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04-19-22, 06:23 AM | #151 | |
Admiral
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Just... outta curiosity... You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...??? If not, then that can & could well, cause issues... if they are trying to share the same save folder. M. M.
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04-19-22, 07:30 PM | #152 | |
Seaman
Join Date: Mar 2016
Location: Barbados, Belgium, Florida
Posts: 31
Downloads: 44
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I- I dont. Issue was prior and ksd as its own save file in documents. I put them far away from each other now But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs |
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04-19-22, 10:05 PM | #153 | |
Admiral
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Welcome. M. M.
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04-20-22, 02:53 PM | #154 |
Seaman
Join Date: Mar 2016
Location: Barbados, Belgium, Florida
Posts: 31
Downloads: 44
Uploads: 0
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UPDATE ON BUG
update with the save bug I had.
It seem that whenever I tried to approach the convoy in a certain area the game would ctd no matter what. I tried went further on its predicted path and intercepted 100 km further away, and no bug, I could make my attack. ( had 3 torps left, first was a dud and other two missed because they had time to hit the break as I didnt time them properly) I kept making saves along the way, reached my port without a crash I think if the weather is demanding ( fog and rain probably) + large convoy there is a very high chance of ctd. |
05-27-22, 02:08 PM | #155 |
Mate
Join Date: Apr 2011
Posts: 60
Downloads: 756
Uploads: 4
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this mod looks interesting. I'll give it a try.
On another note, how would you say it compares to Dark Waters? I've been using Dark waters for SH4 ato for a while now. |
05-29-22, 12:20 PM | #156 |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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New on KSDII Ace
Hello Fellow Kaleuns,
I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod. As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available. 1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)? 2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru? 3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour? 4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience? 5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace? Many thanks!
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
05-29-22, 02:39 PM | #157 |
Navy Seal
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Are realistic/historically accurate night surface attacks possible in this mod?
Including getting inside the convoy on the surface? I am coming over from US side of things, I made this possible in TMO, wondering if possible in this mod since was a huge part of U boat operations. Hoping it is, I'm tired of modding lol. |
05-30-22, 01:44 PM | #158 |
Samurai Navy
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
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In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.
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05-30-22, 02:19 PM | #159 |
Navy Seal
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05-30-22, 02:24 PM | #160 |
Samurai Navy
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
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05-31-22, 04:23 AM | #161 |
Navy Seal
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I agree. Really has added a whole new life to SH 4 in TMO, on the US side of things, to be able to pull off night surface attacks as the did at realistic ranges.
Hopefully can do so on U Boat side. Main things is nights will have to be made darker, since they are way too light in SH and every mod ive seen (havent tried dark waters yet but assuming so, I recall OM was light) and then a matter of adjusting visual sensors to interact properly with the darker night. Took a couple months of tweaking and testing to get it right in TMO lol but since have the knowledge now, prop wont take as long if its possible. Will get started soon. |
05-31-22, 11:05 AM | #162 | |
Samurai Navy
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
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05-31-22, 12:47 PM | #163 | |
Navy Seal
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Yes, I believe it will be less of a hassle since have a knowledge base on how to do it, not learning as I go as before. Does involved a lot of testing and tweaking though. |
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05-31-22, 01:10 PM | #164 |
Samurai Navy
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
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06-01-22, 02:06 AM | #165 | |
Sea Lord
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2.This is not normal behavior. It works fine for me. 3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%? 4. At least for me I do not encounter this problem. What version of the modpack are you using? 5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic. It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer |
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ksd ii, u-boat |
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