Hello, what is wrong with the option of immersion to different depths the ship goes to the bottom only the periscope works
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Exact requirements for sub upgrades?
Can someone please tell me or pm me the exact requirements for sub upgrades? All I find are vague responses when I try to search for the answers. The in game chart says 10/39 for VIIB. Some forum post said I have to wait till happy times. Some other post said it's entirely based on rating being Ace and not dates. I don't care about spoilers, so PM me the info if you don't feel comfortable posting it in public.
I would very much appreciate it if someone could tell me the requirements for each playable U-Boat. Or at least where to look in the files if it is view-able with a text editor. What is the earliest date I can obtain each U-Boat? What is the earliest campaign I can obtain each U-Boat? What does my tonnage need to be to obtain each U-Boat? What does my rating need to be to obtain each U-Boat? Where does my base need to be to obtain each U-Boat? Is the most recent patrol factored in somehow? At this point I just want exact information because I've literally spent an entire day trying to find accurate information either searching the practically endless posts on these forums, or looking through game files. I have 8k+ renown. In KSD commander my rating is listed as 5 after ending my 3rd patrol at Wilhemshaven. I edited my time in port before ending the baltic patrol at Kiel to 1 day so I would be sure to have time to do Breaking the Fortress. I completed the first patrol sinking the task force objective by sinking a sub. I returned with 10k tonnage from that patrol and started the next patrol a few days before breaking the fortress ended. During the second patrol I completed 3 grid objectives and returned with over 100k tonnage. The third patrol was breaking the fortress where I sunk two capital ships and some merchants, and returned with 73k tonnage on 10/19/1939. My rating after that 3rd Patrol in KSD Commander is 5 with 191,052 tons. When I exit the game it says I'm Ace. If I start a new patrol and skip it, I'm deducted a point but I'm still rated Ace at rating 4 yet no sub upgrade is offered. :k_confused: Edit: I might have found part of my answer, and would appreciate any answers to the rest of my questions. I believe... maybe incorrectly... the earliest available dates for sub upgrades are listed in "\Silent Hunter 5\data\UPCDataGE\UPCCampaignData\Flotillas.upc" for anyone who absolutely 100% has to know. I backed up my save folder and changed the viib date for the 2nd flotilla and got the upgrade offer as soon as i docked. Then I changed the file back to the original date, and restored my original saves. Hopefully everything is compartmentalized enough that it doesn't bork something. |
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Leigh Light
Hi Vecko, did you manage getting SkyBaron/GWX's Leigh Light to work with TWoS?
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Sure...Leigh Lights are in TWoS since long time ago. :yep: https://i.postimg.cc/8zqNDS2M/SH5-Im...8-06-31-07.jpg https://i.postimg.cc/5tL12rJG/SH5-Im...8-06-34-49.jpg |
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Not do detract from the work of other modders, but I think I have created a more realistic and better looking Leigh Light model (the nacelle type used under the right wing of Catalinas and Liberators) than the one currently used in TWoS. Are you interested into having it in your megamod? https://i.imgur.com/cFbgkql.png |
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Of course. You can upload the files when you're done and I'll test them and try to implement...:yep: |
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If I don't find an appropriate GR2 file, I will import my model in a dat file instead. One more question, is SH5's dumbed-down aircraft AI handling correctly RADAR data? For a perfect functionality, the Leigh Light should be coupled with a radar sensor, and their sim settings should be fine-tuned to work well with each other :) |
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The first front-line Coastal Command bombers started being equipped with Leigh lights in early summer 1942. On detecting a radar contact, aircrews were instructed to drop their height from 1,500-2,500 to 500 ft (152 m) before they attained a range of 1 mile from their potential target, and to switch on their light at a range of three quarters of mile (ca. 1,400 m), just before loosing their radar signal. It would be nice if, within the restrictions given by SH5's aircraft AI, we could (more or less) simulate those tactics and the inherent sensor limitations. Other useful figures that might come in handy while setting up our lights: On-line resources that the info above is based on: https://uboat.net/allies/technical/uk_radars.htm https://uboat.net/allies/technical/leigh_light.htm https://en.wikipedia.org/wiki/ASV_Mark_II_radar https://en.wikipedia.org/wiki/Leigh_Light ...and by the way, this is the drawing that my model is based on: |
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@ Vecko
My Leigh light model is now a GR2 equipment (almost) ready for entering service in TWoS. Can you please send me the following files from the last TWoS release?
Thank you :salute: |
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out of curiosity, what are those "Bomb_cluster" and "DC_cluster" in the eqp files of the air units you sent me? I don't think they are in stock game? And one last question: in TWoS, are British bombers equipped with Leigh lights from the beginning of the war, and do you think date settings would be applied in aircraft equipment files? |
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New Leigh light
I hope I didn't forget anything, I horrible at packing stuff before release:
https://www.mediafire.com/file/6mjpm..._TWoS.rar/file @ Vecko please check in game my addon before merging it to TWoS. The Catalina was missing its light node, so no matter the date it never had any Leigh light. That little blunder is fixed now. Adjusting beam's parameters and testing their effect in game took to me quite a lot of time:
My traverse/elevation settings are based on historical specifications and require no further comment. Before you check my work directly in game, I have just a couple of general remarks:
And finally a few screenshots I took this evening (beware: large image size): Well, that should be all for now :salute: P.S: I didn't perform any ballistic test (getting a round to hit that light would be a matter of luck even for a seasoned gunner), but in theory with a well aimed burst of the 2cm Flak, or with a single round of the 3,7cm SK C/30, one might disable the reflector turning its light off, or rip the whole nacelle away from the attacking aircraft :arrgh!: |
Great work gap!
Can someone please help me with this question? Currently magnetic detonator torpedoes need to pass very close under their target to detonate, I think minimum 2meters. However, they should be much more sensitive. I want to increase that range to 4 meters, but I do not know in which file to look for the sensitivity of the magnetic detonator. Can somebody please point me in the right direction? |
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When you have finished with all the pistol of one controller (1 controller = 1 torpedo with all the possible pistols), repeat the same steps with the next controller. Once finished with all the controllers don't forget to save your changes (right click on torpedoes_g7a-e.sim in the project tree and choose 'save'). That's it; probably easier done than said :03: |
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