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Old 03-08-16, 08:43 AM   #2
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


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Welcome Yaivenov, I'll try to answer some of your questions...

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Is it possible to add new torpedo types, or are we limited to tweaking those already available?
I think so, yes, but in my opinion, we already have to many advanced german torpedo types which are far more effective than they were in real life...

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Is it possible to add new logistical constraints such as food, fresh water, lube oil, battery electrolyte, spare parts, miscellaneous ship stores, et cetera?
For now , only as visual eye candies...

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Is it possible to add new extraneous forces like drifting (both translation ally and rotationally) due to currents and/or wind, minimum steerage speed?
Already there if you use real navigation mod...

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And because I haven't gone that far into the campaign yet (I've just started in on the gap) how do milkcow resupplies function in the game? I'm curious if something like a submarine tender could be added.
No milkcows in SH5 but several other types of German supply vessels are modeled...


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Oh one more, is it possible to have distinct zones for sea states? I was taking my boat back to the barn in a storm and it was deep swells all the way through the harbor and even in the sub pen. These areas should have been (relatively speaking) calm due to harbor construction (seawalls, jetties...)
When you get close to the shore, the game will automatically reduce wind/sea state to something like 2 m/s. That's how the game works...
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