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-   -   Playable Yamato Problems (https://www.subsim.com/radioroom/showthread.php?t=178374)

Sub Commander 12-25-10 02:18 PM

Playable Yamato Problems
 
Well I am playing SH 4 with the Playable Yamato BB that comes from over here : http://www.subsim.com/radioroom/showthread.php?t=143729

I asked some things there but after like 9 months no answer yet...

Sooo, first up:

Why isn't there a nice Rising Sun flag? Shouldn't be too hard to put on right?

Why after killing a ship my turrets go to their normal position and than they go back to start pounding the next target? This is a killer in a battle against multiple armed ships. (Note : this is not an AI issue as the smaller turrets dont go back to the normal position, they turn correctly, its about the 2 18''(?) guns which are not player controlled, the player controlled one works fine.)

Talking about guns, why is there a reload difference between the two front guns? One of em seems to reload much faster.

I've got the best gunner team but still they refuse to hit a target. Unless it's a reaaaaaaally big BB or when it's so close I could throw the shells on top of it myself. I mean that the accuracy is even worse than that of a drunken 5-year old, that is also smoking pot at the same time. And offcourse I dont want 100% accurate gunners but now I know why they added so much ammo, because really im not kidding or anything im lucky if i get like 1 shell to hit an enemy ship which is at a range of 3km when both my ship and that ship are perfectly stopped. at an angle of 180 degrees, like this (target ship)---> | | <---(my ship) 1 shell out of 15 fired, come on... (maybe Im using the wrong targeting directions: I always use aiming for waterline, but using aiming for hull makes no difference in accuracy whatsoever.

Thats it for now. I have got more things to add, but I forgot those in the meantime. Well before I get flamed and people telling me to start doing it myself. I'd love to, but I know nothing at all about modding.

Subbiee


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