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09-24-10, 07:28 AM | #841 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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At the time of having problems I was using the VIIC 41, wonder if that had anything to do with it? I tried re-installing the mod even downloaded it again during the time but with the same results, as soon as I deleted that file and re enabled the mod is the only way I could get my hydrophone listening again. The hydrophone would work fine when I would jump on it and listen but not with my operator listening before deleting it.
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09-24-10, 07:29 AM | #842 | |
Black Magic
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09-24-10, 08:28 AM | #843 | |
Grey Wolf
Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Quote:
+ Merchants react when uboat is detected by escort, I use max speed and run into convoy at periscope depth (to see unit localization / map update). When I use no speed or small flank I was detected and sunk very fast. But with hi-speed and evade the enemy escort cannot find me and cannot prepare successful (or other) attack. Three missions are available here, install by JSGME: Small convoy (8 merch) with 5 DD / middle war equipment 1) All units competent level 2) All units elite level 3) All units elite level for multiplayer mode (2 players) http://www.filefront.com/17316020/Military_convoy.zip
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Last edited by PL_Andrev; 09-24-10 at 08:40 AM. |
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09-24-10, 08:43 AM | #844 | |
Black Magic
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09-24-10, 08:56 AM | #845 | |
Ace of the deep .
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09-24-10, 09:33 AM | #846 |
Watch
Join Date: Apr 2005
Posts: 25
Downloads: 192
Uploads: 0
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09-24-10, 09:55 AM | #847 | |
Black Magic
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Quote:
The second screenshot I see a problem: the commander is trying to set a tactic but it's being overrun by the TerminateOperationComm tactic. I see why the TerminateOperationComm is being set - it's unable to continue the current tactic (CanContinueCurrentTactic == 0). How many ships were in this group? Any of them merchants? I can't see exactly which tactic the commander was trying to set in the second screenshot. This could potentially cause a bad bug. |
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09-24-10, 10:21 AM | #848 |
Watch
Join Date: Apr 2005
Posts: 25
Downloads: 192
Uploads: 0
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Looking at it there are 5 DDs and 8 merchants in 1 group. It is pretty good as the merchants veer off and normally 3 or 4 DDs attack and keep me down and inflict damage. If they dropped on every run it would be even better!
Uploaded with ImageShack.us This one dropped |
09-24-10, 10:47 AM | #849 |
Swabbie
Join Date: Mar 2010
Posts: 7
Downloads: 35
Uploads: 0
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Hello Guys,
the behaviour of the escorts is what i was looking for!! good Job !!! they detect me and start to attack, even if i go to 190 m deep. They throw a lot of DC but none of them ever hurt me Is it possible to increase the accuracy of the DD throwing DC ?? I even increased the HP and the max Radius of the DC (DC-barrels sim , Zon ...) but im still not really afraid of the DD |
09-24-10, 11:00 AM | #850 | |
Black Magic
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09-24-10, 11:16 AM | #851 |
Swabbie
Join Date: Mar 2010
Posts: 7
Downloads: 35
Uploads: 0
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DC Barrels.sim :
ammun_Deptcharge --> explosion_ range increased to 90 explosion_impulse increased to 2100 DC Barrels.zon : ammo Damage info --> MaxEF to 90 MaxRadius to 50 DC_X_H.zon : ammun_Deptcharge --> explosion range to 90 explosion impulse to 2000 hope thin informations are useful |
09-24-10, 11:43 AM | #852 |
Black Magic
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here are all the DCs used in game:
DCs used by ships: YGun_Mk9 (A37045D30F9BBF28) uses: A294330B0BC0EE13 - found in DC_barrels.sim Airborne_DC (CC38CCAD564754C5) found in guns_radars_01 DCRack_Mk9 (122D0A1E978137EE) uses: A294330B0BC0EE13 - found in DC_barrels.sim KGun_Mk9 (31B84DE8D21A095C) uses: A294330B0BC0EE13 - found in DC_barrels.sim Hhog (4588AA716FFAB05B) uses: E194621AC35D377B - found in DC_X_H.zon YGun (67FC49500C425900) uses: E43032E245CE51DD - found in DC_barrels.sim DCRack (D687FCC130542A7B) uses: E43032E245CE51DD - found in DC_barrels.sim KGun (F591EAC4B3374B00) uses: E43032E245CE51DD - found in DC_barrels.sim the hex numbers are read from the hex editor and thus are backwards you need to be adjusting the minradius and maxradius not the ones you have adjusted |
09-24-10, 12:58 PM | #853 |
Swabbie
Join Date: Mar 2010
Posts: 7
Downloads: 35
Uploads: 0
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hmm,
I don`t know which programm to use to find and change this items im using skwas silent hunter editor... Last edited by Hunter990s; 09-24-10 at 01:02 PM. Reason: oh and yes, im a "moddig noob" |
09-24-10, 01:16 PM | #854 |
Black Magic
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not familiar with skwas's tool so I can't be much help. The hex IDs I have given you probably need to be reversed to be used in his tool. Or you can use a hex editor and adjust them (the best tool you'll ever use!)
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09-24-10, 01:50 PM | #855 |
Helmsman
Join Date: Dec 2003
Posts: 109
Downloads: 328
Uploads: 0
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ahoy TheDarkWraith
keep up the good work just downloaded your last update 026 great work lots of dc attacks lots of damage to sub all compartments flooding even got the torpedo room and the sonar room and even the kitchen got flooded,another leap forward for sh5,this was one of the great things about sh3 trying too control flooding !"a game within a game" water did actually pass over the kitchen and sleeping quarters .so is it possible too mod the water to rise over doorways this then might put the hatch doors to good use ,anyway it looks like you are heading in the right direction keep it up BTW also tried the fx update0.3 another awesome mod cheers for now |
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