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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Pacific Aces Dev Team
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Attack of 8 schnellboots on a troop transport convoy consisting of 2 transports, light cruiser Dido, Tribal, Clemson and V&W destroyers
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#2 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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Details, please!!!
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#3 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
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I think Serg has maybe found a way to get those little plywood monkeys to shoot torpedoes.. uh-oh...
![]() Either that, or they've become kamikaze boats... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#4 |
Grey Wolf
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Location: Manchester UK
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I hope he has, I can see wolfpacks next.
![]() Well done Serg.
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#5 |
Navy Seal
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My guess is that he gave them slow-loading big guns that shoot underwater. Or something along those lines.
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#6 |
Ocean Warrior
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![]() ![]() Rubini. |
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#7 |
Pacific Aces Dev Team
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Well, whatever it is, he has found a way AGAIN to make things
happen, 3 cheers for sergbuto !!! JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#8 |
Medic
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Location: Wisconsin USA
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I
![]() My bet is that he figured out a way to fling depth charges and make it look like torpedos, at least the damage model! I am curious to see what he will pull off next! -Jeff |
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#9 |
Mate
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Maybe Swordfishs or Ju 88s or whatever with "virtual torpedos" ...
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#10 |
Engineer
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Location: Germany
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#11 |
Pacific Aces Dev Team
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Don't get your hopes high, guys. Whatever it might be called (virtual, pseudo- or else) it is just a couple of 14-inch guns in addition to schnellboot's AA guns as a replacement for torpedo tubes. So CCIP's guess was right except the guns can't shoot underwater.
Regarding some entries in guns.sim in the Library folder, in particular shell_speed reload_speed amount (for ammo_storage, i.e. number of shells) the idea of this experiment was to make the guns as close as possible to torpedoes by reducing the shell speed and by adjusting the ammo amount and reload times. Shell traces and explosion were hoped to be eliminated/replaced using entries in Shells.sim (did not find anything for the gun flash though). Well, none actually worked. Entries are there but their changes do not do anything. It seems the game does not read them. I could not even adjust the reloading time (maybe I am doing something wrong)?! Nevertheless, still trying some things... |
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#12 |
Medic
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Location: Wisconsin USA
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Can the shells be seen whizzing through the air like regular shells, or can you make them invisible so that all we see is the explosion when it hits the ship?
-Jeff |
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#13 |
Navy Seal
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Hmm. Well perhaps if you get anywhere with this, I can actually think of another possible use for this idea - to simulate rockets on aircraft. I'm fairly sure I've read of planes carrying rockets on ASW missions. Would certainly be quite an addition...
I know for a fact that we can put guns on airplanes. Now, if we could put a slow-shell, super-slow-reload (basically none), forward firing gun-type weapon under a plane's wing... there you have rockets. You could even have it multi-barreled if you wanted to simulate multiple rockets. Seems like an interesting idea to try, too :hmm: |
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#14 | |
Pacific Aces Dev Team
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Pacific Aces Dev Team
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