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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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You could upload the .pdf to rapidshare as well and post the link in the first page.
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#2 | |
Watch Officer
![]() Join Date: Apr 2005
Location: massachusetts
Posts: 334
Downloads: 237
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VonHelsching wrote
Quote:
the file sonar overlay is up at rapidshare, the link is; http://rapidshare.de/files/17253259/...torial.pdf.htm |
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#3 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
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Thank you very much Greyrider! Perfect. I think I know what I am doing tonight.
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#4 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
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Oh, sound trainer?
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#5 |
Watch Officer
![]() Join Date: Apr 2005
Location: massachusetts
Posts: 334
Downloads: 237
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the sound trainer mission, readme, and charts can be downloaded using these three links;
download link to sound_trainer mission phase I; http://rapidshare.de/files/17277069/...ainer.mis.html download to readme link; http://rapidshare.de/files/17277609/ReadMe.txt.html download link for charts; http://rapidshare.de/files/17277734/usom.pdf.html the dowload links below are for the same mission i did when i wrote the sonar utuorial, if you are going to read the tutorial, you might as well try the mission, and see how well you do, good luck! ![]() PHASE III download link for mission; http://rapidshare.de/files/17280964/...cking.mis.html download link for readme; http://rapidshare.de/files/17281043/ReadMe.txt.html |
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#6 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
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Got them all. Thanks a lot sir!
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#7 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
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Hey Greyrider...
do you have GW? if so, what do you make of their prop sounds? curious rgds,
__________________
[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#8 |
Watch Officer
![]() Join Date: Apr 2005
Location: massachusetts
Posts: 334
Downloads: 237
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hello don, well to answer your question, do i have GW supermod, and if i do,
what do i think of the screw sounds. well don, i dont get bit by the mod bug much, but i did download Gw, being curious, and i installed it. when RUB first came out, i downloaded that, RUB stayed on my computer for about 2 patrols, then it was gone. never to be reinstalled. when it came to contact reports, deck gun reload times, crew fatigue, its not even close to reality. for this reason i took it out. i had issues with the reality of the mod, from my own military experience as a member of a recon platoon, an anti-armor specialist, an artillary forward observer, light weapons airborne infantry, and with hands on experience with four duece Mortars, 4.2 inch , converting that to the metric system, and thats a 106 mm round, alot bigger than that 88 mm. in the law of kenetic energy, its not so much the mass of an object that destroys, its the velocity that destroys and kills, destruction is more dependent on velocity than mass. a piece of schrapnel could cut rite threw the body of one man and kill another man yards away, without even slowing down, depending on where you are in the kill radius. kenetic energy = m x v squared. ( where m is mass, and v is velocity). if i , on my first contact with a four duece mortar, ( i had friends in the mortar platoon ) sent 27 He rounds down range out of that gun tube in about 50 seconds, (3 FFe's), that weigh about 25 pounds, and the gun crew on the u-boat puts out 3 to 4 per minute, with a round that weighs about 15 pounds, then theres something wrong with the reality of my experience, or the mod itself. so getting back to GW, i downloaded it, installed it correctly, booted the game, with the intent to find out if it resembled the reality of rub. i went straight to the naval academy, to the deck gun training mission and began to fire the deck gun, to check on reload times, if there wasnt a round chambered in that deck gun in 8 seconds or less, it wasnt going on my computer. thats what happened, i fired about 3 rounds, ended the mission, and uninstalled it with the jones enabler. its sitting in my mods folder at the moment unused. i found the deck gun reload time, to be way off base. i never went any further than that with Gw, so i never heard the screw sounds but i bet with sh4, we will get complete sound makeover,a propeller pitch entry, ubi did well in sh3 with screw sounds, but not the best job they could have, i bet theyll do a complete job next time. if your going to model the guns, you model it as it is in real life, notice the rate of fire for the 88 flak, 8 rounds per minute, one chambered every 7.5 seconds. the modders have the gun tweeked for sustained fire, almost one per minute, the only time you would use sustained fire is if your going to bombard something for hours and hours. the gun should be modelled to fire the way guns are fired in real life, that is you fire the guns at its max firing rate for the first two minutes, after that, you better slow it down, because that guns barrel is getting very hot, and the faster its fired, the hotter its getting, so one of these rounds is going to get chambered, and the heat in the barrel is going to cook off that round, theyll be an explosion within the gun tube that will destroy the gun and kill the crew. this little paragraph below was taken from, "german weapons of ww2". this is not the gun on the u-boat, but because they are similar, there normanclature would be similar also. The true German trump card was the feared and respected 88mm FLAK. Its high velocity gun made it an anti-tank threat which could defeat almost any tank armor in the world. Its accuracy also made it a deadly anti-aircraft weapon. The same weapon could serve in both modes without any modifications to the carriage or mount. The 88mm FLAK was 25 feet long overall, had a rate of fire of 8 rounds per minute, a crew of 6, and had a maximum effective altitude of 14,680 meters and a horizontal range of 10,600 meters. A development of the 88mm FLAK weapon was the 105mm FLAK and was mostly used as an AA weapon against Allied aircraft. I had a crew 5 and a rate of fire of 3 rounds per minute. Its maximum ceiling was 12,800 meters. |
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#9 |
Sonar Guy
![]() Join Date: Jan 2005
Location: United States
Posts: 376
Downloads: 19
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Not trying to be smart or anything here, but you can edit reload times of each DG with SH3 Commander... have mine set at around 4 seconds which with crew exp and all compensated for loads in around 8-10 seconds. Might want to give that a try.
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