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09-02-22, 12:18 PM | #481 |
Navy Seal
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Added this beauty from VonDos, and revised the german heavy warships present in Brest harbor with correct dates
(means new career for next update unfortunately) Now i'm trying to fix minefields (mine can't be seen above water) & revision of all minefields... EDIT: haha, solved the bug, now we can see mines under and above water! ...depending the height settings of course. When the minefield revision will be done, beware the mines!! I think Stiebler set the mines a bit to deep and density a bit to low… I will revise this. At some places (near harbors) you should even see some of them now…
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Last edited by Fifi; 09-02-22 at 12:59 PM. |
09-03-22, 07:02 AM | #482 |
Chief
Join Date: Nov 2020
Posts: 320
Downloads: 17
Uploads: 0
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Museum loading time - 13 min
Campaign loading time - more than 15 min. My computer is too old for this... |
09-03-22, 07:41 AM | #483 | |
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Quote:
What kind of pc do you have? For others megamods should be even more!!
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09-03-22, 09:45 AM | #484 |
Chief
Join Date: Nov 2020
Posts: 320
Downloads: 17
Uploads: 0
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09-03-22, 12:27 PM | #485 |
Navy Seal
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Minefield & antisub net revision is finished…
Have slightly increased density of mines in Atlantic (it was set on 1! now set on 13) No wonder we almost never encountered one Now they are visible on surface (when set on surface, mainly close to harbors cause no depth) In Med & Black Sea, density is same as GWX (50 from memory!) Some harbors exit/entrance are … well you’ll see! Follow closely the buoys! (Or the escort) Tested a hit on U Boat… heavy flooding, hull to 27%… so only one chance for us Subnets are new 3D models, more accurate to me. Voilà voilà
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09-04-22, 06:37 AM | #486 |
Navy Seal
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Currently adding some life over the Atlantic, along America (north & south)…
Some harbors were missing, and the ones existing had poor protection. Interesting for the type IX players! Speaking of type IX, I will probably release also an add-on mod for those playing from Bordeaux to Indian Ocean … but lot of work still
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09-04-22, 07:47 PM | #487 |
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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Fifi, I forgot to ask you this:
Is it possible you post a list of keys combinations for the commands? I mean, for example: Crew on Deck Up/Down Radars Up/Down Flag Up/Down and so on... It would be very helpful. Thanks a lot in advance...
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09-05-22, 12:50 AM | #488 | |
Navy Seal
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Shift D = crew on deck (and Ctrl D = inverse) Shift F = flag up Shift V = DF antenna up Shift H = hatch open (when weapon officer in slot) Shift R = radar up Shift U = UZO up X = toggle snorkel up down From memory it is noticed in the F1 menu…
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09-05-22, 11:08 AM | #489 |
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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Thanks a lot Fifi!!!
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09-06-22, 09:11 AM | #490 |
Navy Seal
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While at the campaign files, i added the queen Mary from VonDos, and his presence in the seas
(Was not present in NYGM)
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09-06-22, 10:08 AM | #491 | |
Grey Wolf
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Nice target.
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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09-07-22, 05:25 AM | #492 |
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Added some sub chasers patrols (East Shetland - South Feroes) with this deadly beauty:
Don't mess with them... very good agility and skills!
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09-08-22, 12:35 PM | #493 |
Navy Seal
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Added nice secondary explosions to fire big & small
(And minors adjustments to materials.dat & particules.dat) Currently trying to fix the instantaneous disappearing fire smoke when ship is sinking … unsuccessfully yet.
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09-09-22, 08:38 AM | #494 | |
Navy Seal
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Was an incompatibility with a TDW mod inside NYGM …
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09-10-22, 05:20 AM | #495 |
Navy Seal
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Update
Update:
I think next update will be released around September 25th… Have some tests to finish, and lost part of my work… have to re do it… argg Then some holidays for a week… that’ s why…
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