![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#2146 | |
Black Magic
![]() |
![]() Quote:
![]() ![]() |
|
![]() |
![]() |
![]() |
#2147 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
|
![]() Quote:
Code:
[Equipment #] NodeName=K# CargoType=* ![]() |
|
![]() |
![]() |
![]() |
#2148 | |
Black Magic
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#2149 |
Ace of the deep .
|
![]()
Here is another error i get with show game message enabled .
![]() |
![]() |
![]() |
![]() |
#2150 |
Ocean Warrior
![]() |
![]()
Did you read what I told you? at the moment this bug not fixed yet..
No, it's not OK.. that's bad..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#2151 |
Black Magic
![]() |
![]()
found 2 reasons so far why aircraft carriers and not spawning aircraft if they have airgroups assigned to them:
1) game was doing incorrect comparison of current game date to airgroup's exit date (it was checking if airgroups exit date > current game date and if so skip over code for possibly creating aircraft - they meant <) ![]() 2) carrier's airgroups were being treated exactly like land based airgroups ![]() That's all I've found so far...the function for this is HUGE! I'm sure there will be more to come because it's quite obvious there was no QC on the code at all ![]() |
![]() |
![]() |
![]() |
#2152 |
Ace of the deep .
|
![]()
Any code in there for this stuff in special abilities ?
probably a leftover from SH4 ? ; for player abilities - no implementation ( not working ) ; ; CallReconnaissanceAircraftsFromAirbaseLand ; CallReconnaissanceAircraftsFromCarrierSea ; CommandGermanAuxiliaryCruiser ; CommandGermanHeavyCruiser ; CommandJapaneseCruiserGroup ; CommandJapaneseTaskforce Last edited by THE_MASK; 06-28-13 at 06:32 AM. |
![]() |
![]() |
![]() |
#2153 |
Swabbie
![]() Join Date: Jun 2013
Posts: 5
Downloads: 31
Uploads: 0
|
![]()
Hi guys!
Greetings from Croatia.This is my first post and I would first like to thank you all for your great work and for making SH5 an enjoyable experience. But it seems that I have a problem and couldn't find solution anywhere on this forum.I applied TDW exe patch with DarkWraith's patching ut and checked all torpedo fixes from SHSim_patch and now when I go to training mission (TDW Torpedo tutorial)and set fast 90 attack my every magnetic torp detonates too early and each impact torpedo is a dud.Now I understand that back than torpedo failure percentage was high but since I applied the patch none of my torpedo hits no matter how many of them i fire and magnetic torpedo failure always seems to happen on a same place.And the same happens every time I play the mission.And another thing - I miss when gyroscope is in 0 position,then I open another tube,turn the scope and fire again and ...WHAT??Torpedo starts to follow the target but all of the sudden it changes the course and starts to run in circle arround my U-Boat?? Please help and thank you! List of installed mods: NewUI's_TDC_7_4_2_ByTheDarkWraith Wamphyri's Plane Mod IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_Inertia_Damage TDW_IRAI_Inertia_Damage_Test Trevally Tutorials - All v0.2 (for TDW UI) Trevally Automated Scripts v0.6 Manos Scopes-patch for 16x9 NewUIs_TDC_7_4_2_Real_Navigation |
![]() |
![]() |
![]() |
#2154 |
Black Magic
![]() |
![]()
In the torpedoes patches there is an entry that say Files. If that doesn't say None then you need to double click it. You will find an updated torpedoes.sim file that needs to be placed in your \data\Library when you double click it. This updated torpedoes.sim file is needed to work with the torpedoe patches (torpedoe patch requires ALL values to be in range 0.0-1.0)
Trying to use the stock torpedoes .sim file will give you the problems you are experiencing and more Last edited by TheDarkWraith; 06-29-13 at 02:40 AM. |
![]() |
![]() |
![]() |
#2155 |
Black Magic
![]() |
![]()
test version 1.0.117.0 released here: http://www.mediafire.com/?yhr4ra8t4ggy6bq
This is for testing the new carriers launching aircraft patch. Let me know if you have any problems or if they are spawning too many aircraft or the frequency of the spawning if too much/little. Looking for feedback. Pay attention to the Files and Notes of the new carriers patch. Ensure to double click them in the app! Backup your files first or use a save game you don't care about in case you get a CTD. It shouldn't cause one but you never know ![]() Ultimately I will be adding two new entries to the \data\Cfg\AirStrike.cfg file: Carrier Default Air Strike Probability and Carrier Night Modifier Once it has been coded in the game will look for these entries in the file. If they don't exist then the default values I have coded in will be used (100 and 0.75) ![]() Last edited by TheDarkWraith; 06-29-13 at 01:44 PM. |
![]() |
![]() |
![]() |
#2156 | |
Black Magic
![]() |
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#2157 |
Ace of the deep .
|
![]()
I dunno , i have a couple of SH4 that i havnt taken out of the packets . I did play it for a while but that was years ago .
|
![]() |
![]() |
![]() |
#2158 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#2159 |
Black Magic
![]() |
![]()
do you think I should randomize the airgroup units spawned veterancy level? Currently they inherit the veterancy level of the unit (carrier or landbase) that spawned them
![]() I think it would add more difficulty and realism as some pilots could be normal to new and some could be aces or very well trained... |
![]() |
![]() |
![]() |
#2160 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
|
![]() Quote:
I would rather make airgroup veterancy independent from the one of their carrier ![]() |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|