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Ok now lower the realism settings ya bunch of pansies! :rotfl:
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I call it Trigger Maru 1.6 Lite :yep: :lol:
RDP |
Ducimus
Your killing me dude!!! Always got me in stiches with your comments!!! :rotfl: :lol:
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Sarcasm is my middle name - also gets me in trouble from time to time. :D
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Bump
Mates, we have no torp tracking,after transfer from ComSubPacAsiatic to Pearl. Having thought the date line bug was fixed,was this removed in TM1-6 ?:huh:
This post http://www.subsim.com/radioroom/show...&postcount=724 would like an enlightening reply for reverse engineering/pansies! Ducimus,"Sarcasm is my middle name - also gets me in trouble from time to time. :D" This can get reindeer games started,IMHO. Sarcasm,is the result of having been kicked like a dog,& bites back ! @ Leo,http://files.filefront.com/I+want+my.../fileinfo.html was very thoughtful,& should be helpful to other more casual Skippers/ bunch of pansies! :up: |
>>Having thought the date line bug was fixed,was this removed in TM1-6
Start outside of harbor. >>Ducimus,"Sarcasm is my middle name - also gets me in trouble from time to time. " This can get reindeer games started,IMHO Nah, the situation for reindeer games (at least how i know them) is impossible to happen in SH4. Now if i was stupid enough to stick my neck into the SH3 modding forum, id be in a world of ****. Either way, im quitting soon, so my smartass remarks will go away. |
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RDP |
BTW, ducimus, if your trucking ever takes you to central/northern NM, the beer's on me (dinner, too, and I know the good places to eat here).
tater |
Why im pissed off today:
http://www.nbcsandiego.com/politics/...s=dgo&psp=news Combine that, with smart ass know it alls who want to play tit for tat and wordsmithing games to minimize US sub accomplishments, and my desire to just quit greatly increased. |
Wonder if anyone will care when the first person gets kileld by a mexican driver would wouldn't pass a US CDL. Probably gets reported as "semi kills child" or something. :/
tater |
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Accidents with underinsured or un-insured Mexican trucks will drive up insurance rates... again, American Consumers will feel the brunt... AND, it's already hard enough to find a suitable place to park when your on the road! The truck stops fill up early and you had better be looking even earlier to find a spot. What's going to happen when we've allowed the Mexicans access? I'm already having to park on the on and off ramps now! Don't even think about the overloading of existing highway sanitary facilities folks... see those bottles along the side of the road, there will be more... Not to mention standing around at the truck stop fuel desk for 20-30 minutes while some non-English speaking Mexican tries to pay for his fuel... it'll drive you nutz.. The other thing I'm concerned about is this; What else will Pedro be bringing over the border? We're trying to tighten border security and Bush wants to offer "undocumented workers" a drive through experience... trust me, it'll happen... NAFTA and the Bush Administration are going to sell this country into complete ruin...:nope: |
I probably shouldnt have posted that URL, but at the time i was (and still am pissed off), im going to play moderator on my own thread and ask folks to go back on topic. Its my fault it went off topic to begin with, and for that i apologize.
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Sorry as well.. it's an issue that gets my goat every time...:nope:
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Ok back on topic, a quick word about the patch.
the reason it was delayed is because ive been adjusting the zones.cfg file. Now, in my opinion, the reason for sinking mechanics mods is twofold: 1.) to make ships sink more realistically 2.) to make ships harder to sink, with the overall bottomline intent, to reduce tonnage. Reducing tonnage to more realistic levels has always been one of my intents, and ive gone about this in many ways. From a slightly ramped up AI, to taters campaign scripting, and now, a more realistic sinking mechanics based on wernersobes work. This zones file ill be introducing, is a bit of a departure from wernersobes orginal work, and is behaves very similar to sinking mechanics found Sh3 supermods. In a nuthshell, the larger the ship is, the harder it will be to sink. Small merchants will still take about 1 torpedo, medium merchants 1 to 2, large merchants will take 3, to 4, to maybe even 5 torpedos. LIkewise captial ships you can expect to take 4 to 6 torpedos, in the case of the yamato, well, your going to have your work cut out for you. Also, the days of sinking ships with 12 or so shots from the deck gun (even with reduced shell damage) is over. An undamaged medium merchant from the one test i ran, will probably take anywhere from 20 to 40 well placed shells to sink. As an aside, you wont get credit for any sinking until the ship is acutally sliding under the surface. Likewise the jap crew won't jump ship until the ship is well and truly gone. To me, the target destroyed message when the ship was still riding high above the surface was just plain silly. Ok, gameply wise, Some things to keep in mind. 1.) Deck gun, shoot below the waterline to FLOOD the compartment. You'll need to flood two or more compartments to get a ship to sink. You'll probably need to pump at least 7 to 10 shells at a minium per compartment to start the flooding. If your not shooting below the waterline, your wasting your time. Any holes you punch into the hull and if it should rise above the waterline, it will no longer flood. 2.) For large merchants and above, be sure to check the ships draft and set your torpedo depth about 5 feet above the draft (or 2 feet below it if your gonig for a magnetic shot) Ideally you'll want to get your shots well below the waterline. This will greatly increase your chances of a sinking. 3.) Spread your shots out more. Damage as many compartments as you can. 2 torpedos into the same compartment, isn't going to do you a whole lot of good. Your objective is to cause as much flooding as you can. Ive about got this thing wrapped up, and so far test results are looking great. Some people will love this, some will hate it, i can't please everybody. |
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