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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Mate
![]() Join Date: May 2009
Posts: 57
Downloads: 94
Uploads: 0
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Took quite a bit of time off and now I'm back enjoying SH3. Have the GWX 3.0 and Thompson's sound mods going and was out on my first patrol in 1940. Had a few questions seeing as how I feel I've forgotten everything.
- First off, any suggested mods to work together with GWX 3.0 that are new/improved/awesome? - Is there a way to get the sound mod I have to talk in German? Everything is currently in English. - Does GWX have the mod/feature in it where convoys start firing off starshells/turn on searchlights/fire at you if you are detected or surprised them? I also just had a very interesting encounter. Sailing out of port, about 2 days into patrol heading up to the AL grid, we come across a lone tramp steamer with its lights out. Seing as how we're in need to some target practice to knock the rust off, we track him at night via the hydros, get ahead of him and line him up for an almost pure 90 degree shot at roughly 1800m. Here's where the weirdness occurs. After the solution is confirmed, the magnetic pistol set and the proper depth set we launch a single electric torpedo. The torpedo runs normal, 'hits' almost dead center, obvious detonation, water shooting up high on both sides of the boat..and.... weapons officer says we missed. There's no fire, no damage, nothing. I'm thinking maybe the WO has gone senile, but then the steamer starts building speed, starts a zig zag pattern and tries to run away. How can this be? |
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