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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#766 |
Rear Admiral
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#767 |
Chief of the Boat
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The strange thing being...most people complain about the fact they get regularly spotted and the aim is too accurate.
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#768 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
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Then people do not know what a battleship can actually do.They are made for surface warfare and will bring a world of hurt on a low armored submarine and they are highly armored.I actually surfaced and tried to take on a flower class corvette.I was using the 20mm canon against whats listed below.We came right up to each other and at dead stop started pounding each other.I was taking out its small arms but never could expode the main 4incher.Finally I sank due to flooding.I think that surface gameplay should be violent and force the player down as fast as possible.
Armament:
The 40mm autocannon will shred a sub at 150rpm.The 20mm cannons at 450rpm will eat a sub like its paper....and the whopping 4incher will give that sub a new A$$..... |
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#769 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
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Here is a very realistic cannon and AA weapon mod.Just open sim.cfg and copy this over what is there already.Maybe some of you want this I do not know as it seems like many feel the enemy are too accurate already
![]() [AI Cannons] Max error angle=0.5 ;[deg] Max fire range=31000 ;[m] Max fire wait=5 ;[s] [AI AA guns] Max error angle=0.5 ;[deg] Max fire range=3500 ;[m] Max fire wait=1 ;[s] Now I fear the destroyers! ![]() Stay low,stay silent. ![]() Last edited by Wolfstriked; 07-09-11 at 07:29 PM. |
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#770 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#771 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#772 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
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Now I want top tweak some the scopes not getting noticed as much as I feel they should.I think its due to what I heard about the sensors of a boat being used one at a time.So when its pinging or listening there is no visual lookouts.I hope its not that. |
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#773 |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
Uploads: 1
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Hello!
After some time and trough extensive reading of the posts by other forum members I am pretty sure that I solved the CTD problem using MFM Beta mod. The breaktrough came when Bakkels suggested manually pasting different merchants into special folder that one can enable in the game via JGSME, and then chekc how many ships PC can handle. After extensive trial and error period I found the main reason for CTDs in my case. It was American ship skins. Now I only copy/paste British ships (I.e T01B, M01B) into "MFM-short" mod folder, and then simply copy the ship skin files in the original MFM Beta Roster folder into Roster (both american and British) folder in "MFM short". It works for American side too, with no problems. Do not forget to copy the ships names in important txt file. OK, so I do not have American skins, but I am after different ship types, that enhance GWX 3.0 even more. Slight drawback is the longer loading time, but be patient. Please, I do not take any credit for any of the mods above mentioned, I am just posting this to those who had problems using MFM Beta mod, and may find this experience useful.Thank you Bakkels for the initial idea. Good hunting! |
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#774 |
Watch
![]() Join Date: Jun 2011
Posts: 18
Downloads: 117
Uploads: 0
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I have a question about this great mod.
Does the sound fit well the new ships? I am learning to manual-sonar hunt, and I love it, hearing and counting RPMs. I am a bit worry about how possible would it be with this mod. Does the new ships use sounds from similar ships from the stock game? does it exist any chart for the speed/RPM of the new ships? Thank you very much. |
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#775 | |
Silent Hunter
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Unfortunately I don't have any chart like the one you described. |
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#776 |
Watch
![]() Join Date: Apr 2011
Location: Poland
Posts: 25
Downloads: 134
Uploads: 0
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For people want to play this mod, and for those that 4gb patch is not working, and for those that have 4 gb , 3gb ram (4gb patch still required) Do as following , for me it worked well and im happy to play this mod, without it it's not the same
![]() To enable the 3GB switch on Windows Vista, 7 1. Right-click Command Prompt in the Accessories program group of the Start menu. Click Run as Administrator. 2. At the command prompt, enter "bcdedit /set IncreaseUserVa 3072" 3. Restart the computer. To turn off the 3GB switch 1. Right-click on Command Prompt in the Accessories program group of the Start menu. Click Run as Administrator. 2. At the command prompt, enter "bcdedit /deletevalue IncreaseUserVa" 3. Restart the computer. Ad.2 If you have 3gb ram set a little lower value like 2560 |
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#777 |
Gunner
![]() Join Date: Apr 2010
Posts: 92
Downloads: 227
Uploads: 0
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Does it work with WAC?
I have CTD all the time. WarAceCampaign 4.1_final_FULL_XP WAC4.1 Fix MaGui F MaGui F FIX for WAC4.1 Supplement to V15F3 (JSGME) FM_NewInterior_V1.0 optional-Intro Screen for MaGui F Torpedo_HAHD_1024 Type VII Black-White-Grey MK1 |
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#778 |
Watch
![]() Join Date: Apr 2011
Location: Poland
Posts: 25
Downloads: 134
Uploads: 0
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I have no idea , no experience with wac
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#779 |
Eternal Patrol
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It should work with any supermod. What are your computer specs? The biggest problem with MFM is its size. A lot of computers (mine included) just can't handle it.
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“Never do anything you can't take back.” —Rocky Russo |
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#780 |
Chief of the Boat
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Agreed...those with OS W7 and 4GB + Ram Using the switch mod appear to have little or no problems.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
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