Quote:
Originally Posted by Capt Jack Harkness
Alright then, modeling issues aside, I've noticed a couple playability problems.
First off, the sonar seems strangely worthless on the couple patrols I've done so far. On more than one occasion I've made visual contact with a moving target with no word from sonar and when I tell him to report contacts he says he's got nothing. On other occasions, however, the sonar works fine and I end up with dozens of contacts out to the advertised ~30 nm radius.
Secondly, acceleration seems a bit sluggish for a boat with 35,000 hp. I know the game engine has a different interpretation of engine power than the rest of us and that might be part of the problem...
Keep up the good work!
PS: Anyone willing to start on a proper control room???
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I guess I'll start with the modeling issues first. If someone wants to model the screw after the picture you found I am ok with that and will include and give due credit for it. The fact is, that I personally and legally, am limited in what I put in the mod. Hence I use public sources for references.
Second, the sonar issues. I don't know if its Operator Error (i.e the sonarman on the stack) or if it's the setup that I have for the sonar. So I am looking into that, if you want to look into it as well that's fine just let me know so I can make the correction(s).
Third, boat acceleration. Honestly I feel quite content with the way the boat accelerates. A decently fast increase from 0kts and then gradually getting up to the full 35kts. Trust me on this one.
Quote:
Originally Posted by balmerical
ok, I admit it ...Im not worthy!
I still cant seem to find the "change to main engine" button.
Could anyone post a small screenshot for me so I can finaly put this master piece of a sub to work?
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Here ya go!
Quote:
Originally Posted by Sledgehammer427
Right now, its still just a bunch of playable nukes
but since I started making them campaignable, there was a big bang of SH4 nuke subs, hence, my sig
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I got a new name for you then...RICKOVER!