SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-21-12, 12:33 PM | #856 | |
Ace of the Deep
|
I use it for looking at pretty explosions... And that is it.
Quote:
I enjoy the ability to use voice for all the commands - gives a huge bost to immersion |
|
11-21-12, 08:05 PM | #857 |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
|
11-22-12, 02:07 AM | #858 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
after i enabled all sober mode list my uboat engine doesent stop any1 have a solution ?
at surface both propeler stop underwater only the left one stop Last edited by hitmanuw; 11-22-12 at 03:44 AM. Reason: update |
11-23-12, 06:11 PM | #859 |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
I thought exactly like you. I used days but it was worth it. not all in one day.reached an issue( like where to path optionviewer etc) asked in forum and continued next day. Suddenly I was all done.
|
11-23-12, 06:20 PM | #860 |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
Asking again if anyone knows about the issue that when in waves the game think sub is submerged below 6 m and I get stuff like Normal sweep/standard propulsion in message box. The most irritating is if I m flanking and I ve asked for no recharge. then it dips into a wave and starts recharging when popping up again. should also be able to ask for nearest visual even if running decks awash. where is that limit around 6 m set? I don t think hydro is very effective in a wave either so an 8 or 9 m limit for it to work at all would be fine. I ve patched for decks awash so it s not as irritating as before when crew disappeared and electric engines started
|
11-23-12, 06:27 PM | #861 |
Ocean Warrior
|
Try to look into options of OptionsFileEditorViewer..
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
11-23-12, 06:43 PM | #862 |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
Thx mate but I cant find anything there. Maybe it s not supposed to be fiddled with. I try to find some old mod that change settings where hydro started to work. I can at least solve that part then.
edit :it was beasts equip mod found this in docs: Revision History: 04/06/2011 Change GDG Hydrophone Min depth from 0 to -5 Meters 04/06/2011 Change KDB Hydrophone Min depth from 0 to -8 Meters I ll look through the modded files edit 2: no luck.And now the other thing. Trying to get a celestial fix but "unable due to submerging" I m not submerged dam it. oh well I guess it was more or less impossible in high seas anyway Last edited by Husksubsky; 11-23-12 at 10:11 PM. |
11-23-12, 11:28 PM | #863 |
Ace of the deep .
|
No celestial fix in hevy seas
|
11-24-12, 02:14 PM | #864 |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
|
|
11-24-12, 02:21 PM | #865 |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
Grr you do this on purpose! hahaha I admit thees a point but I worked around it by setting tc to 64 wich also increases surface speed. No prob with that for the merchants also keep top speed although seas are heavy. The constant changing from no charge to charge is something else.
|
11-24-12, 04:48 PM | #866 | |
Ace of the Deep
|
Quote:
|
|
11-24-12, 06:17 PM | #867 | |
XO
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
Quote:
Another thing I think about is the co2 level I read here http://wiki.answers.com/Q/How_long_c...ay_under_water that a vII could stay submerged 24 hours. I m at scapa now and no way I can stay that long under lethal values unless we change the values from % to 0/00. new link http://wiki.answers.com/Q/How_much_c...take_is_lethal Well I ve had my crew rocking way above that luckily since lethal values is reached very fast. So I think 0/00 or maybe percent of lethal value.. |
|
11-24-12, 11:22 PM | #868 |
Planesman
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
|
Mag Detonators
Will Mag detonators work with Sober's Mod list as is, or do I need to add "Magnetic Detonators 4m by TDW"??
My current mod list is in my signature. Mag Detonators don't seem to be working for me.
__________________
My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA |
11-25-12, 05:23 AM | #869 |
Watch
Join Date: Nov 2008
Location: Torino - ITALY
Posts: 30
Downloads: 19
Uploads: 0
|
Could the patcher work with a modified exe that don't need internet connection to run the game?
Atm I think to install SH5 in my laptop because I'll go out for work for a fortnight but I haven't an internet connection now and I'm not sure if I could get a line there (and moreover I don't like to subscribe a contract for so few time)! |
11-25-12, 08:00 AM | #870 |
Seasoned Skipper
Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 567
Uploads: 0
|
Hello walter solito.
The patcher will work with all original non steam versions exe files 1.2.0. Try to bring the Uplay-Launcher to offline mode after the first login. >Install game. Patch to 1.2.0 >Start the game via Uplay with a working internet connection. >Uplay > Settings > Force offline mode. >Play the game without internet. >Patch the executable with TDWs patcher. Regards. Echolot. |
|
|