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Old 05-30-07, 11:43 AM   #43
AVGWarhawk
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Join Date: Jun 2005
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Quote:
Originally Posted by Jaber
Quote:
Originally Posted by SUBMAN1
Quote:
Originally Posted by TDK1044
It's very stable and runs like a dream on my system. If you play at 100 percent realism though, then I'd wait for patch 1.3 in order to be able to play the sim and really enjoy it.
Exactly my problem. At 100%, and things clearly broken, I hope you are good at guestimates since that is how you have to fire torps - through guesses. Of course if you like tracking your quary for days on end before setting up and firing, then you can mathmatically calculate speed, etc. Problem comes with task forces - you don't get a second chance - fire on guesstimate and pray you guessed proper speed, etc.

-S

Not sure I agree here. I play 100% with RFB 1.27 and never have an issue with speed, even with task forces when quick speeds are necessary. By plotting out distance (while setting up your firing solution) you can have speed very close at the 1 or 2 min mark with it nailed spot on by 3mins. Set max/2 as start, mark 0 spot and start timer. Then modify your speed (if necessary) each min. Very quick and works well while working up your firing solution/position.

Buy the game. 1.2 works well with mods like RFB and TM and is very stable even on my mid range computer. There will always be a bunch of people point screaming at the flaws; seems we always key in on that 1% of negative and ignore the 99% positive.
I agree hear also. The TDC is very good if you use it correctly. Last night I have a text book torp sinking. It was a beautiful thing. I do not need the chronometer. The top AOB outline of the target should remain constant to what you physically see, if not, your speed is to great or too slow depending on how it changed over time from initial set up. Once it matches exactly with what his happening outside in the scope view, the TDC is set. Solution is good. The only thing I use the chrono for is timing my dives.

The game is great. 1.3 will make it even better.
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