SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)
-   -   [REL] Knights of the Sea Depths II: Ace Edition (https://www.subsim.com/radioroom/showthread.php?t=250525)

AMZ 06-14-22 01:10 PM

Good evening Niume


Quote:

Originally Posted by Niume (Post 2813819)
Hi, What do you believe the main problems are for this modpack? I am open for critique.

... / ...


OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182

Clic : https://www-subsim-com.translate.goo...r&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/sho...&postcount=195


it's not a negative review

Kal_Maximus_U669 06-14-22 04:05 PM

Quote:

Originally Posted by Niume (Post 2813819)
Hi, What do you believe the main problems are for this modpack? I am open for critique. About the title (Ace) I thought of the name by itself, maybe it's just a coincidence. What do you mean about documentation? Can you please be more specific? :). Yes I am aware that destroyer SONAR and hydrophone settings need to be tweaked.

Hello NIUME :D :salute:
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669 :Kaleun_Cheers::Kaleun_Salute:

Niume 06-17-22 11:37 AM

Quote:

Originally Posted by AMZ (Post 2813872)
Good evening Niume





OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182

Clic : https://www-subsim-com.translate.goo...r&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/sho...&postcount=195


it's not a negative review

Thanks for your insights!

I don't recall removing the uk harbour files. To be honest with you I hadn't played single missions or single patrols. Currently I focus on the campaign. I am planning to recreate single missions from ground up.


7. The inertia feature is highly disputed by the community. I know. This feature was not originally made by me. In the future if I will have more time, will add an optional mod.

Niume 06-17-22 11:48 AM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2813909)
Hello NIUME :D :salute:
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669 :Kaleun_Cheers::Kaleun_Salute:


What is wrong with wake foam? And which one? The one which is behind the u-boat or the one which is behind the merchants? Some screenshots would be nine :up:

I changed the underwater visibility settings because I believe they were not realistic. In real life u-boat captain couldn't see the front (bow) of his boat underwater through the periscope. I expected that some people would want higher visibility underwater so I have added optional mod in the jgsme folder.


Yes some sounds were changed but most people say it's good. I understand that everyone is different, and they like different things. What sounds should be changed in your opinion?

zeus 06-17-22 07:05 PM

Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps

Bubblehead1980 06-17-22 08:05 PM

Quote:

Originally Posted by zeus (Post 2814403)
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps



There is one in TMO Dark Waters FOTRS, the individual mod is in the downloads somewhere. I would try asking in main forum and search does not turn up.


I find it more realistic than captain skipping through manual as we have it in SH 4. On US side, the tracking party had men who identified ships based on captains descriptions and their own observations, Im sure Germans had some similar system. Captain was doing more critical tasks than flipping through a manual.

Niume 06-18-22 08:15 AM

Quote:

Originally Posted by zeus (Post 2814403)
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps

There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

https://www.part.lt/img/thumb/c2bd40...ff30281523.jpg

Kapitän 06-20-22 05:27 AM

Quote:

Originally Posted by Niume (Post 2814462)
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

https://www.part.lt/img/thumb/c2bd40...ff30281523.jpg


Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?

Kal_Maximus_U669 06-20-22 07:38 AM

Quote:

Originally Posted by Kapitän (Post 2814790)
Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?

:salute:
Yes this one and a mod that allows that... :D

KSDII_New_interface 1.4.1 Viscontact under the periscope :yep:

Kapitän 06-20-22 10:04 AM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2814797)
:salute:
Yes this one and a mod that allows that... :D

KSDII_New_interface 1.4.1 Viscontact under the periscope :yep:


Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?

Kapitän 06-20-22 10:17 AM

On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?

Kal_Maximus_U669 06-20-22 11:18 AM

Quote:

Originally Posted by Kapitän (Post 2814805)
Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?

yes it seems that Niume includes it if I understood correctly...:D

Kal_Maximus_U669 06-20-22 11:25 AM

Quote:

Originally Posted by Kapitän (Post 2814807)
On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?

Kapitan :salute:

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week... :hmmm: :salute:

AMZ 06-20-22 01:14 PM

Thank you for your reply I want to tell you that you have done a very good job. I think you have a rough diamond in your hands, it deserves to shine.



1 - missions are not deleted, but they are not declared in the Campaign.cfg. Not only do they not appear in SinglesMissions games, but they are also non-existent in Careers.



2 - Thanks, for considering inertia as an optional Mod.



3 - Some complain about the wakes on the surface, I suppose that these are ships imported directly from SH III without transcription for SH4, probably by your predecessors.



To relieve you, according to our capacities, you could ask to analyze and correct punctually and precisely specific files. you could then focus on the essentials.


As an example, I offer you a little thing mentioned here: https://www.subsim.com/radioroom/sho...&postcount=188

as an example I suggest you replace the Euroliner.dat 2545 KB file with the Euroliner - AMZ.dat 1284 KB file in the Data/Sea/NPL_Conte_Verde folder. It will be necessary to rename the latter Euroliner.dat.
The latter is less heavy and looks better, because I removed the Platform textures from SHIII, and I assigned to this 3D the existing textures for the ship. If this interests you...



Cordially ...

Kapitän 06-22-22 09:55 AM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2814812)
Kapitan :salute:

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week... :hmmm: :salute:

Hi Kal_Maximus_U669,

I'm not sure I follow: What is the 'original work of "Luckner"', you're refering to?

Kapitän 06-22-22 11:55 AM

AA Guns and Ammo
 
Hi All,

Observations about AA Guns and Ammo on a IXD2 boat:

1. The 3.7cm AA Gun is not installed per default, only in conjunction with "Turm-4", which is not available though, in 10.42. A bit weird, since this gun was installed historically on all type IX boats from the start.

Would any of you happen to know, what the reason for this might be?


2. I installed a 20mm C/30 Twin Gun on the Bridge. The Ammo amount shows:
- High Explosive Shells: 264 pcs.
- Armor Piercing Shells: 136 pcs.
- Total: 400 pcs.

Seems to me, that a Zero (0) is missing behind each number and the total therefore should be 4000 pcs.

Is it merely a display error and the real amounts are in fact 2640 plus 1360 (total of 4000)?

If not, in which file, could these numbers be altered?


Many thanks!

Niume 06-24-22 04:35 AM

Quote:

Originally Posted by Kapitän (Post 2815117)
Hi All,

Observations about AA Guns and Ammo on a IXD2 boat:

1. The 3.7cm AA Gun is not installed per default, only in conjunction with "Turm-4", which is not available though, in 10.42. A bit weird, since this gun was installed historically on all type IX boats from the start.

Would any of you happen to know, what the reason for this might be?


2. I installed a 20mm C/30 Twin Gun on the Bridge. The Ammo amount shows:
- High Explosive Shells: 264 pcs.
- Armor Piercing Shells: 136 pcs.
- Total: 400 pcs.

Seems to me, that a Zero (0) is missing behind each number and the total therefore should be 4000 pcs.

Is it merely a display error and the real amounts are in fact 2640 plus 1360 (total of 4000)?

If not, in which file, could these numbers be altered?


Many thanks!

1. Thanks for the info. I haven't noticed it. I will look into it.



2.

I believe it's only display issue it doesn't show the last 0. After shooting the gu n for a while starts to show true number. For example the High explosive shells total count is around 2600.

rainbowjose 07-21-22 09:44 AM

Time compressions doesnt stops of i receive convoy report. How to fix it?

Mad Mardigan 07-21-22 11:19 AM

Quote:

Originally Posted by rainbowjose (Post 2819131)
Time compressions doesnt stops of i receive convoy report. How to fix it?

By convoy report... Itake it you're meaning of getting notificationfrom your watch crew of ship/s sighed... yes..??? :hmmm:


If that is indeed the case here... then it is also occurring even with single ship sightings, as well... NOT just convoys of ships. So far, thankfully... this has NOT been noted by Me... to affect a/c sightings...

Thank God.



On getting it to NOT do that... (of continuing in high TC), no idea... other than:

1. Refraining from using high TC (or any TC beyond just 1:1 time)

2. Using TC, but... having to pay more attention to the message box, for when a ships sighted message pops... then going to either bridge or command room view. I'd recommend the bridge... 1st.

If the situation warrants it, can always drop to command room in a hurry, should you need to dive or crash dive. :yep:

3. Use of the Num. pad - sign key. (Provided you have a keyboard that includes the number pad, with it... :hmmm: know some laptops don't come with that feature... & some desk top keyboards, do, some don't... I for 1... flat out refuse to have 1 for My desktop pc, at all, without a num. pad. :yep:)




NOT the elegant solution, I know that you were looking for... but... hope this helps.:shucks: :yep: :up:





:Kaleun_Salute:


M. M.

rainbowjose 07-21-22 12:02 PM

Thank you for you reply! But i mean radio reports about convoys coordinates and course.
https://i.imgur.com/Z7tFykv.png
I think this setting is not working properly.


Also second question about ships: i im in scapa flow now and theres no ships. Literally all scapa flow bay is empty! September 7 1939, Career.


All times are GMT -5. The time now is 12:57 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.