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Thanks to vdr1981 for yellow text in Main.cfg developing
Easy to pass, reinstall Have you try to increase the tc in main.cfg to high levels? And a silly question, when you are submerged i understand that hydrophone works better with silent Thanks |
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:Kaleun_Thumbs_Up:
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A question for vdr1981
I extract the patch 12 in the mod folder as you sugested, but inside the patch 12 folder i have found a MOD and a TDW generic patchs Something to do or i don't move any of this folder? Again appears a corrupted screen i really don't know if my computer it's too slow, dualcore 2'6 2gb ram and gt9600 oc 512 |
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I think Trevally and sober have placed hundred of different unit types on the SH5 map; maybe they can offer some precious suggestions. :hmm2: Quote:
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Yep, unit_CostalDefense controller if completely FUBAR in SH5...:hmm2: It doesn't work at all...
I had some encouraging results with imported SH4 large bunker, transformed into static floating gun emplacement, but issues suggested by Gap are also there... EDIT Quote:
How can one actually observe these claims in action, because simple adding coastal gun in ME definitely doesn't do the trick?:hmm2: |
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http://i519.photobucket.com/albums/u...er_pillbox.jpg Quote:
Hope it helps :salute: |
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It seems that this is some sort of unofficial patch which is not implemented in any official version. I think I'll just skip it because I cant risk any incompatibility ... |
Gap, can you upload that GR2 bunker for me so could play littlebit with it?:hmm2:
I hope it has some extra nodes(or they are called bones or... whatever) so I could add few more sensors to it, like search light and hydrophone sensors ?:hmm2: EDIT: Boooom! :O: http://s21.postimg.org/eqxdjwrzb/SH5...0_16_38_11.png |
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...from the download page in TDW's patches' thread: Quote:
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did it work?!! EDIT: just noticed it is floating... |
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http://www.mediafire.com/download/f3...post_bunker.7z Keep in mind that those are my working files, and that there was still some work to do on them, mostly final touches and eye candies. The model got three extra bonees: one "crew" bone, two sensors (hydrophone and visual sensor), and one search light. Also included cfg, sim and zon files with appropriate controllers. You need to add the sns file though and set it conveniently for the unit to use sensors/searchlight. If need be, don't hesitate asking for my assistance and let us know how it works in game :salute: |
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There is no rocking on waves however, because of specific settings in unit ship controller (very high drag values and mass). If I had some kind of "platform" in a form of env object, floating problem could be masked completely...:hmm2: And yes, they are floating few meters of shore , but now, when I equipped them with hydrophone, sonar, search light sensors and even starshells node, I must say that they are really, REALLY angry...:haha: |
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You are probably looking for a line of Maunsell Forts defending every port https://upload.wikimedia.org/wikiped...-KnockJohn.jpg https://upload.wikimedia.org/wikiped...sandsforts.jpg Jeff Grooves, aka privateer, has modelled them nicely for SHIII/GWX. IIRC correctly, they are set precisely as sea units. Maybe we can ask him for permission to use them for SH5 :) |
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I will test this anyway because I have always been wondering does this feature actually work and could it be put on a good use... Quote:
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