#1 modder...relatively speaking
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On the homefront Einstein was paid $25 a day to solve the Mark XIV torpedo's miserable performance from several causes. The Bureau of Ordinance's detonation issue was solved by Einstein who realized the firing pin was deforming on impact before it could explode the warhead. Einstein recommended a space in front of the warhead to absorb the shock...a recommendation the Navy did not follow-leaving submariners to solve their own problem. The situation essentially: the producer left the users in the lurch ie Quote:
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:D:yeah:
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Aktungbby: nice! thanks! :up:
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After a bit more testing I still haven't find bigger reason why U-FlaK shouldn't be added to SH5 as new submarine type, the very first one in SH5? It would be much easier to add new conning tower upgrade to C or C/41, but it would be much better to have it as stand alone unit because from what I know, U-FlaK were quite handicapped in number of torpedoes, range, maneuverability ect ...:hmm2: What do you say gap?:hmm2: Quote:
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If need be, I can clone the GR2 file of the stock VIIC, but remapping the IDs of its controllers would be a lot of work. Doable indeed but, provided that there are no special reasons for doing it, I think the first option is the best, "cheapest" way to go. I hope I answered your question. :) Quote:
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:hmmm: Fascinating! but the photos i'm seeing of the four actually deployed: U-441, U-256, U-621 and U-953) appear to have quad-mounts http://www.wlb-stuttgart.de/seekrieg/4305-bilder/u441/u441-flakboot.htm Limited eels indeed!
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I think that one of the most annoying things in TWOS is now alarm clock sound. Its very useful thing, but its soooo loud.
You can fix it very easily - its AlarmClock.wav file in Data/audio. If you want to, you can do it in few seconds by http://www.audacityteam.org/. Its free and very great SW, i used to use wavelab from Steinberg before, but this is even better and FREE! Just open it there (drag + drop), mark all track (ctrl+A) and use context menu: Effect / normalize -> -20db. You can undo by ctrl+Z and do it again to any level as you want. Then File/export to the same file. I even removed click sounds from map geometry tools and everywhere because i like to use hydrophone at very high levels in headphones. Maybe ill learn how to make mod and release it in one package :) |
I'm talking about new playable submarine type, not about AI graphical eye candies...
Would it really be necessary to remap all IDs if , for example, I wish to use VII C gr2 body/hull + U-FlaK conning tower in order to add one more playable submarine to the game? Do you think that in that case appearance of new u-boat and type VIIC in the same area would crash the game because of duplicated IDs? Do you actually know any fast scenario to artificially reproduce CTD caused by duplicated IDs? Sry because of many questions but , right now, only you can help me..:yep: |
@ Aktungbby and vdr1981
Talking in general about U-flak's limitations, I think we can mimic them without need to tweak any sim file: range: the new unit can be scripted so that it will spawn exclusively in Biscay Bay within the correct time frame. I doubt wolfpacks triggered by TDW's call fo reinforcement patch would spawn them since, IIRC, u-boat classes which can be triggered by the patch are hardcoded in the patch itself. There is still a chance that some U-flaks will be triggered where a mission layer calls for a generic German submarine, but this is something can be addressed in a second moment. maneuverability: in SH5 both conning towers and guns have their own drag values which add to the drag of the unit fitted with them. Stock game makes little use of those additional drag settings, but we can put them into use. number of torpedoes carried: I am afraid there is not much we can do here without cloning a VIIC for usage as U-Flak and giving the boat its own sim file with appropriate torpedo settings. Nonetheless, I think torpedoes are the least problem: AI submarines do a bad use of them anyway, and I doubt a player would ever notice a U-Flak firing more torpedoes than it should. I am curious to know if the U-Flak conning tower can be made available to the player as an (exceptionally expensive) upgrade. Have you tried Vecko? |
I dont think that you have understand me right gap. I 'm not considering AI U-Flak submarine at all...:) Only ONE playable flak trap.
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I dont salute the idea to have Type VIIC upgraded with U-flak tower IF we have any chance to simulate new submarine correctly with all of it's advantages and disadvantages... |
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1 - Most of the times, the name of the main model (within an unit's gr2 file), the name of the gr2 file, and the name of the folder containing the gr2 file, are matched. This is not always true for AI-controlled units, but it is for playable U-boats. If we change model name, we need to remap controller Id's. If we don't, there will be a mismatch between model name and gr2 and/or folder name. Honestly I don't know if such a mismatch can cause any problem, but this is something we should factor in. 2 - Even supposing that the above wasn't an issue, we would have two U-boats sharing the same bone IDs. It would be impossible for the two of them to appear in the same time and location, as they both would be playable U-boats, and the player can only command one U-boat at any given time. Nonetheless, we should consider that controllers are loaded in memory based on their parent IDs. Name and folder location of the binary files where the controllers are stored might play a role as well, but I am not too sure about this last statement. If the above was true, duplicating two units which share the same ID's shouldn't cause any issue until they both spawn in player's area (which, as stated above, is impossible for two playable units), but if on the contrary file name and location are unrelevant, the game would crash as soon as one of the two units is loaded in memory (because of the two sets of controllers clashing with each other). Testing this scenario on AI controlled units is easy: pick an unit, move one of its essential binary files in any folder and rename it to a random name. Set a test mission with the picked unit and run it. If the game crashes it means it couldnt locate the essential controllers, i.e. file name and location are relevant. If not, only IDs matter, and your idea is not viable. Another possible test: duplicate an unit copying its files to a new folder, and change the cfg file of the duplicated unit so that the game will recognize them as two different units. To be sure to put yourself into the worst possible circumstance, change a bit controller settings of the duplicated unit; set a test mission with either of the two units and load it. If the game crashes, then the two sets of controllers are loaded because the have the same parent Ids, no matter their name or folder. 3 - More importantly: how do you "tell" the game that there is a new playable unit that the player can get assigned to? As far as I know, at least in SH5, playable units are hardcoded. :hmmm: |
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Ah yes, here we are.
Type XIV http://i.imgur.com/jAlyUsi.jpg Type XXIII (Which doesn't work, except perhaps as a zombie ship) http://i.imgur.com/eukhsSo.jpg http://i.imgur.com/ikn2cK5.jpg S-Class (no guns yet) http://i.imgur.com/GKrniHT.jpg T-Class http://i.imgur.com/JgTPCsr.jpg Schuka Class (no guns yet) http://i.imgur.com/NKmIaAZ.jpg Adua Class (no guns yet) http://i.imgur.com/Vl5HhON.jpg |
I'm having some issues, I don't know if it's a bug or something to do with this mod.
First, I can't find "confirm target" checkbox anymore, it used to be in the handbook. Is this something new introduced by a mod included in the WOS? How am I supposed to send ship data to tdc? :hmmm: Second, Bdu calls my uboat u-27 in the Captain's log, and U-28 in the Radio messages? Which am I? :hmmm: Furthermore, I receive different messages in captain's log and radio messages. Bdu answers to my reports "Good job, blablabla" in captain's log and "you suck, be more aggressive" in radio reports.... so... which one is the right one? |
All your questions are answered in post 1 and in the Guides from webster (SH5 section - Tutorials / Faq)
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Auto target recognition is available in TWOS only if you enabled "Wind and Smoke" mod which is part of it.
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agree, i just wasn't sure what he's asking about, so just to make sure :)
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