Promotional points are earned by completing secondary missions and by sinking enemy ships. They do not vanish into " thin air", only if you have already spent them...
Special abilities are significantly reworked in TWoS and most of them will have some effect on submarine performances... 24 days delay in port is "stock" in TWoS. Even this number is significantly lower than the actual average number of days in real life. Quote:
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I'm planning to add more historically inspired changes in time but complete reconstruction of WW2 sea traffic in SH game is something whichwould pose a problem for even much larger developments teams. This has never be done in any SH game, modded or stock...There's simply to much work to be done... :dead: |
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A few weeks in port seemed ok to me and I'm rollin with it. My camo magically appeared again after 3 days on patrol.:arrgh!: |
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Have you put coastal defenses in a separate campaign layer? Can it be set as a single mission for quick testing in game? Quote:
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The para before that is the timer for another roll of the dice. :up: |
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What can you tell us about this topic: Quote:
http://i519.photobucket.com/albums/u...2019.03.09.jpg This dates back to a few days ago: lately, due to the Christmas holidays my home was quite busy with sisters, brothers in law, nephews, etc, and we were too busy eating heaps of food for taking anything else seriously... you know Italian traditions :O::haha: EDIT: I would be grateful to you if you could draw on this preview any missing detail :) |
Little question: Is there some way to have an emblem in conning tower at the start of a campaign without renown? TWoS uses Nozaurio's skins; I applied via JSGME a Nozaurio skin with emblem and In game I see the vanilla TWoS paint.
Best regards and Happy New Year! Fitzcarraldo :salute: |
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When I first read your post I had thought you were talking about the probability of us being reported by enemy units :doh: |
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I am not sure if the ships will just stop or if they will ram the nets:hmmm: You could move the gen nodes spawn circles to outside the netted area. Most harbours in OHII have this circle set very close or within the harbours. Quote:
Here are some more pics:D http://www.subsim.com/radioroom/pict...pictureid=8507 http://www.subsim.com/radioroom/pict...pictureid=8508 And here is where the a, b, and c goes http://www.subsim.com/radioroom/pict...pictureid=8509 B is just a simple blast door http://www.subsim.com/radioroom/pict...pictureid=8510 Both A and C have these style sunken buildings attached http://www.subsim.com/radioroom/pict...pictureid=8511 :up: Quote:
I am still busy eating heaps of food:D Glad you had a good xmas:) |
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http://archive.hnsa.org/doc/netsandbooms/index.htm The next step would be making boom gates and traffic lanes to coincide. What files need to be edited for moving around traffic nodes? Quote:
Your pictures are very insightful! I have a couple of additional questions though. - You told me about a stair connecting the two levels of the gun emplacement and a metal boardwalk covering the open corridor. Do you have any picture showing their position and how they looked like? - Can you provide me with approximate wall heights: from the undeground level to the ground level, and from the ground level to the rooftop? Quote:
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Thank you for your time her Kaleun!!!! :salute: |
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To set paths for the open gates in the nets - use the common layer to reduce node area and fit path to the gap. These common nodes can attach to the gen spawn area. The task-force has its own "common nodes" - again I cant remember its name, but these will also need to be adjusted Quote:
The steel cover was just a checkered normal steel plate that bridged the gap you can see. Both heights are about 2 to 2.5m :salute: |
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I am hydrophone addict and i mostly hunt with my AKG MK 240 on head with volume highly up without textual indication of ship on hydrophone GUI :-) So everytime i had to be switching into map GUI for some geometry my ear was suffering that sounds.. I removed it by replacing this files by void wav file which you can easily find by google: data\Sound\HUD_Click.wav data\Sound\HUD_ZoomIn.wav data\Sound\HUD_ZoomOut.wav data\Sound\Hydrophone_Enter_Station.wav data\Sound\Radar_Enter_Station.wav data\Sound\Weapons_Enter_Station.wav data\Sound\Weapons_ZoomIn.wav data\Sound\Weapons_ZoomOut.wav |
On the subject of audio... the vanilla 20mil sfx ARE HORRIBLE...it sounds like a peashooter... does anyone remember Close Combat III? We need that 20 mill sound! I'm using the deck gun sound mod, which is nice but needs to raised in gain/or compressed to match other sound fx of game. (or we could use warthunders sfx since they also have the larger calibre's as well)
So far my main issue with twos' additional sound fx is the rain. (unless that's a vanilla fx?) There is an obvious loop point and that's some weird sound that doesn't really sound like rain or rain hitting steel... In general the issue with mods audio is lack of normalization; apparent loudness, audio quality and tone. I compose music but simple sound design tasks shouldn't be an issue. Hit me up if you need some help. Audio is something I can contribute. |
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