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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
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Is there any way to change the sea state value in Quick Mission? It seems like it's 'rough seas' on every single mission. I don't mean to be picky, but it would be nice to run a Quick Mission in Sea State 1 or 2 at times. During ASuW encounters, I sometimes like to raise the periscope for about 2 to 3 seconds just to get a final visual confirmation of my target.....of course depending on the situation. I hate to have to broach the surface with my sail to have to do this and refuse to do it in Quick Mission just because of this.
I'd love to know if there's a way to change the Sea State somewhere. Thanks, Sea Demon |
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#2 |
Engineer
![]() Join Date: Jan 2005
Location: Lithuania
Posts: 211
Downloads: 7
Uploads: 0
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If you want lower sea waves select easy or medium difficulty level.
Uder than this there is no way to change sea state.
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#3 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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![]() ![]() They are excellent for practise but it would be nice to tweak some parameters. The AI is pathetic even on hard settings - it rarely counterattacks. No reason why they should be locked particularly if SP limited. ![]()
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#4 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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The quick missions are a great idea no so well done.
I'm speaking as sub driver. Most of the times the difficulty levels only increase the number of enemies, not its type and/or skill. Many times I started an antisub mission (usually in medium level)... and found on my sonar a Han running at 20 knots! ![]() I don't even sink it, I simply start another mission. One advice: when you find a quick mission that do you like, remember the numbers, so you could play it another time. ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#5 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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![]() Quote:
How many times have you been shot by a submarine you haven't spotted with the stock DB, huh? ![]() ![]() ![]() ![]()
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LW ![]() ![]() |
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#6 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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![]() ![]() I am talking Vanilla above - I just dropped using QMs for reasons quoted. ![]() I havent, (but will,) try them again with LwAmi. ![]() Thanks for reminding me. ![]() ![]()
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#7 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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Just ran a Quick Mission, with LwAmi, on hard, ASW Barrier in the Barents Sea.
Sensor range (sub and torp) mod performance delivered. ![]() Truth on for Test. Took the SW and had - 2 KilloSS and a Xia SSBN ( travelling at 17 knts :hmm: ) Starting - Kilos at 1.3 and 6.1 nm Xia 10.5 nm. Manouvered to place Kilos at appx 3 nm and Xia at 4.7 nm. Red did not locate or launch. ('transit ') Launched 6 MK48s and all targets sunk with no CMs launched no counterlaunches and minimal AI escape routines. So no change there then. Double checked running LwAmi. Puzzled - will have further runs. :hmm:
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#8 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
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![]() ![]() ![]() I completely withdraw the remark ''No change there then '' I reinstalled LwAmi and the SubAvoidWeap mod and ran several Quick Missions....................**WOW** What a beut ![]() ![]() The Victor 111 seems to have turned very nasty. ![]() with Shkval and missile attacks. The SP game has taken a giant step forward. :|\ ![]() Heck this stuff takes some chewing. ![]()
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