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Fire down the bearing of the sound and evade?
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Keeping distance is the best way to ensure safety with this mod. Or in other words: at 12 KYDS you can hear him (faintly but still) but he can't hear you. So you have the advantage. At 5 KYDS you can hear him, but he can hear you too (depending on the weather) so you're on even grounds. |
I used a lot of your values for the best gaming experience for me. E.g. I have a 5 minutes weapon reload time on expert mode now. Just to name one.
Are there any updates or future planes for the mod right now? |
It says in the mod page that this is for 1984 campaign.. But I don't actually see a reason why most/all features would not be appropriate for 1968 as well?
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Looks like it breaks the game too (on 1.08 patch) so no go, 1984 or not. Signatures don't appear in the tab plus campaign start menu is all messed up.. I guess I just have to go over things piecemeal.
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I went over weapons/sensors/config plus the vessels and added missing lines to the override files. Basically 1.08 has some new things that were missing plus there was one missing [/model] tag that can really mess you up depending on how the file is interpreted.
No more messed up text on campaign loading screen and signatures are back too. |
Well after many hours of playing with this Mod (68) only it is totally unplayable well at least for me.
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If anyone's interested, here are the modified files for 1.08c - I have not intentionally changed anything but I did file comparison vanilla vs modded and added missing lines where appropriate. Plus fixed that one missing tag. Presumably the mod is for older build which doesn't have all of the variables from the latest versions. End result - signatures work ok and no goofiness with the campaign menu.
Seems to work ok for me :ping: |
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In my game on the campaign loading screen the 1968 campaign option doesn't show up at all. I can only choose the '84 campaign. I figured since the mod is made for the '84 campaign leaving the '68 campaign out was intended. Should they both show up? I also have the sensor signature problem in game....can't ID any targets cause the incoming sensor signal box is blank. I'll try the missing files you found and see what works for me.
"CC" :subsim: |
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OR, on the other hand...what you said about using the reload time to clear datum and move to a new firing position makes a lot of sense. That was the basic plan after exposing your subs position with a TLAM launch. It just makes the mission that much harder for a older boat then it would be for a VLS sub. Can there be a second variation of the mission for older boats that will only require one 4 shot salvo and then bug out to a predetermined spot to end the game? I dunno, I'm probably overthinking this one. Just maybe adjust the reload times a bit and use whatever boat you have. Just clear datum to a new firing position and hammer down with the second salvo. You guys will work it out fine. I had the same issue with the Whiskey/Romeo mission. Never had a solid contact on the Whiskey, just intermittent. Granted I was heading towards him for the most part and my towed array didn't lock him in. Even when I went active I still didn't get a contact. After a few pings I got the visual of a torp launch from the Whiskey that neither I nor my sonar guys heard until the torp was almost on top of me. I fired down the bearing of my last contact with him with two torps searching a few degrees apart and eventually got lucky and tagged him close in....less then 5,000yds. I evaded the torp and left the mission. Evading the torp with the new rudder settings was difficult but not impossible. You have to overcompensate with opposite rudder commands to get the course you want. As for the Romeo, he up and disappeared. I never got so much as a sniff of him. The game is definitely much more aggressive now. "CC" :subsim: |
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Or if I know I have a quiet boat in close, like a diesel boat and I can't get him on sonar, and I want to try and make it as hard for him as I can before we both end up going active, I'll go silent and drop to 3 or 4 kts and see if I can get him first. I use it every time I'm coming off a torp evasion. After yankin' and bankin' at over 30kts for however long it took to beat the torp, I know that every enemy in the zip code has a lock on me. I'll change course, drop to steerage and go silent, hoping to clear datum from the last spot they had me. So if silent running is modeled in the game and actually does help quiet the boat and make it tougher for the bad guys to track you, then I hope you guys decide to keep it in the mod doing what it's suppose to do. Thanks. "CC" :subsim: |
Hi everyone.
KFG have released a new beta of CW so I've decided to finally upgrade my mod. The latest version (1.09b compatible) is available in the download section: http://www.subsim.com/radioroom/down...o=file&id=5268 Here's a readme file (basically it's the same thing but compatible with the latest version of CW): Quote:
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Nice mod, however my torps do not seem to make a search pattern anymore. They just go straight. Is that intended ?
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