SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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06-18-22, 08:15 AM | #1 |
Sea Lord
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06-20-22, 05:27 AM | #2 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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Quote:
Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?
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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) |
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06-20-22, 07:38 AM | #3 |
Sea Lord
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06-20-22, 10:04 AM | #4 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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Quote:
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?
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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) |
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06-20-22, 10:17 AM | #5 |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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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?
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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) |
06-20-22, 11:25 AM | #6 | |
Sea Lord
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Quote:
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. |
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06-20-22, 01:14 PM | #7 |
Watch
Join Date: Jul 2018
Location: FRANCE at Montpellier
Posts: 21
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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 ...
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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. |
06-22-22, 09:55 AM | #8 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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Quote:
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) |
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06-20-22, 11:18 AM | #9 |
Sea Lord
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Tags |
ksd ii, u-boat |
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