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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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![]() Join Date: Sep 2009
Posts: 18
Downloads: 394
Uploads: 0
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Do the wolfpack uboats in NYGMMOD could submerge and emit torpedoes?
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#2 |
Fuel Supplier
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No, no one has discovered a method in which an AI U-boat can fire torpedoes in a useful direction (for example, towards an enemy ship).
The AI U-boats fire guns instead of torpedoes, but this is disguised by making the gun invisible, and the shell very powerful. The supply of ammunition and its range are both limited. The U-boat must be on the surface (but as little as possible) in order to fire the gun. The effects are very similar to a torpedo strike. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#3 | |
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![]() Join Date: Sep 2009
Posts: 18
Downloads: 394
Uploads: 0
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![]() Quote:
Without hise's exepatch, could the mods package implement the wolfpack system indendently? Or i need hise's exepatch to realize the wofkpack? |
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#4 | |
Fuel Supplier
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@Scottlu:
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1. Built into NYGM, there are randomly 1-2 wolf-packs attached to some convoys at appropriate times. These attack the convoy as soon as your U-boat is close, so you come across a convoy already under attack by U-boats. 2. H.sie's patch functions separately, so that you can call in U-boats to a convoy before you attack it. Both wolf-pack types have the advantage that they divert the convoy escorts, making your attack easier. So it is best to have both mods functioning. Besides, why would anyone wish not to have H.sie's patch installed? It has many other advantages, as well as bringing extra wolf-packs to the game. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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