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06-02-08, 10:09 PM | #271 |
Captain
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thanks
my thanks
have a good night
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
06-05-08, 04:29 PM | #272 |
Captain
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Location: Costa Rica
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nice detail
If you handn´t noticed
THERE ARE CONVOYS IN MIDATLANTIC.... alarm... alarm... alarm as you all know its quite a travel from the Bay of Biscay to the east coast of the US.... but dont you leave the boats in auto and go fix yourself some grub... I did that last night and learned a lesson... escorted convoys out there... found some nasty corvettes and got shot up.. had to go back to france with a broken boat... so take notice, the safest route is not the shortest... go a bit to tue azores, stay out of the convoy routes, you are suppoused to sink amis in their coast.
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
06-05-08, 05:18 PM | #273 |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
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OM v200 Patch 6 Readme
All Patches are "ROLE-UPS" Installation instructions: If you have patch 1, 2, 3, 4 or 5 deinstall and install new patch 6 Patch 1 Corrected IXC/40 .upcge file to use the correct Conning Tower Patch 2 Corrected the following reported problem Type VIIC, IXB, IXC, & IXC/40 did not have corrected "shipwakes" Patch 3 Added Type VII interior Patch 4 Corrected “huge” save file issue with TypeVIIC Corrected “Flak Gun” upgrades for IXB / IXC / VIIC / IXC40 Patch 5 Corrected ASW loadout to correct entries for the following ships Town Tribal Flower Adjusted the MinSurface value for AirB_Visual / AirS_Visual so they are less sensitive. Patch 6 Added Type XIV Milch Cow Uboat. This Uboat is based on the original NSS_Uboat9b4 from HT147 by Rubini & Scirč. The actual mod work is by Sergbuto. This changes is an attempt to correct this problem http://www.subsim.com/radioroom/showthread.php?t=137481 Adjusted the sailor manning the DC Racks on Allied units to US vice IJN. Adjusted the texture of the depth charges Type VII Interior Credit: Xantrokoles: Urfisch (for initiating this project) NYGM (basis of these mods) OakGroove (Bordinstrumente Mod) JonZ and Marhkimov (tweaks to Bordinstrumente) Reece (for providing the major clue to make these mods JSGME compatible) Mikhayl, he give me lots of tips go to first post for download link |
06-05-08, 11:30 PM | #274 |
Captain
Join Date: Jan 2002
Location: Costa Rica
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any way to disable enter keys?
Lurker
can you program a small fix in order to disable keyboard firing of the torps.... I have wasted a lot of torps when engagin time compresion due to the keypad enter firing eels... maybe leave on just the scope and UZO buttons? anyone else have this problem?
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
06-06-08, 03:42 AM | #275 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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torp
happens all the time, when I have a saved game I usually load it up.. hate to waste those torps...
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06-06-08, 08:49 AM | #276 |
Seasoned Skipper
Join Date: Jan 2008
Location: Germany
Posts: 659
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I got some new news from the VIIC.
-Red lights at night in the interior. -halo lights in the interior. -conning dials working. -added an unified render controller for sun reflections (not as good as the IXD2 with uv maps, but better than before) opotional: (in agreement with Lurker) -new textures (less rust, grey deck, more similar with the real ones) -VIIC 'Flakfalle' or 'Flakboot' or 'U-Flak' with historical dates completely payable -WIP:VIIB completely payable -WIP:IX connings fitting to the stock IXD2 for more result and quality -WIP: 88mm deck gun I have to say that not all of the named things are ready. Maybe Lurker can tell me in which things he is interrested.
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06-06-08, 02:35 PM | #277 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
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Quote:
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06-07-08, 03:00 AM | #278 | |
Seasoned Skipper
Join Date: Jan 2008
Location: Germany
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Quote:
I will make everything ready then. I guess some things will take time. Good hunt
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06-07-08, 04:08 PM | #279 |
Grey Wolf
Join Date: Jul 2007
Posts: 808
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06-07-08, 04:32 PM | #280 | |
Grey Wolf
Join Date: Jul 2007
Posts: 808
Downloads: 107
Uploads: 3
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06-07-08, 06:17 PM | #281 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
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Quote:
I'm "unable" to recreate your problem. You mind telling me under what conditions this problem "happen" All test conducted on stock 1.5 plus OM v200 plus patch 6 |
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06-07-08, 06:25 PM | #282 |
Grey Wolf
Join Date: Jul 2007
Posts: 808
Downloads: 107
Uploads: 3
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invisible conning tower
It only occurs when the U-boat is submerged, it happens because of the way the SH3 conning .dat is arranged. It will happen in any conditions.
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06-07-08, 06:30 PM | #283 | |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
What other mods due you have installed ? As I said in my "last" post I'm unable to "recreate" your posted problem. |
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06-07-08, 06:34 PM | #284 |
Grey Wolf
Join Date: Jul 2007
Posts: 808
Downloads: 107
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Trigger Maru 1.5B, TMO enable U-boat V4, and various texture mods. I tried it on my stock 1.5 install and still got the problem though.
EDIT- Do you have transparent water on? That's the only way you can see it. |
06-07-08, 06:39 PM | #285 | |||
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Quote:
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I just look at the graphic settings and the is no "transparent water" water setting. Last edited by lurker_hlb3; 06-07-08 at 06:57 PM. |
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