![]() |
Quote:
|
Quote:
[Unit] ClassName=OSHaruna_Z 3DModelFileName=data/Sea/NOS_Haruna_Z/NOS_Haruna_Z UnitType=107 MaxSpeed=11 Length=72 Width=11 Mast=19.7 Draft=5.25 Displacement=2750 RenownAwarded=120 CrewComplement=10 SurvivalRate=80 SurvivalPercentage=60 ;*********** THE END ************** [Unit] ClassName=KMKHogIslandWarSupplies 3DModelFileName=data/Sea/NKMSS_HogIsland/Hog_Island UnitType=102 MaxSpeed=11 Length=122.55 Width=16.98 Mast=28.37 Draft=6.50 Displacement=4037 DisplacementVariation=250 RenownAwarded=160 CrewComplement=30 SurvivalRate=80 SurvivalPercentage=20 RecManualCategory=Freighter BowShape=Plumb Superstructure=Split Islands=123 ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship ;********* THE END ********* |
I'm not sure what to say. I eventually gave up and resorted to torpedos, and even then it took THREE. Just weird.
Another thing, I don't seem to be able to upgrade my deck gun to the 10.5cm one. I purchase it in port with renown, but when I start the next patrol I still have the 88. Am I doing something wrong? |
Quote:
That's because 88mm and 105mm guns are the same 3D model, only ammunition is changed IIRC... |
Coming soon...:D
Features: - Reenabled autimatic target recognition button |
Sounds interesting. I can't wait!! :D
|
Quote:
State your wishes please...:) |
In the sub info screens (I'm sure these have a name) it still identfied my deckkannon as being an 88mm model, and I still had the 88mm ammo loadout. I would know because I created a little cheat mod that gives me slightly more ammo and makes the gun traverse 50x faster than in vanilla (I have no patience to wait for the thing to slowly, slowly lumber around and aim where I want it to). I definitely still have the 88mm gun.
Also, I may have gone overboard with the torpedoes, but I know with the deck gun that I waited several hours after unloading many rounds into the ship to see if I got a kill message and nothing came. When I just decided to use torpedoes I didn't get one right away and just said screw it, I'm right next to port, ammo doesn't matter and so hit it three times. |
Quote:
Quote:
|
New patch/hotfix is uploaded, enable it in port and continue campaign...:subsim:
The Wolves of Steel 1.03 - Patch 5_HotFix 3 changelog: Snapshot changes: - Other tweaks: - Menu.txt: various tweaks to make crew reports more realistic. - Smaller New UI's teleport buttons - Init.aix: AI detection abilities - DBSM speech periscope sound - Increased number of days spent in the bunker from 14 to more realistic 25 - Fixed small issue in campaign.cfg files that can prevent few macro objectives to be date activated (space behind "=" mark) - Tweaked armor and HP values in zone.cfg file (from next RSD update) - Tweaked armor and HP values in submarines .zon files (from next RSD update) - Removed some of less important/duplicated and merged charts in order to meet 50 charts limit. - Less jumpy sub at lower wind speeds Added mods: - SD_MapLocationNameFix_v1_2 - RadcapricornLarge Optics No Milliradian Scale Binoculars - AilBubbles 1.0 - AilImpurity 1.2 - IO_MapCourseLine_sharp pencil_mod - autoscripts1.0_WOS_tuned - Sjizzle's - Charts for NewUIs part 5_23.05.2015 Removed mods: - Installation: 1. This is Hotfix is not cumulative so it has to be enabled with JSGME after The Wolves of Steel 1.03-Patch 5 and before optional patches. Your activated modlist should look like this: The Wolves of Steel 1.03 The Wolves of Steel 1.03 - Patch 5 The Wolves of Steel 1.03 - Patch 5_HotFix 3 The Wolves of Steel 1.03 - TDW Real Navigation *(optional mod) The Wolves of Steel - *x* Resolution Patch *(optional mod) You can remove The Wolves of Steel 1.03 - Patch 5_HotFix 2 from your JSGME * Enable hotfix in the bunker. * Some smaller changes will kick in after camping restart or after player's advance to the next campaign. * Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix is not needed anymore... |
Quote:
Quote:
|
Quote:
If I'm going to deck gun a target, I usually get in real close for a running fight...say 100 meters at most while manning the flack gun, just in case you have to suppress any small automatic weapons they may have, before allowing the deck gun crew to fire HE shells initially, to light the fires. That way they hardly ever miss a shot so there is no ammo wasted drilling holes in the ocean.:yep: |
Quote:
|
When I get some time off I might do a mod putting a whole ship load of block ships and nets as terrain objects around and in harbours .
|
Quote:
Never drink and command a u-boat. Quote:
|
All times are GMT -5. The time now is 07:42 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, Jelsoft Enterprises Ltd.
Copyright © 1995- 2023 Subsim®
"Subsim" is a registered trademark, all rights reserved.