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Quote:Originally Posted by ASWnut101
How? Don't they use the air to push out the torpedo? Whatever system design is , im 100% shure they dont have to shnorkel afther 5 launches... :damn: SO if Sonalysts already made this mistake ( it is from S.C. if i remember right) then it will be nice to either> a) start with 100% b) reduce loss to 1% with each launch c) do something with "chargers" i.e. they might enable full recharge without ventilating but for a price of increased nosie I was wondering about "fixing " snorkel system so it will be able to resist to waves.This is why i pointed to LWAMI (sorry Dave,it wasnt my intention to brag,i was hoping u guys can fix this somehow, u know setting snorkel depth to 100ft...) Becose this way ..im feeling like im in TYPE IX instead of 688,if u understand me! :damn: AH,yes..i almoust forgot: Vertical tubes also uses huuge amount of HP air...I tought ( actualy i found that info in "old" Janes 688(i) HK manual) that vertical system has its own gas generators... |
The things related to HP air are hardcoded in the interface and out of reach for modding.
So there isn't much I can do about it... sorry. :) Cheers, David |
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An engineering station was already implemented in Destroyer Command, where you trade off fuel consumption for readiness by altering the number of boilers on and off line. |
The OOD could abe such a bas...d!
Oh they could be so clever - how about you come down here and let me give the orders wise a...:arrgh!:
Who wants to look out the scope in the North Atlantic in February anyway, that what the floating wire is for. You think you will see you Mom. Sub Sailor |
Re: HP Air
I think the request to have the devs change the HP Recycle for Torp. launches reasonable. It isn't a big bug in my book though. I still am enjoy the game. You do notice the difference though when you've been playing 688(I) and then playing Dangerous Waters. I imagine it could become a problem if you launch all the weapons at once in an Akula.
:cool: Peace |
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:rotfl::rotfl::rotfl::rotfl::rotfl: |
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