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you caught a pilot in the act of parachuting! that's a new one for me. nice screen shot! :salute: |
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two very good questions. i suspect the first issue is an unintended consequence of something the mod changed. the second issue is definitely doable. i just finished playing OpMunson and there was no umark (that's what the orange thing is called. it marks where you are. hey, i didn't name it, so don't give me that look. :haha:) ask propbeanie or RR they will know how to disarm umark. :har::har: mb |
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yes, this issue is widespread and part of the Stock game code. you cannot fix it. the work-around is to save the game, exit completely out, take a couple a deep breaths, maybe have some brandy or single malt, and then re-start the game and reload your patrol. i have found that from time-to-time, not even this will work. the restart, i mean. :haha: however, the liquid libation will help you cope with the annoyance. yes, that sound is very annoying. good luck, buddy. mb |
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the cause is that the ship was in the wrong place when it spawned (when you arrived on the scene). most of the time i have seen this behaviour is when there is task force or a convoy really close to a port or land when i arrive on the scene and the group spawns into the various pieces of the group. if one of those pieces is on land, guess what happens? :salute: |
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:salute:i had a guy who worked for me who was an M1-A1 driver in the First Gulf War. nice kid. army, though.:roll: |
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http://www.subsim.com/radioroom/show...an#post2572954 |
MY Dive Times !Error!
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OK, I just did a lot of testing. The above example only works when you are performing "chain" dives. That is, one dive after another without allowing time for the low pressure blow to bring the boat back up to surface trim which is about 18 feet. (It takes about 5 minutes or so.) The above example was performed after a dive, surface, then allowing only enough time to bring the speed back up to 10 knots. What happens is that the boat is already sitting at about 20 feet so everything happens much faster. Yeah! That 2 feet makes a big difference in diving times. Check it on your own and you'll see. Almost all of my dive times, from 18 feet at the surface to periscope depth, no matter which method is used are about 3 1/2 minutes when using only the "P" key, (or the "D" key and then the "P" key at 35 feet (why bother?)) 2 1/2 minutes when using the "Cntrl-D" key, then "P" key plus the "9" key at 30 ft. (Note: There was hardly any difference between using the "9" key and using the "3" key.) Compare that to 2 1/2 minutes from 18 feet on the surface, Crash Dive to arrival at 100 feet/4 knots. Press "1" key and order "depth gauge 100" when at 40 feet. Carry on!:Kaleun_Cheers: |
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https://i.ibb.co/RybGCCY/shell-through-deck.jpg |
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I'll leave it available for 24 hours and then will have to reclaim the space. |
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On a deck gun there is a sight setter (puts in sight angle and deflection*also called lead angle*) the trainer turns the weapon to target, the pointer does as well. There is also an officer up higher on the bridge looking down range with optics and calling out adjustments just like ground pounders do. The men on the weapon do not need to see a target they do need to listen to the officer as he tells them wear to aim. This is why following orders is so important. https://youtu.be/UzSPFoFcsSg This little gem will illustrate it for you. Real life isn't a game and the weapons we had in ww2 were far better than some might wish to believe. I get such a giggle out of this film ... science is king and thank you Archimedes.https://youtu.be/n9iIUz2guKs |
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2. Yeah I was at 2knots submerged and have done that before and taken a lot of damage. Bow on did nothing however. |
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see...the same result could not have happened in this simulation because a hit like that would have sunk the boat...in SH4. one can only be at a certain level of reality in a simulation....and you can quote me on that. :D:salute: |
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