安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






This leads to a discord conversation where darkraven read the properties of the maintenance buff effect. I use a scuffed merge of mods but if you get back to modding maybe this can help further adjust the torpedo failure rate? Hope it's useful
Unless I'm missing something.
Also could you put the torpedo prices fror your other mod to this one?
TY very much for this excellent MOD.
Skipper mod + no map contact + this mod, give you a real taste of the real expericence of Uboat commanders.
Now you REALLY want improved fuses ^^
On main target, when HQ designate one, you better use a full salvo of 4 to ensure the destruction in one shot.
And then, you have 1 full hour of reload.
This change lot of things in strategy and tactics.
You need even more anticipation in your attack.
Great job, a must have, thank you very much.
This game is really much more advanced than any historical WWII subsim now.
While I want the base dud chance to cover circle runners, failure to maintain depth, failure to maintain course, actual duds... I have to leave a margin in there for calculation error misses. I have a number 17% that are documented as misses, and 13% where the results were not noticed... We know that they weren't a hit, but we don't know the exact reason why. I would like to think that at least half of that could be because of human error...
Early War with Pi1 pistols really looking for 5-6 duds per 14, 4-5 Duds once Pi1.1 comes out, 3-4 Duds with Pi2, and 2-3 duds with Pi3 or better.
If you are above Periscope depth and the Sea state is 8 knot winds or higher and you attempt to load a torpedo, your torpedo mechanic would initiate dialogue that the conditions are dangerous to attempt loading torpedoes at this time and recommend you dive the boat before loading. If you choose to load torpedoes anyways there would be a 50% chance of crew member is injured in the process, if you choose to listen to his advice he would begin loading once you have dived below periscope depth. We're also need a check on the loading torpedoes action for if you came back above Periscope depth while the torpedoes were being loaded.
Could also have another dialogue event for the deck gun in unsafe weather, with chances of a sailor being washed overboard.
Anyway that was the first ship that's ever taken two eels to finish which is good.
2nd one was a C3, Fired five eels in total, 3 duds and it took 2 to sink here, she took a while to go down as well which was cool.
I'l know more after sinking a few more but first impressions are promising. Like the longer reload times as well.
https://www.youtube.com/shorts/JX1ymfFbHVs
Awesome that you! Maybe put that in the description?
Will do, I should have thought of that, thank you.
The manifest file is the problem. This means the mod will not load and the data sheets will not be converted.
If you remove the description from the file, the mod will be loaded.