SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

Fifi 10-13-18 12:36 PM

Ok, thanks for those explanations :up:

The units visual sensors can be let aside, as in TWOS i知 Very satisfied by AI behavior so far. Any time any weather. :up:

But about the others patches (aircrafts) you know what?
I知 going to enable it (and all dependencies) and see what happens in my future missions.
If TWOS is going CTD, i値l Deactivate it, very simple!
If there are noticeable good changes by activating it, i will report back...

On side note about TDW patcher, BTW, i知 VERY satisfied of the ォ collateral damage サ and dependencies deactivated! A lot more realistic to me, when beeing damaged. No more sub parts deep inside the hull beeing damaged when straffed on surface...like the radio or the main flooding pump!
Only the conning tower parts, or/and external parts like periscope or deck gun or even ballasts.
Already been damaged few times, and the damages were close to what it would have been in a more logical way (to me)

gap 10-13-18 02:26 PM

Quote:

Originally Posted by vdr1981 (Post 2572400)
I never talked about "stock" game. And AC will indeed spawn planes in (modded) game even with mentioned patches disabled. I just tested quick scenario in a historical mission. I can upload the mission if you like to check it for your self...:yep::salute:

Okay, good to know that AC air groups work in "modded" game, whatever that means :up:

Ashikaga 10-13-18 02:43 PM

Sound question.

Vecko I have renamed the flak gun wav file to .bak in the sound folder and replaced it with the sound file for an original 2cm flak. Now there is a slight difference in length between the original game flak sound file and the 2cm sound file.

I am testing it now but have a slight problem with the volume. When shooting my flak gun it is hardly audible so I am trying to amplify it with audacity.
(which worked !)

Is it possible to edit the rate of fire for the flak gun to make it more compatible with the original 2cm flak rate of fire ?

So that instead of tatatatata you get ta ta ta ta ta. (dunno how to explain it differently) if so please advise so I can make it sound fully historically accurate.

If I succeed I can send you the sound file for incorporation in twos I hope...

My 2CM Flak sound in game as it is now :

https://youtu.be/jez4MYbc27M

Original 2cm Flak rate of fire :

https://youtu.be/Qyi2dL5ZNcI



Ashikaga

vdr1981 10-13-18 03:21 PM

Quote:

Originally Posted by Ashikaga (Post 2572421)
Is it possible to edit the rate of fire for the flak gun to make it more compatible with the original 2cm flak rate of fire ?

Yes, you can edit "recoil_time" values in [Name of the gun].sim file, using goblin editor...

Ashikaga 10-13-18 03:28 PM

Ah that is great!,

Where should I send the sound file to when I am finished?

Since I am unsure how to make a mod for it which can be enabled via the mod enabler.


.

vdr1981 10-13-18 03:37 PM

Quote:

Originally Posted by Ashikaga (Post 2572438)
Ah that is great!,

Where should I send the sound file to when I am finished?

Since I am unsure how to make a mod for it which can be enabled via the mod enabler.


.

No need for that but thanks anyway. :up: I'm not really satisfied with quality of the sound...

Ashikaga 10-13-18 04:01 PM

Understand.

Though the original sound of the flak guns in game is way worse hahaha. Like a peashooter. Even an MG42 sounds better ;)

vdr1981 10-13-18 04:02 PM

Quote:

Originally Posted by Ashikaga (Post 2572444)
Understand.

Though the original sound of the flak guns in game is way worse hahaha. Like a peashooter. Even an MG42 sounds better ;)

I'll have to agree on that...:D

Cybermat47 10-13-18 05:48 PM

The FotRSU mod for SH4 has a really good 20mm cannon sound, perhaps you could ask them if you could use that?

Lanzfeld 10-13-18 07:00 PM

Quote:

Originally Posted by vdr1981 (Post 2572351)
Yes...

[COLOR="SandyBrown"]
.

ォ Units visual sensor affected by avalaible light サ
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

Well how blind are we talking about here? I mean until the advent of a radar it was almost impossible to see the little silhouette of a submarine at night against a dark ocean.

Cybermat47 10-13-18 08:29 PM

Quote:

Originally Posted by Lanzfeld (Post 2572469)
Well how blind are we talking about here? I mean until the advent of a radar it was almost impossible to see the little silhouette of a submarine at night against a dark ocean.

Without that patch enabled, I can easily get to within 5km of the merchants in a convoy at night without being detected. I could probably get closer, but I prefer to be as far away as possible when my torpedoes hit.

I did once get within 500m of an escort without being spotted. This was in the afternoon with heavy/medium fog.

Lanzfeld 10-13-18 09:03 PM

This sounds realistic. I thought we were going for realistic.

Cybermat47 10-13-18 09:39 PM

Quote:

Originally Posted by Lanzfeld (Post 2572477)
This sounds realistic. I thought we were going for realistic.

Yes, that痴 why the patch is disabled by default.

Again, the examples I mentioned above were with the default TWoS TDW patches.

Cybermat47 10-14-18 12:41 AM

Anyone using my morale cost removed mod, I'd recommend uninstalling. I've found a weird issue where it bugs out the abilities after loading a saved game.

It looks like inspiring speeches and special meals are the way to do things.

Fifi 10-14-18 12:44 AM

And as the time goes on, i noticed merchants have a better spotting accuracy.
Good weather no fog in day time, around 8/10 000m they can now detect me (end 1940)
I知 gonna like the fog now :D

Fifi 10-14-18 11:02 AM

Well done Vecko for the South African flags :up:

Just sunk one in the middle of nowhere, and the flag was not upside down.
I can see it now in the flag chart too. Perfect. :salute:

ノDIT: Ah...just saw the SA flag problem in the other thread...
So you’ll change again for next update!

Sjizzle 10-14-18 02:10 PM

aloha captains :D i have question since my long offline time... the mission unlock bug is till there need to manual edit the .cfg files ???

succerpunch 10-14-18 03:17 PM

What is the name of the song that plays in the main menu?

succerpunch 10-14-18 03:20 PM

Quote:

Originally Posted by Fifi (Post 2572525)
Well done Vecko for the South African flags :up:

Just sunk one in the middle of nowhere, and the flag was not upside down.
I can see it now in the flag chart too. Perfect. :salute:

ノDIT: Ah...just saw the SA flag problem in the other thread...
So you値l change again for next update!


Did someone mention South Africa? :ping:

vdr1981 10-14-18 04:12 PM

Quote:

Originally Posted by Sjizzle (Post 2572550)
aloha captains :D i have question since my long offline time... the mission unlock bug is till there need to manual edit the .cfg files ???

Of course not. Flotilla objectives are date controlled since eternity...:salute:


Quote:

Originally Posted by succerpunch (Post 2572562)
What is the name of the song that plays in the main menu?

Thomas Bergersen: Freedom Fighters

This can be seen in ingame credits page as well...:yep:


All times are GMT -5. The time now is 09:37 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ゥ 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.