SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-18-22, 08:15 AM   #1
Niume
Sea Lord
 
Join Date: Sep 2015
Location: Lithuania
Posts: 1,633
Downloads: 499
Uploads: 2


Default

Quote:
Originally Posted by zeus View Post
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

__________________


GLORY TO UKRAINE!


[ENG] SH 4 KSD II Ace Edition
Niume is offline   Reply With Quote
Old 06-20-22, 05:27 AM   #2
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by Niume View Post
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button


Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 06-20-22, 07:38 AM   #3
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,672
Downloads: 817
Uploads: 0


Icon14

Quote:
Originally Posted by Kapitän View Post
Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?

Yes this one and a mod that allows that...

KSDII_New_interface 1.4.1 Viscontact under the periscope
Kal_Maximus_U669 is offline   Reply With Quote
Old 06-20-22, 10:04 AM   #4
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by Kal_Maximus_U669 View Post

Yes this one and a mod that allows that...

KSDII_New_interface 1.4.1 Viscontact under the periscope

Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 06-20-22, 10:17 AM   #5
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 06-20-22, 11:25 AM   #6
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,672
Downloads: 817
Uploads: 0


Default

Quote:
Originally Posted by Kapitän View Post
On the TDC (F6) view, it seems that the only Torpedo Tool bar showing per default is the Torpedo Firing panel in the top left corner, with the individual tubes showing which toprdeoes are in it below that.

All other TDC panels (3) have to be added by clicking the respective tool bar on the bottom of the screen, i.e., FaT/LuT gyro; Torpedo setttings.

I'm basically fine with that ... only downside to this is, that they can't be locked in this view, which means, when one changes the view to another station and returns to the TDC view (F6), the Torpedo Tool panels are gone again.

Is this in fact the way it has been setup in the game?
Kapitan

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week...

Last edited by Kal_Maximus_U669; 06-20-22 at 11:34 AM.
Kal_Maximus_U669 is offline   Reply With Quote
Old 06-20-22, 01:14 PM   #7
AMZ
Watch
 
AMZ's Avatar
 
Join Date: Jul 2018
Location: FRANCE at Montpellier
Posts: 21
Downloads: 58
Uploads: 0
Default

Thank you for your reply I want to tell you that you have done a very good job. I think you have a rough diamond in your hands, it deserves to shine.



1 - missions are not deleted, but they are not declared in the Campaign.cfg. Not only do they not appear in SinglesMissions games, but they are also non-existent in Careers.



2 - Thanks, for considering inertia as an optional Mod.



3 - Some complain about the wakes on the surface, I suppose that these are ships imported directly from SH III without transcription for SH4, probably by your predecessors.



To relieve you, according to our capacities, you could ask to analyze and correct punctually and precisely specific files. you could then focus on the essentials.


As an example, I offer you a little thing mentioned here: https://www.subsim.com/radioroom/sho...&postcount=188

as an example I suggest you replace the Euroliner.dat 2545 KB file with the Euroliner - AMZ.dat 1284 KB file in the Data/Sea/NPL_Conte_Verde folder. It will be necessary to rename the latter Euroliner.dat.
The latter is less heavy and looks better, because I removed the Platform textures from SHIII, and I assigned to this 3D the existing textures for the ship. If this interests you...



Cordially ...
__________________
On peut braver les lois humaines mais non résister aux lois de la nature.
Vingt mille lieues sous les mers (1869) - Jules Verne

Last edited by AMZ; 06-21-22 at 12:31 AM.
AMZ is offline   Reply With Quote
Old 06-22-22, 09:55 AM   #8
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by Kal_Maximus_U669 View Post
Kapitan

I can't answer you because I haven't installed the mod... so I haven't tried long enough on the version you're using...
on the other hand I prefer the original work of "Luckner" I have already said it...!!!
I didn't install.. I don't have time... to edit it for the moment... I'll see at the end of the week...
Hi Kal_Maximus_U669,

I'm not sure I follow: What is the 'original work of "Luckner"', you're refering to?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 06-20-22, 11:18 AM   #9
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,672
Downloads: 817
Uploads: 0


Default

Quote:
Originally Posted by Kapitän View Post
Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?
yes it seems that Niume includes it if I understood correctly...
Kal_Maximus_U669 is offline   Reply With Quote
Reply

Tags
ksd ii, u-boat


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:36 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.