SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
|
Thread Tools | Display Modes |
|
08-06-22, 11:57 AM | #1 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Quote:
Couple more points I noticed: - Availability of Turms: Turm2 is needed for installation of FuMO30 and Turm4 is needed for installation of 3,7cm Flak gun SK C/30U. The 3,7cm SK C/30 should be avilable on all IX-type boat as of 1941 and the FuMO30 should be available as of Q1/42 ... BUT as of when are the two Turms available? - Oxygen level in boat: From my observation, the Co2 level in a IX-type boat is about 3.4% after about 10 hours - definately time to surface and ventilating the boat. Is there any option to add O2 to the breating air in the boat, to extend the 10h time period? Many thanks!
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
|
08-06-22, 12:00 PM | #2 |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Manual Targeting
Is there a tutorial available for manual torpedo targeting in KSDIIAce?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
08-17-22, 11:25 AM | #3 | |
Sea Lord
|
Quote:
Turm4 is not needed to get a 3,7cm flak for type IX. The text is meant for Type VII. You should have 3,7cm flak already installed on your type IX |
|
08-19-22, 06:42 PM | #4 |
Swabbie
Join Date: Mar 2010
Location: italy
Posts: 10
Downloads: 224
Uploads: 0
|
game crashes when loading saves
why does the game crash when I load the saves?
I also read the instructions on when to save but crash anyway |
08-20-22, 02:25 PM | #5 |
Commander
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
|
Removing the marker floating above us
Is there a way to remove that? I don't like having it there. I know it doesn't impact the game but I'd like to get rid of it.
|
08-21-22, 04:29 AM | #6 |
Sea Lord
|
When you open JGSME you should see a mod called No UMARK. Activate it.
|
08-21-22, 03:29 PM | #7 |
Commander
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
|
|
08-22-22, 05:49 AM | #8 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Quote:
Did you overwrite the game saves? If yes, that might be the cause ...
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
|
08-22-22, 06:00 AM | #9 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Quote:
I'm not sure, we are talking about the same 3.7cm Flak gun though: I'm referring to the 3,7cm gun SK C/30U, which became standard on type IX boats as of 1941 onward, and was mounted on the aft upper deck (behind the Conning Tower). Since I am in Oct. 1942, it should be mounted on the IXD2 boat I have, but it is not. To improvise, I selected the 2cm/C30-Gun on the Conning Tower in the twin version. Perhaps, the note is referring to the 3.7cm automatic M42 (also, for type VII boats), which was available with the Turmumbau IV, as of 1944?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
|
08-24-22, 11:12 AM | #10 |
Swabbie
Join Date: Aug 2014
Posts: 12
Downloads: 25
Uploads: 0
|
I was just discussing my 3.7cm FlaK woes in the Dark Waters thread.
If I understand, both IXA and IXB should mount the single shot gun initially? The mount for the IXA is missing in DW but present here. I don't know enough to say about models, but I am interested and following your conversation as I become more and more attached to the Type IX. Also, what does the spotlight do? I can "fire" it, and it seems to be a flickering light. I'm not sure how I'm supposed to use it? To ask single merchants to stop, Neutrals to be inspected? Signal to other KM elements? It doesn't work great for illumination, which would be handy in the first winter of the war. Would it be possible to have the deck gun fire projectiles with tracer? I realize it may not be historical but it's the convention for other mods and with the resolution of SH4 and graphic fidelity, it's often the only way to see if my shots are going where intended. Just something to consider. Related, perhaps the 105mm gun is less effective than in other mods? I'm finding sinking even small vessels with hits below the waterline difficult, and one of the advantages of the Type IX is access to quiet waters with lone merchants where the deck gun can flourish. Is there a way to scale up the added UI elements? I can barely make out the new fuel gauges and so on, even though they are very immersive. Also, would it be possible to have mouseover text translating German elements to English and displaying numerical values? Finally, patrol objectives. Compared to DW/OM/FOTRSU I get the impression that patrolling around an objective is not enough to complete it. Is there also a tonnage requirement, and if so, can this be reconsidered? Many times I will be given a grid that sees hardly any traffic, especially in 1939, 40. |
08-25-22, 03:22 AM | #11 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Quote:
Hi, I'm just learing the game myself, KSDII that is ... haven't tried DW/OM, yet. Spot Light: I could never figure out how to operate the spotlight in KSDII. From what I gather, there are quite a view game options in there, that are left over from the original SH4 and just haven't been adapted to KSDII, i.e., they simply don't work ... and I believe the spotlight is one of those ... Deck gun: I find that ships sink much slower in general in KSDII, e.g., if compared to Sh3. For me, firing the deck gun manually, always works better, i.e., the fire is more accurate compared to letting the crew handle it. Historically, it did take some boats, sometimes up to 70 or more rounds of the deck gun, to finish off a already torpedoed steamer. UI Elements: I also find myself using a magnifying glass in front of the PC screen at times, in order to make out certain parts of that. For me, it is still manageable ... there are other parts to the game that for me need some "cleaing up", which I already touched on in some other posts in this thread ... Op.Orders: I also noticed, that in KSDII, one might receive a new primary or secondary patrol objective during the course of a patrol. From what I noticed just having completed one patrol to date, there also is no RTB option at any point during the patrol ... so, one has to actually RTB in order to finish the patrol ... upon arrival in base, the achievements of the patrol are tallied up and translated into renown etc.
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) Last edited by Kapitän; 08-25-22 at 04:18 AM. |
|
08-25-22, 07:20 AM | #12 | |
Swabbie
Join Date: Aug 2014
Posts: 12
Downloads: 25
Uploads: 0
|
Quote:
|
|
08-25-22, 07:28 AM | #13 | |
The Old Man
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
|
Quote:
To be honest, I'm not really sure where to place a crew member, in order to operate the spotlight ...
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
|
08-29-22, 07:15 PM | #14 |
Commander
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
|
I loved the look of Dark waters but could never get it to work.
|
Tags |
ksd ii, u-boat |
|
|