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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2026 |
Ace of the deep .
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Link on first page no longer available . Unable to download this mod .
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#2027 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2028 |
Navy Seal
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#2029 |
Watch
![]() Join Date: Feb 2013
Posts: 18
Downloads: 26
Uploads: 0
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I'm not sure if it was this mod, or a combo of it and OHII lite, but I watched a destroyer v destroyer encounter off Brest last night. 5 UK vs 2 German. Lots of dodging and weaving, and combined with Sobers smokescreen mod on the wrecks, very pretty.
Also enjoyed some 'entertaining' attacks from both aircraft and escorts...they be a bit more cunning and nasty in my game now. Thanks muchly... |
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#2030 |
Stowaway
Posts: n/a
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Thanks TDW for another super mod, I recon we owe you a night out
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#2031 |
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 346
Uploads: 0
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TDW,
I have been collecting technical information for gap's historical gun specs. mod and have stumbled across some good diagrams and descriptions of destroyer depth charge practices. In particular, I have information about the procedure/timing involved in dropping five, ten, and fourteen depth charge patterns with stern rails and K-guns. Would it be possible to mod destroyers to drop depth charges in a pre-set pattern? Secondly, would it be possible to drop different types of depth charges (with different properties like sink rate, lethality radius, etc) from the same destroyer? This last part would be necessary for the larger patterns, since they used a combination of Mk. VIIs (3 m/sec sink rate) and Mk. VII Heavies (5.1 m/sec sink rate) to create a three dimensional, diamond-shaped kill zone. To give you an idea what I mean, here is a standard timing sequence for a ten depth charge pattern from one source: 1 x Mk. VII Heavy from stern rails - 3 second pause - 2 x Mk. VII Heavy from forward throwers, 1 x Mk. VII from stern rails - 8 second pause - 2 x Mk. VII from aft throwers, 1 x Mk. VII Heavy from stern rails - pause [still trying to work out exactly how long for this last pause] - 1 x Mk. VII Heavy and 2 x Mk. VII from stern rails Do you think this sort of thing would be possible and worth looking into? Thanks for any help you can provide. |
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#2032 | |
Black Magic
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As far as adding new DCs that would be very easy to do. Just simply make new ones in the associated files. In order to throw a mix you would need to add new DC nodes to the ship so that it has different kinds of DCs. |
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#2033 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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As far I can see from their controller, assigning each thrower more than one type of ammo is feasible. Too bad, based on your answers, the AI wouldn't manage them as desired ![]() |
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#2034 | |
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 346
Uploads: 0
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I'm sure this is much more complicated than it sounds, if not impossible, but I figured I may as well ask. |
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#2035 | |
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 346
Uploads: 0
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#2036 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2037 |
Sailor man
![]() Join Date: Feb 2013
Posts: 48
Downloads: 18
Uploads: 0
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I have a question about this:
"NOTE: because of the new features of fatigue and crew watch rotations for the ship AI it is recommended to leave all the difficulty levels at 1.0 " does this mean the campaign difficulty? should it be set to low? this setting unfortunately means all contacts appear on the nav map Troutish |
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#2038 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2039 | |
Navy Seal
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No nothing to do with contacts displayed on map. Difficulty settings you're talking about are AI reaction related only. To get rid of map contacts, or you check this option in game option tab, or you desable visual/hydro/radar contacts in TAI/nav map options, or you use TDW add-on mods to tweek them as you desire... Difficulty settings you're refering can be lowered a bit. Because ennemy AI destroyers are way too accurate imo, and by this way unbeatable and unescapable (don't even know if those are english words ![]() I found my below settings more playable (furthermore at war begining): ################## Difficulty parameters ########### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY_MIN = 0.85; VISUAL_DIFFICULTY_MAX = 1.0; HYDROPHONE_DIFFICULTY_MIN = 0.60; HYDROPHONE_DIFFICULTY_MAX = 0.85; RADAR_DIFFICULTY_MIN = 0.85; RADAR_DIFFICULTY_MAX = 1.0; SONAR_DIFFICULTY_MIN = 0.60; SONAR_DIFFICULTY_MAX = 0.85; |
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#2040 | |
Sailor man
![]() Join Date: Feb 2013
Posts: 48
Downloads: 18
Uploads: 0
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so i can just edit these in the cfg file, right?
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