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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
08-12-2007, 01:35 PM
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#46 |
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Grey Wolf
![]() Join Date: Mar 2001
Location: Carol Stream, IL
Posts: 805
Downloads: 128
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Thanks for all your efforts, WernerSoper.
D/l working now.
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08-12-2007, 01:51 PM
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#47 |
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Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 0
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YAY! way to go
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08-12-2007, 02:02 PM
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#48 |
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Torpedoman
![]() Join Date: Apr 2005
Location: Central Connecticut
Posts: 113
Downloads: 0
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Many many thanks Werner. Now take a break, at least for a little while.
__________________
Dual core 2.8 Ghz HP Media Center running XP pro 2 Gb mem ATI X1650 w/512 Mb mem Realtek High Definition Audio |
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08-12-2007, 02:13 PM
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#49 |
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Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,150
Downloads: 19
Uploads: 7
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Yeeeeeeeeeeehah! It's Christmas again! Muchos thanko!
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08-12-2007, 02:17 PM
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#50 |
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Mariner
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Nice work WS
RDP
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08-12-2007, 02:25 PM
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#51 |
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Weps
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 374
Downloads: 194
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Downloaded correct file.... works just fine....
Now!.....we got the REAL deal! Thanks WS...hope you get your t-shirt, real soon |
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08-12-2007, 02:47 PM
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#52 |
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Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,050
Downloads: 8
Uploads: 2
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Very nicely done.
I did the sample mission, and had a very wide variety of sinking. The CA went down with 1 fish, the CV took a few. I let the BB sit for a day with 2 holes, she had a heavy list but went on---I bet in rougher seas she might have sunk, actually. Werner, in your experiments, do you find that the crew quality matters? You'd think a higher AI skill might = better damage control, but I don't know if that is the case or not, I've never tested. BTW, what exact changes were made to torpedo.sim? I'd like to incorporate them into the hardcore torpedo mod, it's just too easy without a 70% failure rate, lol EDIT: I keep forgetting I have the coolest tool in the world now, S3D! Is the -3000 impulse the only change? tater |
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08-12-2007, 02:49 PM
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#53 | |
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Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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Quote:
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08-12-2007, 02:51 PM
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#54 |
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Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,050
Downloads: 8
Uploads: 2
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I realized a dumb question after I asked, lol.
BTW:
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08-12-2007, 04:09 PM
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#55 |
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Buick Driver
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Ok, I got the files. I have a choice of two to use. Classic and Light. What is the difference?
__________________
Be alert. The world needs more alerts. |
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08-12-2007, 05:01 PM
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#56 |
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Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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35% faster sink rates in light version. Well read the readme :-).
Anyway the sinking rates are also increased in classic version if you compare it to 2.6 |
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08-12-2007, 05:27 PM
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#57 |
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A-ganger
![]() Join Date: Apr 2007
Location: Valrico, Florida
Posts: 71
Downloads: 15
Uploads: 0
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WOW!
Great piece of work. Thank you! |
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08-12-2007, 07:03 PM
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#58 | |
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Buick Driver
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Quote:
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Be alert. The world needs more alerts. |
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08-12-2007, 07:42 PM
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#59 |
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Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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yes. faster meaning they will flood faster but the damage system remains.
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08-12-2007, 08:30 PM
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#60 |
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Buick Driver
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Great! This is the one I selected. Let see how it goes and many thanks for working on this mod. Nice realistic addition.
__________________
Be alert. The world needs more alerts. |
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