Join Date: Jan 2007
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Rubini,
Thanks, and have great a weekend!!! Wilcke |
05-18-07, 04:10 PM | #62 |
Ace of the Deep
Join Date: Dec 2005
Location: Canada
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@Rubini. Tks from here too. You've put a lot of work into this.
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05-18-07, 05:23 PM | #63 | ||
GWX Project Director
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05-20-07, 12:03 AM | #64 |
Stowaway
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Thank you for your efforts, Rubini!
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05-20-07, 11:09 AM | #65 |
The Old Man
Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,545
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Great news, Sir...thank you very much indeed!
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05-21-07, 12:29 PM | #66 |
Commodore
Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
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Great. Thanks!
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07-11-07, 04:37 AM | #67 |
Chief
Join Date: Apr 2007
Location: ger
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Ah, I was still running the beta, just downloaded the final version.
After all the thanks to the great Rubini I have one "but": the game seems very easy now in clear weather (well at least in the beginning of the war when the vessels really have to see the boat to detect it). Even in the brightest daylight with a totally calm sea destroyers don't see the boat over far distances. Just reading Buchheim again and in his story the men fear the enemy's sharp lookouts in the masts - no need to do so in the game. Therefore, I have a question: do the enemy sailors stay alert on 16 kilometers or further as well and just don't see the boat because of the circumstances or is their visual range in general limited and smaller than that of the boat? |
07-11-07, 09:06 AM | #68 |
Stowaway
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Thanks for your work Rubini
Now the question - will thise improve version going to be includet with the GWX patch? |
07-12-07, 08:56 AM | #69 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Hi mates,
Sorry the delay to reply, I only visit subsim 2 or 3 times per week now... Quote:
Try to save a position (or make a single test mission - calm and clear day) and run it with and without the Stay Alert 16km mod and see how and when the enemy will detect you. I expect the same behaviour here. Obviously do this in early war to avoid instrumental detection. The unique diference that you could see with the mod is that your crew probably will detect the enemy first now (the smoke on the horizon!). Dimitrius07, I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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07-14-07, 04:14 AM | #70 | |
Dominant Wolf
Join Date: Nov 2006
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07-14-07, 06:27 AM | #71 | |
Chief of the Boat
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Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
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07-15-07, 01:06 AM | #72 |
Ace of the Deep
Join Date: Apr 2005
Posts: 1,032
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How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb. And what do I rename it to? |
07-15-07, 09:41 AM | #73 | ||
GWX Project Director
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07-15-07, 10:44 AM | #74 | |
Stowaway
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ok Rubini thanks for our reply
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07-15-07, 11:10 AM | #75 | |||
Dominant Wolf
Join Date: Nov 2006
Posts: 2,143
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I love this mod by Rubini
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