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Old 06-24-07, 02:13 AM   #977
tedhealy
Grey Wolf
 
Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
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Quote:
Originally Posted by Palidian
Yes a Gato can stay down for 48 hrs, even longer, but not at a speed of 4 knots, that time is about 14 hrs.
Check out the realistic battery mod, perhaps it is closer, otherwise Beery would have to look into this.

Quote:
The switch does not switch back in my game, during play, unless you load a save, only after I installed the mod, and you will hear them click back.
Still not sure exactly what you are saying. With the stock game, when you switch from magnetic to contact detonator, within about 30 seconds the switch will click back to magnetic. RFB did not introduce this, it was in the stock game with a loaded save or not.

Quote:

Yes torps did have gyro malfunctions however not at the rate, with this mod, as I said 500 yards at a stationary target, I only got about a 40% hit rate. Of that most were duds, this is accurate with magnetic detonators. The USS Tang was sunk by one of its own torps, it was the only ship to my knowlege.
Are you using the latest RFB? This issue was reduced slightly in a recent update. I have not experienced a hit rate that low at 500 yards. Perhaps you are under 500 yards and the torpedoes aren't allowed enough time to arm?

I see the fish that veer off very rarely, my biggest failures are prematures and mk14's hitting at 90 degrees for a contact pin failure.

Quote:

I was personally firing the deck gun and never missed.
Still not sure where you are going. You mentioned that you fired the deck gun and got lots of misses earlier.

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while waiting for reloading, I fired the deck gun.
I got 5 hits, a lot of misses, odd since I was within 500 yards and it was not moving.
Are you saying you don't like the deck gun? The AI gun crew isn't accurate enough? The shell power isn't strong enough?

Quote:
I set the depth at the minimum allowed, I have hindsight, knowing that the warhead was heaver then the test warhead, and the nose tended to run low causing the torpedo to run 7 to 11 feet deeper. This was not an issue with the Mark 10 IRL, however the mod gives them poor firing pins, and they run deep. In the normal game they are good torpedoes, however there too common.
Again, RFB is using the realistic torpedo mod and I'm pretty sure that mod does not adjust mark 10 torpedoes. Hopefully someone can answer that 100%.
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