View Full Version : Running aground and time acceleration
Brausepaul
11-27-07, 03:12 PM
Hi,
I noticed that time acceleration doesn't set itself to 1x if the boat runs aground or hits the ocean floor. Is there a way to tweak this somehow by fiddling with one of the moddable files?
It's always best to examine your waypoint routing very closely when in the shallows to make sure you've not intercepted any thing you can not sail through before hitting the TC ...
I run my TC at 256 max and always have time to make adjustments unless I'm not in the room at the time.
Brausepaul
11-27-07, 03:46 PM
I'm thinking of specifically running aground being submerged. My speed was 2 knots and I had time acceleration set to 32. I was escaping some destroyers which were quite far away when my sub hit a rock or something. With time acceleration on I had no chance to react because my boat took damage too fast. If time acc would reset to 1x these things might be avoided. By the way, is 2 knots really that destructive?!
Seaman_Hornsby
11-27-07, 04:28 PM
By the way, is 2 knots really that destructive?!
The game's modeling of hull damage from collisions is rather odd. You can run over a large fishing boat and sink it while taking no damage yourself, be rammed by a destroyer and have the destroyer sink (supposed to be addressed in 1.4), and then barely scrape bottom in your boat while doing 1 knot and sink from hull damage. :88)
maerean_m
11-28-07, 04:41 AM
Watch out for the add-on's fix for this issue. :up:
Brausepaul
04-03-08, 04:07 AM
This is an old post of mine, but I'd like to mention that this seems to be fixed. Can anyone else confirm this? (though this post appears to be in the wrong forum by now :))
Platapus
04-03-08, 05:52 AM
By the way, is 2 knots really that destructive?!
Inertia is a cruel mistress.
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