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As far as the lock/no lock problem goes, after three completed patrols I have found the following:
a. it doesn't happen much--only at night submerged I think--but not often. b. I am used to it. It's not the problem I thought it was going to be. I just try to look at it as a wartime vagary. So, my advice--keep on playing. It's not so bad. Just my 2 cents... |
happened around 7:30 AM in one of my games...
but the lock mechanism was, what i always fgured, the skipper himself tracking the target with the periscope. not some auto lock mechanism fitted into a Fleet Sub |
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Loving the mod guys. Its what SHIV should have been in the first place.
One little FYI... The Tench boat doesnt have a 360 deg range ring around it on the NAV map. No biggie, just thought you would want to know. Also, speaking of the Tench, any thoughts on how to dive deeper than 450 ft? And while I'm at it... LOL. What do you think about that depth charge splash mod? Feel like putting it into RFB? It really is nice to have since the sonar man does not report depth charge drops like he did in SHIII.. THANKS! . |
To people who don't get credit for a kill; The kill only gets listed in your log if you see it sink (or rather, the AI sees it sink), which may be problematic with the locking issue and a target not being visible on the map. However, when you end the mission and have a look at the log in the office, I think you'll find all your kills listed, even the ones not listed initially.
There's a bit about "uncertainty" in the manual, IMHO this (perhaps unintended) feature fits in with that nicely. You may not get credit during the patrol, but afterwards you'll get confirmation. I think this is how it was for real as well.:hmm: |
Maybe it works the same as SH3 - You have to be within visual range (this changes with weather conditions), whether under water or on the surface to get credited with the kill.
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yup. i found that to be true, did you know mush morton sank a destroyer,got credit for it, then, the japs raised it, and they took the credit back....poor mush
just got back from destroying a regular merchant, small split merchant, i think. never got to evaluate the ship sinking mod implemented into the new game. holy crap...that is genius. i loved the uncertainity provided by it. i put two torps in it, even though it looked like one did it, after about 12 rounds of deckgun. even though a couple torpedos failed to explode, (four shots, 1 dud, one hit and blew up, two misses, d*** good japanese watchmen) loved it, i almost can't wait to get home to play it again. |
First of all:
Thank you RFB team! I have had 1.52 installed since the release, but so far i have had only time to play some "tests" with it. Anyway, according those tests i like the new damage models very much and they are just the "thing" that your mod was "missing". Also having an "embedded" graphical mod simplifies installation and everything seems to work fine (at least in my case). + The manual is great and usefull. So tonight i'll have a glass of whisky, start a new carreer and enjoy your work. Thank you for that. |
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Did crew interaction change or something? For a close up view of, say, the sonar gear, I have to click the equipment instead of the guy. If I click the guy, he just turns to face me (which IMO is good, "popping" into his view breaks the illusion of you as captain). New immersion feature, or avoiding camera bugs? Whichever, I like it. :up: |
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