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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I have two questions and hope someone can help me: 1.) Yesterday I sunk a ship 400 - 500 m in front of me. When it went down I went to the sonar station and tried to hear it sinking. Unfortunately, I could not hear anything. I know that in the external view you can hear the ship going down and the breaking of the compartements. Is there any sound mod to hear the sinking also inside the submarine or at least at the sonar station? 2.) In GW AI submarines have just one crew member on deck, namely at the aa gun. In other mods I have seen more crew members on the conning tower of AI subs. Could someone please tell me how I can change this? I would like to have more than one crew member on the conning tower in GW. Thanks for your help! Cheers, LGN1 |
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#2 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
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I don't use GW (i have cheap hardware) but I use TW, which is incorported into GW. Not sure if anything changed, but i can hear ships sinking on the hydrophone. I can also hear torpedoes, torp impact, ships hit the bottom, etc. It shows up as 'Unknown' on the class. Maybe it's a soundcard thing? And, I think that _sometimes_ ships may sink without the breaking sounds.
Kb |
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#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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Yeah, I too miss the extra crews on subs. Also, do the subs in GW patrol around the map?
I remember using another mod (can't remember which) where I ran into another type vii just east of Scapa flow.... of course I shouted: Thomsen!!! |
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#4 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
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#5 | |
GWX Project Director
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2) This is a side-effect of cloned AI conning towers with crewmen atop them... causing Flak-Walker's cablefixes for the Type VIIC's to become once again broken. We (myself Marhkimov, and Rubini) spent DAYS trying to find a workaround that would allow us to keep both the Type VIIC AI-boat crew conning towers AND preserve FlakWalker's cable fixes... to no avail. in the end we went with the decision to preserve the cable-fixes and lose the AI boat crews since the player spends far more time looking at his own U-boat. |
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#6 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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I do reacall this beeing talked allready...
![]() Somewhere in this forum... ![]() It is said as Kpt. lehman tells, in order to have better looked U-Boats, we cut the number of crew members at the conning T. But sure it would be great to have both... ![]() |
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#7 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
Thanks for the replies! I have looked at my ScundafareVaporhyd. wav file and I found that I had a modded version which was really short. I replaced it with the stock one and now everything is fine. Thanks for hinting me on the responsible file. What a bad luck that the cable fix and the AI crew members do not work together. I completely agree that the cable fix is more important. Thanks for your efforts and the explanation. Cheers, LGN1 |
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