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Floating-Working...:D
Looking very nice Gap.:up: It would be nice if you could use standard crew (from merchants and warships) instead of U-boat/bunker/lifeboats characters, they cause to much lag and I'm a bit afraid of potential instabilities( had to remove TDW AI sub crew because of this :wah: ) |
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Sandbag stacks are my biggest concern right now. As I told you I have a nice model, but I need to reduce its polygon count to a large extent. By the way, sandbags will encircle the bunker "window", where the artillery piece is placed. Also note that I am moving the searchlight bone from the roof to the "first floor" of the bunker, where it will stand by the side of the gun. Though more functional, the position you had chosen for it looked a bit unrealistic, as it would have left the reflector totally exposed to attacks from the top and from the sides. Even so, I don't think gunnery bunkers were equipped with searchlights. For sure the Regelbau type M262 gun-director/observation bunker was fitted with one, together with range-finding equipment and light Flak guns. In Normandy, M262 and M272 bunkers were grouped together in a proportion 1:4 (check this lik for more details). If you like the idea, when we finish our work on the M272 we can model the M262 just as well. :salute: |
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I think it's just a mod that made the underwater watching more "realistic" and that's it... if i go underwater without mask i prolly see like that, but i prefer the vanilla underwater view. I can play even with this, no problem.. don't wanna break a beautiful mod just because of my visual caprice :) Another question, i've installed the 1.3 patch while having already and active carreer (im on coastal water btw) Should i restart another carreer? |
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enable either of the two Dynamic Environment Enhanced Visibility additional mods after TWoS. Note that if you pick the "high" version, you also need to enable the (otherwise optional) DynEnv No Underwater Impurity Patch on top of the other mods. Buon divertimento :up: |
grazie! :)
I've installed that mod and now underwater watching is good, but now time compression limit is set to 512 even when there's ship in view. With twos i remember that limit was set to 64 I don't play full realism, i kept all the fuel, oxygen, repair time, reload, dud torpedoes etc. on... but (ok you can spit on my face) i don't use the real navigation mod, so sometimes may happen that on tc higher than 64 i find some ship... I hope not to break something |
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Are you sure that you have correctly set main.cfg file, mentioned in step 3? :hmm2: |
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Also does this mean that search light beam will pass directly trough bunker walls when in "search mode"? :hmm2: |
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A realistic ETA? Tomorrow :03::up: |
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Howdy All,
Back into SH5 after a particularly long time wasted on dry land! Installed the mod, oh the excitement and finally a sh5 working flawlessly. As a rusty captain, I need to test my crew and ship before getting into battle. Out on the open seas and I have a tiny, but slightly irritating problem, if I hit the left gui, to go to periscope depth I get a "Cannot submerge. Crew on the deck"... I know I'm missing something but simply can't figure out how to get them below deck presto. Anyone, please. Lost |
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Thx Mikemike,
That did the trick. Had totally forgotten. Lost |
solved the tc problem by re editing the main.cfg...
The "Expert navigator" skill of the navigator is disabled or something? I've 16 skill points to spend but the game still say "you don't have enought skill point for this ability" for the first level :doh: |
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