SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-03-22, 11:28 AM | #826 | |
Sea Lord
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it's a habit... take a trip to the academy during a fresh first edit... to see if all is well... well, nothing to add, I'll start now... |
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11-03-22, 12:19 PM | #827 | |
Navy Seal
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Don’t know exactly where those results are saved, but my guess it’s in your documents/SH3… and I suspect you didn’t clear this folder before installation
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11-03-22, 01:24 PM | #828 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 860
Downloads: 360
Uploads: 0
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quick question
Fifi, I noticed the additional U-Boat skins that were included in v2.1 Mods Folder, are not included in v2.2. Are they ok to use in v2.2. Getting ready to start a new patrol. thanx
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ONEALEX 1.53 ARB / NYGM "ENHANCED Steel Coffin Edition" v6.2 DGUI / CCom12 DGUI / WAC 5.2 DGUI / Toyotagt86 v2.3 ARB / GWX3 DGUI |
11-03-22, 01:39 PM | #829 | |
Navy Seal
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TO ALL: THE SPERRBRECHER HARBOR ESCORT IS BROKEN… ignore this ship behavior until next update! This ship I have imported from Onealex was driving me crazy … He couldn’t follow the waypoints I gave him… like he was completely drunk ! 3 whole hours to search… finally figured out his rudder was not turning!! In fact in his Sim file, the rudder does not correspond to his dat file node… it was from other ship! It is now fixed, and will be included in next update
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Last edited by Fifi; 11-03-22 at 01:59 PM. |
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11-03-22, 03:54 PM | #830 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
Uploads: 0
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Hokay, dokay ... Thank you !!!
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
11-04-22, 02:25 AM | #831 |
Navy Seal
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Detected 3 others imported ships with this rudder issue… (giving non moving ships after spawning)
I have fixed them, and now all is fine. I will release a version 2.2 fixed today… It will be bunker save compatible PS: thanks to administrators to have made this thread sticky!
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11-04-22, 03:25 AM | #832 |
Navy Seal
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OK, VERSION 2.2 FIXED IS OUT!
Bunker save compatible... 3 Ships with bad rudders are fixed, the Sperrbrecher U Boat harbor escort is now sailing correctly. Sorry for the convenience
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11-04-22, 04:26 AM | #833 | |
The Analyst
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How lucky that I have a week's vacation starting on Monday. What do you think, if it's possible to do the updates in future as fix or as small update and not every time as full mod?
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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11-04-22, 05:01 AM | #834 | |
Navy Seal
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I only plan to create British blockade of French Harbors from June 44 to September 44 (when we are supposed to abandon those harbors)
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11-04-22, 09:07 AM | #835 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
Uploads: 0
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Wow, this thread has been made a sticky !
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
11-04-22, 09:26 AM | #836 |
Navy Seal
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Finally encountered my British air patrols with new Beaufighters
But (as usual in SH3) you have to sail X256 TC, to encounter them! During 1940 year, they are patrolling North Sea looking for you And now at Kiel (as in others harbors), waiting just a little to the escort point, the Sperrbrecher is now coming to gide you
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11-04-22, 09:38 AM | #837 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,357
Downloads: 475
Uploads: 0
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Question I have is do you need to be exactly at x256 or will x128 work as well? The new escort Sperrbrecher looks great too.
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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11-04-22, 09:53 AM | #838 |
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 265
Uploads: 51
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It's just a guess, but I think Fifi meant that you shouldn't use more than 256 TC....
Of course, I could be wrong...
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11-04-22, 11:18 AM | #839 | |
Navy Seal
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Of course, 1, 8, 16, 32, 64, 128 TC will give you same good results as 256! That’s unfortunately an SH3 game limitation … above X256 TC, planes encounters becomes erratics… You can do the test: along British coasts, run 2 days at X256. You will encounter plenty planes. Restart same travel at same date, but at X512… you will see only one or two planes (or even none!) Restart again at X1024… you will not see any plane! What I do is to play maximum X256 by day time, and when night is coming I can run X1024
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11-04-22, 11:33 AM | #840 |
Navy Seal
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Long time i wanted to fix the chief lighting...now he has correct lighting and no more shining/bright helmet
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