It should be working now.
Im very sorry for the inconvenience :oops: |
Thanks for the new link and great mod.
Best regards, vitovt13 :Kaleun_Thumbs_Up: |
https://i.postimg.cc/zvpwMR34/Silent...3-16-57-04.png
R.Som. Dagabur en route to her patrol area |
What have I gotten myself into? :o
Wish me luck everyone :D https://i.postimg.cc/2jJGjxy5/Blende...3-19-56-01.png |
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 |
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. |
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: |
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Armamento: Where did you get your data on Marcello's 20 torpedoes? And why not 10 (4+6) torpedoes in the stern and bow? Quote:
I'll make the boat in a week or two. |
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 |
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Simply, in port, install the upgrade called "idrofono" in the hydrophone slot :03: |
Very great mod. It's about time we got an Italian career in this game. Thank you for the hard work!
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SONARMAN: "Captain! I'm picking up...'calvination' on the sonar!??
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Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.
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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: |
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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