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-   -   [REL] Italian Atlantic Campaign for SH4 + OM V2.0 RELEASED (https://www.subsim.com/radioroom/showthread.php?t=253784)

SwissSubCommander 02-02-23 09:07 AM

It should be working now.
Im very sorry for the inconvenience :oops:

vitovt13 02-02-23 02:20 PM

Thanks for the new link and great mod.

Best regards, vitovt13 :Kaleun_Thumbs_Up:

SwissSubCommander 02-03-23 11:00 AM

https://i.postimg.cc/zvpwMR34/Silent...3-16-57-04.png
R.Som. Dagabur en route to her patrol area

SwissSubCommander 02-04-23 01:58 PM

What have I gotten myself into? :o

Wish me luck everyone :D

https://i.postimg.cc/2jJGjxy5/Blende...3-19-56-01.png

Randomizer 02-04-23 02:19 PM

Good Luck and Good Hunting.

Have started a career in v2.0 with RM Gondor but it seems to be taking forever to get to my patrol area in CC21. Those Adua boats are really slow on the surface at standard speed.

Nice work, thanks for the mod.

-C

mazzi 02-15-23 11:44 AM

Here's a Salmon https://disk.yandex.ru/d/DQdalM8EKVo5vw for you. I know that Italy did not have its own radar and TDC, which means that they are not on boats either.
Triton has exactly 10 torpedoes, Ammiragli has 38 torpedoes, I don't know about the other boats. If there are Italians then write down how many torpedoes were actually on the boats. So far, I've done as much as it says-16 torpedoes.

SwissSubCommander 02-16-23 05:06 AM

WOW :o
Thank you so much mazzi!
You just took a lot of work off my shoulders.
The calvi class submarine is surely a valid addition,
but the first sub I am planning to add is the "marcello" class.
It has 8 tubes (4x bow/4x stern) and 12 reserve torpedoes (8xbow/ 4x stern)
and two deck guns, just like the calvi.
If you want to help me with the marcello, it is exactly the same as the calvi,
the only diffrence is the number of spare torps.
About the TDC...I think it would be best to keep them. I know the italian subs did not have them,
but removing them will render the game very difficult or even unplayable I am afraid.
Lets just say the TDC simulates the 1. officer, doing the math for the skipper :03:

Grazie caro :Kaleun_Wink:

mazzi 02-16-23 09:03 AM

Quote:

Originally Posted by SwissSubCommander (Post 2853246)
The calvi class submarine is surely a valid addition,

For Calvi, someone already laid out the rendering of the finished cabin, so I started making Calvi a long time ago.
Quote:

Originally Posted by SwissSubCommander (Post 2853246)
It has 8 tubes (4x bow/4x stern) and 12 reserve torpedoes (8xbow/ 4x stern)

Here is from the Italian site, usually everywhere they write the TOTAL ammunition of torpedoes, Marcello: http://www.betasom.it/forum/index.ph...comment-298845
Code:

Armamento:
- 4 tls AV da 533 mm, 6 siluri da 533 mm
- 4 tls AD da 533 mm, 6 siluri da 533 mm
- 2 cannoni da 100/47 mm (300 colpi per i cannoni)
 - 4 mitragliatrici 13.2 affusti binati a scomparsa (3.000 proiettili)

There are 8 TA 533mm and 12 torpedoes: the nose is 4 torpedoes in pipes and 2 in reserve, the stern is 2 in reserve and 4 in pipes.
Where did you get your data on Marcello's 20 torpedoes? And why not 10 (4+6) torpedoes in the stern and bow?
Quote:

Originally Posted by SwissSubCommander (Post 2853246)
About the TDC...I think it would be best to keep them.

TDC is not on the boat, but in the game in general it will remain and will work on this boat. If you need to completely disable TDC from the game, then you need to edit the file torpedo.sim. Without TDC, it is much easier and faster to shoot.

I'll make the boat in a week or two.

Randomizer 03-08-23 03:47 PM

Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C

SwissSubCommander 03-20-23 01:21 PM

Quote:

Originally Posted by Randomizer (Post 2856982)
Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C

Yes Randomizer, as stated above, I have not figured out how to change the default Hydrophone. Your Hydrophone does not work, because your Sub does not have one :p2:
Simply, in port, install the upgrade called "idrofono" in the hydrophone slot :03:

SlySkydiver 04-15-23 12:09 PM

Very great mod. It's about time we got an Italian career in this game. Thank you for the hard work!

Aktungbby 04-15-23 12:21 PM

SONARMAN: "Captain! I'm picking up...'calvination' on the sonar!??
 
Quote:

Originally Posted by SlySkydiver (Post 2863126)
It's about time we got an Italian career in this game. Thank you for the hard work!

You'll be a-woppin' em shortly I 'spect!!:O::arrgh!::Kaleun_Salute:

1Patriotofmany 04-30-23 04:11 PM

Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.

SwissSubCommander 05-01-23 04:48 AM

Quote:

Originally Posted by 1Patriotofmany (Post 2865478)
Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.

The sound loop occurs when using time compression while diving or while submerged. To avoid it, use backspace to pause the game instead of hitting the minus key to get back to normal speed.
This problem occurs because the "diving sequence" sound I added is longer than the stock version. Other mods have this problem too, for example the "soviet waterway" mod. But I never got into the soundloop as long as I used the above mentioned workaround :salute:

propbeanie 05-02-23 02:18 PM

How close to 15 seconds in length is your diving sequence SwissSubCommander? We did some judicious editing of the Crash_Dive sequence in FotRSU, which at the time of "The Sound" was 21 seconds long. We got rid of some "dead air" at either end of the file, and did some editing in the middle, which got us to 18 seconds, and then we used Reaper to alter the speed that the file plays at, and got it down to less that 15 seconds (14.92 if I remember correctly). We also had to edit the "Creaks" sounds similarly, since two of the four were too long. The "bell" sound in our old crash dive was the sound that got "stuck" in the que, and is what made the "ding" we would hear sound once every second. Strange stuff... We have since changed more of our sound files for quite a few bits, and are more closely in accordance with the "when in doubt, do it like Stock" missive from CapnScurvy... lol :arrgh!:


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