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1. The maximal depth MAD detect within the limits of 250 meters (helo mad). Below MAD does not find out. 2. GPS adheres missile to system to a digital coordinate grid. Earlier, at absence of system GPG, the TLAM should come on a coast, is strict in the certain points - for attachment to a digital coordinate grid (recollect 688H/K - the coordinate point of an entrance on ground) was always given at strike order. At presents GPS it not became necessary - missile always receives the data about exact location. The radar sensor employment for final (precision) aiming at target. |
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A modern subsim without the RO is like a WWII subsim without Uboats. :arrgh!: |
I'd rather have a playable Skipjack, Oberon or a Type 209 instead of yet another variant of the Typhoon.
O dare I ask for....a Nautilus:yeah: Seriously though I love the mod and have nothing but respect for the makers! Whatever you have is store is goingt o be awesome!:rock: |
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Agree with you regarding the mod makers. :up: |
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:ahoy: |
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Excellent election!!! USS Nautilus!!!! And for the russians, an Echo or a Charlie Class. Regards Fitzcarraldo :salute: |
Dear folks,
I have a question regarding the nature of RA mod. Is it an add-on in a sense that it doesn't modifie but only add content or does it change behaviour of original content? thanks |
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Now, all we are watching the RA 1.1, with more units, more weapons and best playability. Regards. Fitzcarraldo :salute: |
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Also. Can the RA team publish the starting SL of each of the Sub platforms as well as they're maximum SL at max speed? On an unrelated note. Has the RA team considered improving CM gameplay? One bug I've noticed is that CM don't rise or fall to there assigned depts fast enough. Can they be modded so that they rise or fall fast enough to be useful (ie they could drift past sonar layers). Perhaps even more sophisticated and individualized CM behavior could be introduced as well. Once again, great mod. The entire community is appreciative. |
Is it possible to add the battery capacity for the diesel sub such as the Kilo SSK? At default the battery drains too fast leaving only a few hours of submerged time...which is ridiculous even if it's meant for gameplay . . .screw gameplay give us real battery . . .:nope:
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At 5-7 knots the default Kilo battery would only last hours . . .I believe. In RL I believe a modern(post WWII) electric boats can stay submerged much longer even the foxtrot could probably stay submerged for a couple days at low speeds. Isn't it ridiculous that a Gato class submarine battery in SHIV could last longer than a a DW Kilo battery? For example playing the Kilo for three hours or so at slow speeds(<7 knots) would deplete the battery more than 10%-20% so that gives an endurance of maximum 6-30 hours at slow speeds...the foxtrot could stay submerged much longer than that at slow speeds . . . |
could be bad batterys :rotfl2: it is russia after all :har: but I agree with you, I remember seeing somewhere that the kilo averaged about 72 hrs before having to recharge her battery running less than 4 knots :arrgh!:
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and then I said to him "I didn't fail, Russian technology did" :rotfl2:. Oh how I was pissed when the missiles went off course. The same thing happened to a few of the torpedoes too....some even veered off more than 90 degrees...:nope:..wait a minute that's not veering off that's going into a whole new direction :damn: |
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