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All this realism and battery stuff aside, is there a mod that will increase the total max fuel by about 25%?
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Probably the easiest thing would be to just tick 'unlimited fuel' in the options and move on if you want. Personally since Ive learned to keep an eye on fuel Ive made it back every time. Although its been very very close a couple of times. |
I'd imagine one of the data files probably stores a "max range at speed X" series of values, where each minute at speed X uses up a certain percentage of fuel, and could be adjusted up that way. You'd certainly need help from the modders to figure it out, and probably would need a hex editor to do the actual changes.
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Bummer, I wish it were something I could tweak easily. I like having to watch my fuel, so I always leave 'unlimited fuel' off, but there are times when I've had to forgo chasing that last fat target because of low fuel. :cry:
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Only problem I have is when subpac decides to give you an objective which is obviously outside of your fuel range. They seem to only consider how many munitions (torpedoes) you have left when considering when to call you home. |
The best fuel economy is gained by having Bernard get out and push.
Though if you do that you'll probably end up in Antarctica. |
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This charge rate and endurance speculation stuff just doesn't go away even though there is definitive proof various propulsion settings have a significant result:
http://www.subsim.com/radioroom/show...+charge+t ime -Pv- |
I can't understand why people are having so much bother with this. I have had this game for over a year now and have never run out of go juice while out on patrol. I always cruise to patrol grid at 9 kts (most fuel efficient speed) and only dive when radar detects inbound aircraft, as charging batteries does reduce fuel efficiency.
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