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Old 05-15-06, 09:15 PM   #14
Bubblehead Nuke
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Join Date: Feb 2006
Posts: 435
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Quote:
Originally Posted by Kazuaki Shimazaki II
Actually, if you right-drag, you COULD disconnect the RPM with the pitch rate. The only thing is, you immediately find out the game doesn't simulate it - at all.
Thanks for the heads up on the right click thingie. I did not know you could do that. It made for some interesting experiments.

One thing I was playing with was, while answering a full bell, right click the thottles and slam full reverse pitch on. I dunno about you, but it stopped pretty dang quick.

Once I had decreased to 0 knots I took the pitch to 0 and sat there, dead in the water with the left hand quadrant STILL at Ahead Full.

It seems you CAN independently control pitch and engine RPM.. I was doing all kinds of weird throttle/pitch commands and the ship would move accordingly. Ahead 1/3 and then move the pitch to 100% and accelerate.

I do not have another computer here that I can run tests on this. Has anyone else tried this and see what happens to the blade rate and such?? It seems silly to model accuate ship helms controls and not model the cooresponding sound ques in a sonar profile.
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