Hi Sokolov
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It should not take you longer than 4 days to complete the Baltic Operation. Code:
i already miss Scapa-Flow Scapa-Flow does not appear until 10th September. This is 6 days after you request the British Coastal. You do not need to request Scapa-Flow just go and do it if you want to or if not carry on with the British Coastal mission which is what I would advise. Peter |
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Get in attention that i inquire of this question still since of SH3, and i specially looked on the water in different day times in reality. Danya |
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I think I have got your point. What you are asking might be achievable by tweaking water shaders, though I am not sure about that. Unfortunately I am not deep inside python or whatever language was used for coding SH5 shaders; the ones included in Dynamic Environment were edited by TDW, who is in his gap year. For more comments about environment related topic, please let's use the appropriate thread. :salute: |
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Eh, save corrupted. Enough, i have only 1 save from today in bunker but is 4 march in happy times, so 3 days after end of campaign, how to change date to 1 march ? |
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Torpedo course's angular deflection (after the first straight leg) is called gyro angle and it is part of the regular torpedo control mechanisms. Without it, a torpedo could only hit targets which will be exactly in front of your U-boat at the moment of the hoped impact. Gyroscopes weren't exempt from imperfections/malfunctions though. TDW has deviced a torpedo failure patch, included in TWoS, which adds in game some degree of randomness to torpedo course. Even so, after enabling that patch you should still be able to hit your targets if they are within optimal firing range and if your torpedo solution is as accurate as possible. Moreover, the said patch fixes torpedo failure rates, a feature which was bugged in stock game. The latter fix, requires some modded files to be added to the game through the mod enabler. If you are using TWoS, they are already included in its package, but they only give realistic failure probabilities when working together with the aforementioned hardcoded patch by TDW. If the game is not patched, you will experience unusually high torpedo failure rates. As far as I can say, your problems with torpedo aiming are caused by one or more of these factors: - Your torpedo solutions are not accurate enough. It takes some time and experience until you can attain the level of accuracy required. - You are too far from your targets; over big distances even small errors (caused by inaccurate TDC imputs, or by slight random deviation of the torpedo from its ideal course) are amplified, causing your torpedoes to miss their targets. - You didn't patch the game with the patcher snapshop coming with TWoS, and you are therefore experiencing gyroscopic failures on a regular basis. :salute: |
Hi gap, i did everything like in video in previous post. So it's fine i am sure. I try this tutorials but i can't play actually, its possible to change date? I can load my save from yesterday. But i am sure that my save will be corrupted again when i create new save. Little bit unplayable actually, maybe i try reinstall mod but like above, i do it fine.
Ok nevermind i just load my old save and saving like creazy now. |
Ness Battery updated
@ Trevally:
if you are reading, I am stuck with our little project. Gun emplacemen's basic layout is pretty much ready. What comes next is adjusting mesh sizes (especially wall heights) and modelling the internal room (well, at least the part of it that would be visible from outside), and I need for the following: a few measures; better pictures of the roofed room. More specifically, I still don't get what is the floor level of the aforementioned room (i.e. is it on the same level as the unprotected gunner platform, on the level of the circular room surrounded by pillars where gun's base was fitted, or between the two above?) and how the roofless corridor extending from the roofed room to the gun fitting room connects the two rooms (provided that it does). :hmm2: Of course I could use my fantasy, but since you live close to that site I thought I would ask for your assistance first :) :salute: http://i519.photobucket.com/albums/u...2020.08.14.jpg |
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However if you decide to use your old savegames after that, that may resurrect your problem as well ... |
Aww... ended coastal waters as indicated, be on patrol when campaign end, removed change days in bunker but even after july 15 new campaign wont start.
Just one time campaign end (after 2 or 3 end patrol when just started) but i cant select new campaign (A X show on new campaign and nothing to do except go back to main menu). If i type silentotto i'm able to start the new campaign but i loose all my renow and promotion points on crew :nope::wah::wah::wah: UHMMMM i've loaded a older savegame and it seems work... i don't understand that campaign "END" while on patrol and you have not to return to dock... now new campaign seems start correctly with all my crew point :) |
Check FAQ of this mod
http://www.subsim.com/radioroom/showthread.php?t=210703 You must be on patrol 1st June 1940 exactly day before and wait, if you done everything you will won and continue in new campaign. |
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Could take me a few days as the amount of sunlight we are getting at this time of year is only a few hours per day Quote:
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Stairs from floor level (roofed area) gave access to the gun level area (roofless) Quote:
Years ago when I was a boy - security was not so good:D |
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So I am going to redownload and install this today.. Has there been a fix for the tonnage bar bug?? WHere it will not fill at all and track any tonnage???
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