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Hi Vecko
So this is beautiful those pictures.:up: This option will be added to outfit ships twos? Just wondering if I can see and rear platform does not have any weapons? Even small question. since it is this mod http://www.subsim.com/radioroom/down...o=file&id=1607 contained in twos in modlistu so probably not compatible and the game would probably caused problems? As the creator mode, you solved somehow affected by diving boat? I apologize for my English. |
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I thought that conning tower was broken. Who knows why devs discarded it? A while ago I had created a testing patch making the twin 3,7cm SK/C30 gun (similarly found within stock files, but not implemented in game) available as an U-boat upgrade. The gun worked perfectly when manned by AI crew, but when the player moves close to it, the game gets stuck. As much as I digged into its files and compared them to the ones of other guns, I never managed realizing what might cause this strange glitch. :doh: On a side note, these days I am messing with depth charges projectors (more specifically, I am creating some models for a Squid mod by LGN1 for SHIII), and while digging into game files I have got a few ideas on why the standard K-gun doesn't work in SH5. If my suppositions are true, fixing that thrower and adding more DCs/ DC throwers variety to SH5 too, should be all but impossible :) |
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Looks like Albert invented ideal shoes for u-bote crew :yeah:
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#1 modder...relatively speaking
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On the homefront Einstein was paid $25 a day to solve the Mark XIV torpedo's miserable performance from several causes. The Bureau of Ordinance's detonation issue was solved by Einstein who realized the firing pin was deforming on impact before it could explode the warhead. Einstein recommended a space in front of the warhead to absorb the shock...a recommendation the Navy did not follow-leaving submariners to solve their own problem. The situation essentially: the producer left the users in the lurch ie Quote:
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:D:yeah:
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Aktungbby: nice! thanks! :up:
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After a bit more testing I still haven't find bigger reason why U-FlaK shouldn't be added to SH5 as new submarine type, the very first one in SH5? It would be much easier to add new conning tower upgrade to C or C/41, but it would be much better to have it as stand alone unit because from what I know, U-FlaK were quite handicapped in number of torpedoes, range, maneuverability ect ...:hmm2: What do you say gap?:hmm2: Quote:
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If need be, I can clone the GR2 file of the stock VIIC, but remapping the IDs of its controllers would be a lot of work. Doable indeed but, provided that there are no special reasons for doing it, I think the first option is the best, "cheapest" way to go. I hope I answered your question. :) Quote:
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:hmmm: Fascinating! but the photos i'm seeing of the four actually deployed: U-441, U-256, U-621 and U-953) appear to have quad-mounts http://www.wlb-stuttgart.de/seekrieg/4305-bilder/u441/u441-flakboot.htm Limited eels indeed!
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I think that one of the most annoying things in TWOS is now alarm clock sound. Its very useful thing, but its soooo loud.
You can fix it very easily - its AlarmClock.wav file in Data/audio. If you want to, you can do it in few seconds by http://www.audacityteam.org/. Its free and very great SW, i used to use wavelab from Steinberg before, but this is even better and FREE! Just open it there (drag + drop), mark all track (ctrl+A) and use context menu: Effect / normalize -> -20db. You can undo by ctrl+Z and do it again to any level as you want. Then File/export to the same file. I even removed click sounds from map geometry tools and everywhere because i like to use hydrophone at very high levels in headphones. Maybe ill learn how to make mod and release it in one package :) |
I'm talking about new playable submarine type, not about AI graphical eye candies...
Would it really be necessary to remap all IDs if , for example, I wish to use VII C gr2 body/hull + U-FlaK conning tower in order to add one more playable submarine to the game? Do you think that in that case appearance of new u-boat and type VIIC in the same area would crash the game because of duplicated IDs? Do you actually know any fast scenario to artificially reproduce CTD caused by duplicated IDs? Sry because of many questions but , right now, only you can help me..:yep: |
@ Aktungbby and vdr1981
Talking in general about U-flak's limitations, I think we can mimic them without need to tweak any sim file: range: the new unit can be scripted so that it will spawn exclusively in Biscay Bay within the correct time frame. I doubt wolfpacks triggered by TDW's call fo reinforcement patch would spawn them since, IIRC, u-boat classes which can be triggered by the patch are hardcoded in the patch itself. There is still a chance that some U-flaks will be triggered where a mission layer calls for a generic German submarine, but this is something can be addressed in a second moment. maneuverability: in SH5 both conning towers and guns have their own drag values which add to the drag of the unit fitted with them. Stock game makes little use of those additional drag settings, but we can put them into use. number of torpedoes carried: I am afraid there is not much we can do here without cloning a VIIC for usage as U-Flak and giving the boat its own sim file with appropriate torpedo settings. Nonetheless, I think torpedoes are the least problem: AI submarines do a bad use of them anyway, and I doubt a player would ever notice a U-Flak firing more torpedoes than it should. I am curious to know if the U-Flak conning tower can be made available to the player as an (exceptionally expensive) upgrade. Have you tried Vecko? |
I dont think that you have understand me right gap. I 'm not considering AI U-Flak submarine at all...:) Only ONE playable flak trap.
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I dont salute the idea to have Type VIIC upgraded with U-flak tower IF we have any chance to simulate new submarine correctly with all of it's advantages and disadvantages... |
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