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View Full Version : Kilo and Akula active sonar need work.


JoeL_221
07-07-05, 01:49 PM
Is it possible that the range error of the SS-N-27 ASW was intentional by SA as a play balance device and by modding it, you are disrupting the game play between the SW and the Akula. If you look at the specs for the weapon, it looks to be designed exactly to give the Akula a weapon to use against the SW. In multiplay, you need to tell the other players if you're using an update not sanctioned by SA.

Dan Padnos
07-07-05, 02:25 PM
lol i know ruoughly how the real stuff works just cant get the dam things to work in the game

The Stallion or all subrocs?

Having no trouble at all with the Klub... Neither with the stallion, but I'm using it very rarely.

Kapitan
07-07-05, 02:26 PM
i prefer not to use stallion if i fire it the thing normaly gives away my position easily the other missiles SS-N-27 are easy to fire load them in tubes and select target

mike_espo
07-09-05, 06:55 PM
I drive the Kilo all the time. Never had any problems with the MGK 400 active sonar. :know: The problem lies with the Broadband passive array....too sensitive...... :nope:

probably will be corrected in the patch..... :up:

Snakeeyes
07-10-05, 06:18 AM
Do you play with finiteless' sonar realism patch?

mike_espo
07-10-05, 09:31 AM
Do you play with finiteless' sonar realism patch?

No. I also don't play online. I can't join games on HL for some reason :cry:

Snakeeyes
07-10-05, 10:19 AM
No worries! I don't play multiplayer either.

Nexus7
07-11-05, 06:13 AM
in what circumstance would you have a treath sub at 1.5 nm? :D