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Active sonar is removed due to it's unrealistic implementation (escorts wouldnt react to it, instantly 100% acurate distance readings ect). However, several types of hydrophones will be offered to you during your play trough, with unique characteristics. You can even have two hydrophone types installed at the same time... - can i use hydrophone RPM charts from RPM hydrophone mod? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! :rock: Unfortunately, I dont think so...The RPM mod is vastly outdated and it will also drastically increase CTD possibility. Although I liked this mod, the prospect of accurate speed determination only by listening propeller noise in the distance, is not really realistic IMO... - is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed.. That mod is removed from the modpack because it's unfinished and bugged... Quote:
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ... http://s6.postimg.org/ycsvnnka5/SH5_...9_21_51_50.jpg Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"... And my last question is, is there a way to integrate Parts MaGUI? No..Maybe some day, with Sjizzle's help... |
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it's search light...The you resurface again... Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something... |
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Does the light work on regular ships in your game? TDW patcher? |
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Anyway, I have just finished testing our coastal defences under the (more or less) same conditions you have described before, and I can't confirm your findings. This is what happended in detail (used IRAI with your testing mission unchanged except for wind speed, which I set to 15 m/s): ordered ahead flank and boat surfaced. My watchcrew could only spot one of the three bunkers in range (the one on the left). I could see its visual detection circle expanding until it reached me, and two bunkers (left and right) started shooting at me, whereas the one dead ahead of me didn't take any action (in calm weather it usually does, but longer distance and smaller profile offered, coupled with high waves and moon position were probably my friends in this case). I ordered then periscope depth. The two bunkers kept firing their guns until I ordered all stop. At this point the two bunkers freezed their guns on my last bearing. I waited 2-3 real time minutes (no time compression used), and I ordered again to surface the boat at flank speed. The two alert bunkers restarted doing their job whereas the third one kept silent. Had I repeated the test, I am sure I would have got a different result. I think how AI reacts is pretty much random, especially when using IRAI. :yep: |
Thanks
Thanks guys for responses :up:
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All should be done during the nighttime... If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...:yep: |
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I cannot imagine sub kaleun how he tryes to set course instrument on his own and by try and fail ;) - The reason Xall asking in my opinion was the lack of immersion of ordering new course in this way.. |
Land Floating Working Coastal Defenses
http://i519.photobucket.com/albums/u...0_16.34.09.jpg
Download link: http://www.mediafire.com/download/6f...al_Defenses.7z @ Vecko or the corcened ones: please check that with this new version searchlights are still working for you, because as said before they never did for me. Also I would be grateful to you if you designed/carried out some damage/collision stress tests, just to make sure that my recent changes to the unit wont cause any catastrophic event in case the bunker gets attacked/destroyed by other units. |
Well Gap, I must say that this really looks amassing! :o:up::up::up:
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Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep: Quote:
Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute: |
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This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...) Quote:
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep: Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep: http://s6.postimg.org/my0zwrxbh/SH5_...0_18_18_52.jpg EDIT: The platforms are perfect!:yeah: |
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There's nothing wrong how this bunker "sits" on this platform IMO... http://s6.postimg.org/gyd8t4cj1/SH5_...6_02_48_05.jpg EDITThis is the height which bunker should have in order to avoid flickering textures... Quote:
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If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch Quote:
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http://i519.photobucket.com/albums/u...0_23.40.33.jpg http://www.mediafire.com/download/zc...nker_Large.GR2 |
Python API
Hey, is there some python API docs out there?
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The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep: Quote:
Stand by for more... |
It seems that when you've been spotted and nearby unit is called, the called unit will quickly set course in your direction with flank speed.
All will look fine until units gets few km from your position (or maybe from coastline, I dont know), and then it will simply stop, dead in the water...And that's it ...:nope: Something like this is also happening in the campaign too... You get near Skapa, something spots you, and all moving active units gets stuck. Now, this issue is probably due to coast proximity, because from what I know, radio function works really good at open seas. Why our previous "sea unit" bunkers would stuck when they lost contact and not now when they are "land units"? Because land unit can only "call" other sea units and not nearby bunkers... There's also one more difference between bunker behaviors now and while they were "sea unit". Befeore, if one bunker starts to engage me, the other nearby bunkers will do the same, even if they dont detect me directly with visual sensors. Now, sub is engaged only from units/bunkers which can detect you... To shorten this long story, the "radio fiction" is most likely responsible for the ugliest bug in SH5 IMO... To test this you can add one destroyer 10-15km away in our CD test mission and observe what will happen...I'm eager to hear your conclusions...:yep: |
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EDIT Yes , I thought the same but it isn't like that...Some bunkers will work with -13m while others will be stuck even with -19m...I've checked that, it's something else... I seems that those waves animations are some kind of border or something... |
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