German "SUB SYSTEM" Labels To English?
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Good hunt! Fitzcarraldo :salute: |
Welcome! Someone can tell me why after the first mission in the bay of Gdansk, there is no way to choose the next mission after returning?
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Is there a particular document among those provided, or something online (maybe a Youtuber series?) that walks through using the various "ship recognition" sheets as well as the book? I see there are all these nifty filtering functions and I would think there is a filter for nationality that somehow depends on those loose sheets? ADDIT: found some good videos: https://www.youtube.com/playlist?lis...NgJjtDqIgaEMsl Not sure if any of those cover any of the special features in the recognition manual though. So uh, the Harbour Pilot . . . any standard reasons why he would tend to kill us all!? :) I just now started a New Campaign with Real Navigation, activated the Memel Harbor Pilot and started walking around my ship. Next thing I know (minute or two later), I hear banging and clanking and the camera starts going wonky and pretty soon taking damage . . . taking flooding . . . game over! I think in that "ThaineFurrows" video (number 1 in that playlist) where he walks through using the harbor pilot he alternated between map view and external view the whole time. Is walking around inside the ship a bad idea while harbor pilot is running? Or is the malfunction likely some other cause? ADDIT2: must be walking around inside the ship. He is doing just fine with the skipper camera either on the bridge or flying around Kiel harbor :) Wow, this game (with this mod) is SO GOOD! Shame Ubisoft had it so messed up in vanilla that they (and maybe no other major studio) will never take another crack at this genre. The tech has obviously got to the point where you could probably even do something like this in VR, and THAT would be so cool . . . |
Higher Magnification Optics
Is there an easy way to get better magnification on the optics?
I love playing these things with high realism settings, and that "Real Navigation" thing is brilliant. Except for one thing: I find the imposition of "realistic" magnification levels to be ridiculous. So, ideal for me would be: I play the game on maximum hard-core do your own trig realism, BUT with optics that are jacked up with max magnifications that are 2x or 3x more than what they presently offer. When I have to get to ~1000 m on a bright sunny clear day to see that flag on that freighter is Finnish something is just not right . . . |
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Hi Vecko (or anyone?),
Is there a way to change the German labels under... >> Crew Management >> SUB SYSTEMS ...to English? I can't read German. Standing by, Calvin PS - Vecko - I don't mean to sound like the proverbial "broken record," but as a developer myself I have a keen perspective on the investment required to put something together like TWoS. Kudos and thank you for your work. |
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And if you still have questions about a specific part, then you can ask in this thread here. |
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Hi Tonic, Thank you for your reply. FYI - I ALWAYS do forum searches before asking a question. I didn't find anything useful, so I posted. Maybe I'm not using the search correctly, but being an I.T. professional in my career I would think I could handle it, but I digress. I anticipated that might be the case. It would have been necessary to include this "switch" in the original development of a mod. FWIW, I have actually signed up to try and take German lessons, so this (hopefully) won't be an issue in the future. Take care. |
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One thing that I'm not sure about: if the real historical scopes provided 6x magnification, does a "6x magnification" on a computer monitor actually simulate that to any reasonable extent? My guess is: no. Why? Because of many factors which can be summed up as: computer games can only represent reality, they cannot replicate it. Not to sound like a whiney bitch but, just to put this concept out there: for something like this, a "better" rubric might be: A. At what range under ideal lighting conditions could a typical 20/20 vision captain identify a target with a scope at maximum magnification? B. It should also be possible to do that in the game; which may well mean that the "magnification" applied to the camera for in-game optics needs to be much higher than the actual historical magnification. Again, not to sound whiney or unappreciative! Your mod compilation is fantastic. Just to toss that idea out :) |
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That is why you do not have to deal with random drops of water on your lens, and why you do not have to look at your target through a tiny eyepiece. Also your Monitor will not vibrate if your sub is moving, which the real periscopes did if you moved too fast. The real periscopes also were quite dark since the periscope head did not let much light in. I bet any submarine commander in WW2 would have killed to be able to see targets as clearly as you are able to on your PC Monitor :D There are reasons why submarines where encouraged to get as close as possible to their targets, and also why they preferred surface attacks at night. Being able to see and identify your target is one of those reasons. |
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A simply perfect answer :salute: |
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Thas what I'm talkin' bout. Assuming a target with a reasonably high profile . . . 15 or 20 meters . . . what is the max possible (perfect clear weather 2 meter high observation point) sighting range for that? 15 or 16km? Now the identification range should/would probably be broken into a couple components: (a) overall identification of ship type; (b) probable filters on nationality based on discernible ship silhouette features; (c) highly probable filters based on ship silhouette; (d) positive identifiers like the flag, or other markers. I realize that players of these subsims like to bask in the glory of "realism," but if the design of the game did not take factors like the above into consideration then the effect of "realism" factors like imposing some representation of the actual historical magnification values on an optic will not (necessarily) be to create outcomes in play which closely resemble historical outcomes. You can dismiss my points all you want, I'm not here to convince or cajole; just trying to provoke thought. The goal of these sims after all is to achieve the perfect balance between playability and realism, in order to convey the experience of being the skipper. |
Two functional questions about the mod suite:
1. The "reserve torpedoes." With a bit of googlefu I learned that, apparently this functionality did not exist for the beginning of the campaign in the vanilla game, but I see that my Type VIIB has one for the front compartment and two for the back. On the night of 1 Sep 1939 lurking in Danzig Harbor (and after sinking ~10k tons so a bit depleted on torps) I surfaced, stopped and drag-n-dropped the front compartment reserve into an empty inside reserve slot. I time-compressed for a good while, and the torp is still in the external reserve slot and says "99% unloaded." More TC = nope still not inside the sub. Any suggestions or clarifications on that? 2. The navigator getting fixes with Real Navigation: his accuracy seems pretty variable! In one instance, I parked the sub right at the end of a pier (in Danzig) which I could identify by the map and asked him to do a dead reckoning and he estimated we were somewhere in the northern suburbs of Warsaw! :) Obviously, errors are to be expected and particularly for less capable navigators, but . . . is this WAD? Any tips? Things I can do to make his job easier? Does he get better with (even more) age? I assume I can replace most or all of my officers later in the campaign, and maybe this guy is both a Dinosaur and nearly extinct? |
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I've noticed him doing this type of thing at least a half-dozen times. In contrast, after departing Memel, his initial fix (in daylight at stop after Harbor Pilot dropped us off) for the boat wasn't too bad. Just eyeballing it, it seemed a bit off (he seems to want a Mediterranean vacation cause he does seem to error in the southward direction :)), but only a minute or less (~<500m). Plotting a course toward Danzig at like 235 or 245 and then sticking to that course at a slow or 1/3 speed . . . his estimates also seemed pretty good. But once I got into the Bay, and started alternating between various courses, depth settings, forward motion, backward motion, etc. his estimates seemed to get worse. It is not a really big deal in terms of gameplay. If the boat is close enough to land to get a fix on two reasonable locations then one can always do at least as well if not better than the navigator algorithm, so him being in error during harbor lurking operations isn't a big deal. Mainly I was just curious how it works (the navigator location-fixing algorithm) and if the somewhat variable degree of error is common. Also, I assume it is best to correct the estimates when it is obvious? |
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There is no way to program navigator taking a fix on land, so near the coast you're better off calculating position yourself. |
Hi Vecko
I do not understand why there needs to be a time lag in loading external torpedoes. My torpedo man is telling me I have to wait another day and so many hours before I can order moving external torpedoes again. https://i.postimg.cc/T1GBwkDh/captur...019-134734.jpg I have completed one external loading the previous night and I want to do the same again the following night. Peter |
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Hi Vecko
Having to wait over 2 days before reloading again seems a bit excessive. I think your 12 hour proposal would be better for the game. That would still give the player time to reload and chase down a slow moving convoy. Peter |
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