Simple solution to your problem
@ Cybermat47
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Fitzcarraldo :Kaleun_Salute: |
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The removal of morale cost doesn't work on patrol. I'm not sure, but it could work if applied in the bunker. |
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Fitzcarraldo :Kaleun_Salute: |
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http://www.subsim.com/radioroom/show...postcount=2151 Quote:
http://www.subsim.com/radioroom/show...postcount=3074 If you want to know all the reasoning behind it, how it works, and why you should reconsider it, I recommend you reading TDW's patcher thread starting with this post: http://www.subsim.com/radioroom/show...85#post2189585 :salute: |
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I spent a lot of time testing, tweaking and fixing many of his features from NewUIs, IRAI, FXU and gen.Patcher. TDW is not visiting us anymore but if he does drop by sometime, I'd have a lot of findings to report . To be honest, I wouldn't know where to start frankly... |
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What you want to do with the small pieces of information I shared with you is totally up to you and, all considered, I am sure you will do the best use of it :salute: |
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Ok, thanks for those explanations :up:
The units visual sensors can be let aside, as in TWOS i’m Very satisfied by AI behavior so far. Any time any weather. :up: But about the others patches (aircrafts) you know what? I’m going to enable it (and all dependencies) and see what happens in my future missions. If TWOS is going CTD, i’ll 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’m VERY satisfied of the « collateral damage » 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) |
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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 |
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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. . |
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