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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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One of the things I've noticed, in the stock game and all the mods (so far), is that I don't ever really need an audible or text notification that a target is sinking. In fact, all I ever need to detect if a ship has been critically damaged and is about to start its journey to Davy Jones locker is my UZO or 'scopes . . .
. . . because the lock auto-unlocks . . . . . . or is impossible to re-lock. Especially with the NYGM damage mod making it more difficult (and more realistic) in terms of ship damage vis-a-vis sinking, it's a bit irksome and disappointing to be intently observing a crippled ship, trying to decide if a coup de grace torpedo is needed, only to decide that, yes, it is . . . only to target the ship and go to lock onto it, and realize that, since I can't lock onto it, it's gonna be a goner after all. One time when that happened I saved the game and, out of curiosity, hung around to see how much longer it took to actually sink. 30 -40 minutes later it finally slid under the billowing waves. I'm going to hazard a guess that this is something hardcoded and unfixable but, on the off-chance that I'm wrong . . . I'll ask. ![]() |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Yeah but that doesnt work if you 200m below and cant see the ship :rotfl:
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#3 | |
Stowaway
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#4 | ||
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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#5 | ||||
Stowaway
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#6 |
Eternal Patrol
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A simple solution is to not use the 'Lock' function. Real kaleuns couldn't do that anyway. When I first started using the '16km' mod I was frustrated that I couldn't maintain a lock at long ranges, making it difficult to have the Weapons Officer identify the target for me. Then I realised that if I couldn't tell what it was, why should he. I finally stopped using the lock at all. Since I'm too slow to use manual targeting I like not using it as it makes it that much more difficult.
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#7 |
XO
![]() Join Date: Nov 2006
Location: Warrington, UK
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actually one question about GWX and possibly a request for a "lite" version. for instance currently i'd love to play GW but because of the graphics updates it makes alot of the game extremely jerky and not very pretty. i'm not blessed with money so i feel i'm missing out on a good mod because of my pc's specs.
any chance GWX will be scalable at least? pete |
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#8 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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@ Steve you might be surprised in GWX
![]() @Melon I do believe Rubini has plans for a lite version for ppl such as yourself My system is real low end but I like to have it all |
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#9 |
XO
![]() Join Date: Nov 2006
Location: Warrington, UK
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wunderbar! Danke schoen!
pete |
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#10 | |
Stowaway
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I don't consider using the lock as cheating at all. Or, for that matter, anywhere close to that. I also don't consider it as being less than realistic, unlike some of the other options the game permits and offers. |
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#11 |
Eternal Patrol
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Actually, I agree; the captain's eyes and hands were his 'lock'. I did find myself cheating when I couldn't get a lock because of range, buy re-locking until I forced it to give me a reading: "Yep-medium tanker, range 18,243". I try not to do that anymore. If I can't see anything but a smoke column I don't try to lock and I don't ask for info.
Also, since the WO is almost infallible, I don't lock because that does make it a little bit harder. If he wasn't quite so perfect I wouldn't mind as much.
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#12 | |
Stowaway
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#13 |
Eternal Patrol
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Good points, and I don't really consider it cheating either...just for myself, and then only sometimes. I was just suggesting a possible solution for the "I know he's sunk because it won't let me lock" syndrome.
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“Never do anything you can't take back.” —Rocky Russo |
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