SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-10-15, 04:17 PM | #2251 | ||
Watch
Join Date: Mar 2015
Location: BF9751
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07-10-15, 09:37 PM | #2252 |
Sea Lord
Join Date: Apr 2007
Posts: 1,639
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07-10-15, 10:09 PM | #2253 |
Ace of the deep .
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I don't see how it would do anything if its disabled in the exe .
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07-11-15, 02:30 AM | #2254 | |
Engineer
Join Date: Apr 2005
Posts: 210
Downloads: 141
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https://www.sendspace.com/file/k37qqa |
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07-11-15, 02:56 AM | #2255 | |
Watch
Join Date: Mar 2015
Location: BF9751
Posts: 22
Downloads: 116
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We still need IRAI versions 30, 31, 33, 34, 35 and 36. If somebody has any of them, please post it! |
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07-11-15, 04:31 PM | #2256 |
Swabbie
Join Date: Jul 2015
Posts: 10
Downloads: 15
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Just thought i'd post here my story leading up to this mod and current progress.
Couple weeks ago out of nowhere, for no apparent reason I discovered an interest in submarines. I looked around for games and discovered the Silent Hunter series, despite all the negative comments I decided to take the plunge into numero 5 first. So I ordered it, and also a copy of the 6hr version of Das Boot. Watched it in a single sitting a few nights ago, great film! I read about the modding for this game and it seemed Wolves of Steel was the way to go. I wanted a realistic and immersive experience so it seemed the right choice. I downloaded all the files at work beforehand(at home I get about 40kbs download speed). The game arrived today, thankfully it was a small patch to get to 1.2. I found the mod installation quite simple, the instructions were easy to understand. Booted up the game and no problems so far, playing on 100% realism and real nav on. I've now made it half way across the sea with no incidents and will get to know my tools a bit better before working out torpedo settings I gotta say thank you for this perfect collection and guide ps. Its kinda awesome seeing where I live given a location on the map too, I live in a remote place that was a hotspot in ww2. Loch Ewe, NW Scotland |
07-11-15, 05:15 PM | #2257 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Hi Oby, still waiting for your stuff
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- more variety in patrol-to-area objectives as far as their required duration is concerned. - status reports, followed by confirmation messages by BdU, having to be sent at the beginning and at the end of each patrol-to-area mission, in order to BdU aknowledging its fulfillment. If due to compelling risks we fail surfacing the boat for a long time so that we can't send/receive messages, that's our problem, not BdU's. We might still be aknowledged for our patrol, but we will receive a belated confirmation of it... - Patrol-to-area duration requirements being hidden when we first accept the mission. Once our patrol in the designed area is considered finished, we receive a message by BdU informing us on it. Alternatively, we could be given this information after sending the first status report (i.e. the first we send after entering patrol area; see above to understand what I mean). The military tend to be rather secretive, and they often hand out sensible information in a diluted way and at the last moment. Reasons for that are obvious. As a disciplinate U-boat commander we should be ready accepting it, even though it will make our patrols lesser predictable to us as well as to our enemy. - Every once in a while our orders should be cancelled (i.e. we are reassigned to another area and/or task) even before, or right after, we start our patrol to the originally designed area. This is simulating unpredictable changes to ubootwaffe's order of battle, or even the attempt by BdU to confuse the enemy, in case our previous orders have been intercepted somehow by the Allied intelligence Thank you mate! Hope to see you around more often! |
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07-11-15, 05:30 PM | #2258 |
Growing Old Disgracefully
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I was mentioning 48 hours, this was before I realized later that there is also 72 hour patrol grid areas as well.
The question is? How does one fit real time in to be able to play 72 hours gaming time without making a manual save? I only play in the evenings. I have to make a manual save before entering the grid reference. I then start again the next evening around 20.00 hours, and hope I can get to bed before 02.00 hours. Peter
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07-11-15, 05:44 PM | #2259 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Whatever as far as we have variety or, for what can be seen from the player, some degree of randomness. Quote:
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07-12-15, 03:17 AM | #2260 | |
Navy Seal
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I too am from a remote Scottish hotspot - Orkney |
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07-12-15, 06:41 AM | #2261 | |
Medic
Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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But here it is. My modest attempt to improve ingame representation of DCs and some other stuff: http://www.mediafire.com/download/s6...75q/SH5_DC.rar There are some realy nice 3d models on internet: http://www.3dcadbrowser.com/download.aspx?3dmodel=57827 http://www.steelnavy.com/Akizuki3D.htm http://www.turbosquid.com/FullPrevie....cfm/ID/906301 http://www.3dcadbrowser.com/download.aspx?3dmodel=10209 And a good reading about ASW in WWII in general(a lot of really great data): http://www.ibiblio.org/hyperwar/USN/rep/ASW-51/ Last edited by Oby; 07-12-15 at 07:12 AM. |
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07-12-15, 10:25 AM | #2262 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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yep very nice, but those models aren't royalty free, and anyway, they are a bit too "high poly" for our needs. Nonetheless there is some good visual information we can grasp from them. Bookmarked it! But I was rather thinking of a website listing allied depthcharges by model/nation/year of usage, preferably accompanied by schematics and main specs of each model. |
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07-12-15, 10:39 AM | #2263 |
Medic
Join Date: Jul 2007
Location: BH7853
Posts: 169
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Take a look at included screenshot(unidentified object wraped around DC)...I included both textured and nontextured versions...I didn't find any file that points to that anomaly... What can you say about that?
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07-12-15, 11:01 AM | #2264 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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I looked at the screenshots you are pointing me to, but I don't understand what they refer to... an UFO-launched DC?
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07-12-15, 11:35 AM | #2265 |
Medic
Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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The strangest thing about this DC model is that if you completely remove the DC_barrels.gr2 file from SH5/library folder, game will still render DCs as if nothing happened...Try it you'll see...
It would be easy to change texture or even remodel a DC, but there is something else outthere(a hiden secondary 3d model of DC with strange thing wrapped around it) which I can't find neither understand... Another good site(more specific): http://www.navweaps.com/Weapons/WAMBR_ASW.htm Hm, another question: Can I create an alpha texture for gr2 file to conceal parts of a model I don't wish to be seen? Last edited by Oby; 07-12-15 at 11:41 AM. |
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