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11-03-21, 12:58 PM | #1 |
Grey Wolf
Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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Hi again Niume, thanks a lot for the answer.
Okay, i got the message about explosions, I'll wait to see how they behave during missions. Regarding the WP commands, they are present in the Commands.cfg file, the section that lists the WP commands. I remember they were useful in SH3, as a middle option between full manual targeting and automatic targeting (some sort of mild cheat when playing manual targeting, without activating the auto targeting). I also remember it had the respective buttons in the SH3 interface, but not 100% sure about that, as i haven't played SH3 in ages. [Cmd344] Name=WP_Solution_to_target Ctxt=1 MnID=0x3F130003 Str=1074 [Cmd345] Name=WP_Fire_torpedo Ctxt=1 MnID=0x3F130004 [Cmd346] Name=WP_Compute_solution Ctxt=1 Str=1076 As for the sub damage model, do you think something can be done regarding the underwater collisions I mentioned earlier? Just indicate me the file to edit and i'll try to do it myself, don't want to bother you with this if you don't feel like it. Thanks again, pal, and all the best |
11-15-21, 10:20 AM | #2 | |
Sea Lord
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11-18-21, 02:58 PM | #3 |
Sea Lord
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If everything goes to according to plan patch 1.2 should be released this weekend or Monday.
Changelog Reworked mission order flags Reworked early war torpedo dud rates More randomized ship routes Bold decoys now appear earlier in the war, the twin flak gun will appear much later according to historical information 1942-10-01 Resupply ships and resupply uboats now are displayed on the map. Changes to allied air bases Snorkel smoke effect for non rwr snorkels(maybe in the future the RWR will be also included) Improved blow ballast sound and crash dive Wilhelmshaven port optimization Tweaked airbases Renamed VII to VIIA bases in which flotillas are based in are showed in Campaign start screen Last edited by Niume; 11-18-21 at 03:33 PM. |
11-25-21, 03:23 PM | #4 |
Sea Lord
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The full game download link has been updated. It has all the latest patches.
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12-27-21, 04:55 PM | #5 |
Swabbie
Join Date: Mar 2012
Posts: 6
Downloads: 16
Uploads: 0
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complete objective
Hello, I have similar problem that DEX had...I am in 7th Flotilla, Kiel, U-13 type IIB first patrol in aug/sept 1939...I am in operation area for few days and cannot complete the objective, I sunk one ship and I cannot sink more, because I spent all my torpedoes (2 were hits, 2 were duds, last one was miss or dud)...thank you for advice in forward.
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12-28-21, 12:34 AM | #6 |
Admiral
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Re: KSD II: Ace v1.2.1
Just dropped a download on the new version & have to say...
Mein Gott... she is a beaut... Just a few queries & I'll hope you'll not take them as criticisms... but, rather suggestions for just a bit of tweaking & improving the... experience. For starters... U boat diving, In SH3... when your sub begins its plunge beneath the water... is more... fluid &... natural feel & look. Bow digs in deep & the stern is last to slip beneath/ It stays that way until it nears the ordered dive depth, where it dips a meter or so, deeper then levels & slowly on an even keel rises to level off at that depth. If possible, see of some tweaking in that to do that... I would but have no idea where to even begin. Just a suggested improvement. Cam view (Interior, control room cam, that is... ), would also bene, from a bit of adjustment to follow the dive movement, as well. Watched the whole dive while in the sub school: nav training... so wasn't able to observe doing a crash dive, but... probably wouldn't hurt to see if that, as well, couldn't be tweaked a bit, too. Was used to the f9 taking 1, to the sonar/radio area on board the boat... but... when I tried that key out... instead of taking Me there, it slammed Me to being at the attack scope. Any possible insight into, how to go about changing it to where you go to the sonar/radio instead... Clicking on the area that led into the conning tower, used to take you into that area... yet won't now. As with the sonar/radio above... any insights into making it where you can again, there as well. Did a new... intro (well, more of copy/dropping, really... ) the 1 from 1Alex's GWX mod set, a copy/drop of the back1 from GWX's das boot menu & the music master menu loop, into a jsgme ready folder & giving it a das boot feel with the menu. That jsgme ready mod folder, also includes the DBSM & fix set for SH4... with a few tweaks that I worked out, carefully combing through various sound mods & gene splicing til I was satisfied... Still, have some others that I need to go through & see of if they are worth adding into the mix. But, that parts for later on. Everything to do with the last, is for giving a "in depth, feel as though you're there" in Das Boot... With the tweaks I did for the intro, back1 vid & master menu loop... loving the look & sound of it. If any would like a more... in depth mapping of what I did for that part, will be glad to answer any questions on that aspect. End query. M. M.
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Last edited by Mad Mardigan; 12-28-21 at 04:19 PM. |
12-29-21, 10:31 AM | #7 | |
Sea Lord
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12-28-21, 04:02 AM | #8 | |
Samurai Navy
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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You can RTB, there should be no reprimands for not having passed the objective. |
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12-28-21, 05:34 AM | #9 |
Swabbie
Join Date: Mar 2012
Posts: 6
Downloads: 16
Uploads: 0
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02-08-22, 07:42 AM | #10 |
Swabbie
Join Date: Mar 2001
Location: Slovenia
Posts: 10
Downloads: 30
Uploads: 0
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Hello, Niume!
Just stumbled across this mod, downloaded and installed. I got into SH4 only recently so I'm a bit lost as to why the game would not start, at all. Tried some compatibility options but no success... I'd be grateuful for any help and sorry if this has been asked before... Regards, Jure
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SUB COMMAND HQ |
02-08-22, 11:40 AM | #11 | |
Sea Lord
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D:\KSDII_Ace_Edition |
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Tags |
ksd ii, u-boat |
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