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Originally Posted by torpedobait
Thanks for the "fix" to the "Firing At Will" command acknowledgement.
I must tell you and the team that the new AI Torpedo addition will be possibly the greatest realism Mod feature to date.
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You're welcome! I was able to try shortning the "Yes Sir" phrase by two seconds and found the additional Weapons Officer phrase of "Fire at Will" or the reverse command "Hold your Fire" (or whatever it was) returned to be heard. The length of the original fix was too long for additional phrase's to be heard. Glad it worked!!
Yes, I think the torpedoes are going to be a game changer.........in that you won't be able to take for granted running up onto a Task Force, or a convoy escort and be able to pick off the warships without ducking the possible torpedoes they carry. Although, many American destroyers did not carry torpedo firing capabilities, the Japanese did. There are some Light and Heavy Cruisers that did also. I'll be having them with a limited supply of torpedoes, so if your a black jack card counter, you may be able to count the torpedoes and know when its less risky to get close.
This may be the greatest "new" requirement you'll find with the use of the AI Torpedoes........ trying to get close to a target that has torpedoes is going to be at your own peril! Making longer than usual firing solutions may be what you'll find required on attacks!? No more stick it in the gut and fire the trigger kind of game play!! Unless there are no warships with the targets.
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CapnScurvy: Could FOTRSU has a complete OTC? Really I miss it. The actual configuration seems to me more a MaxOptics than the awesome OTC.
Many thanks for all the job!
Fitzcarraldo
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Hi Fitzcarraldo, my intention is to do just that! There are ship heights that are off by dozens of feet.......using manual targeting is pure guesswork. Those that only play with auto targeting never see how inaccurate the game is. I plan to make a better Range Dial, and other enhancements.
However, my next project is to look at the ship physics for acceleration/engine power. I've found this area is where a ship won't be heard by the players Hydrophones due to the low engine power/rpms when the ship travels at low speeds.....usually anything less than 9 kts. I've found by increasing engine power, and increasing drag will give you better results with speeds as low as 4 kts being heard, and acceleration is more natural than the jack rabbit starts we've all seen from some of the warships. I want to spend some time on this before adding a more accurate manual targeting firing solution.