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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1081 | ||
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Fearless ![]() System Specs: AMD Ryzen 7 5800X 8 Core 16 Thread CPU, 3.8GHz Base Clock, 4.7GHz Boost, 105W TDP, 32MB L3 cache | MSI GeForce RTX3060Ti 8Gb Graphics | Corsair Vengeance RGB Pro 32Gb (2x16Gb) 3200 MHz CL16 DDR4 Ram | Samsung 970 Evo Plus NVMe SSD 1TB | Seagate Barracuda 2.5in 2TB HDD | AOC QHD 165 Hz FreeSync HDR curved 31.5in Monitor | ASUS ROG Strix LC 240 ARGB AIO Liquid CPU Cooler White Edition | ASUS ROG Strix Gold 750W Modular Power Supply | Corsair iCUE 5000X RGB Tempered Glass Mid Tower Case White. Last edited by Fearless; 07-02-07 at 08:51 PM. |
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#1082 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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Yup. There is another deck gun thread and another. I'm done talking about the deck gun here (or in the other thread actually) since no new evidence has surfaced in over a week. I'm happy with the new ROF that has come out of the discussion though, so it's been positive overall.
Now, are there any mods that I haven't added that people want added to RFB? I know we've talked about adding stuff before but my memory is flaky at the best of times so some reminders would be much appreciated.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#1083 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Hehe, it's pretty tiring explaining that the goal is accurate results, not to the nanosecond accurate reload times.
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#1084 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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-Tater's improved campaign layers (when finished)
-Deck gun destabilisation by KV29 (Maybe even reducing load times a bit further as Tater suggested) -Strict ranges by U-bones -Currently a WIP, but when finalised a beauty: Die slowly by Redwine and Leovampire -Sober's sea state mod (WIP but nonetheless) -Refitted refits with waiting times:rotfl: These just came to mind Reg. Bando |
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#1085 |
A-ganger
![]() Join Date: Sep 2002
Posts: 72
Downloads: 588
Uploads: 0
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Is there any way to make Darwin a refit base and include that? Many subs based in Fremantle used Darwin as a refueling base to extend their patrols, as well as Exmouth, just as the Pearl based subs used Midway. I can't understand why it wasn't included as a refit base.
Gus |
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#1086 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Regarding the lower reload times combined with kv29's mod, I want to be clear that the end result should be an average ROF that matches the kind of data Beery has looked at in the past. The goal would be for moving subs in average seas at typical engagement ranges (as per the patrol reports studied) to have that seemingly typical 2-3 rpm ROF on average.
A sub lying to next to a cripple, unarmed freighter in calm seas firing at point blank range might well be able to double that more typical ROF. From the standpoint of "being there" that adds a lot of realism. You don;t just order "battle surface" and kill everything in sight like you would in the stock game. Neither do you decide never to bother and stick with the fish like you might in RFB. There would be a middle way where you'd up scope, look around, and have to make a decision based on the sea state, the likelyhood of return fire from the target, how long it'll take to finish him, will we come under air attack, etc. It becomes a decision with pros and cons to weigh. More nuanced. tater |
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#1087 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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I understand. With KV's stuff tweaked into my files I set reload to 15 sec. In easy seas I get a higher ROF compared with RFB, but in bad seastate My ROF drops below that of RFB. I guess (I stress that I guess, and don't know for sure) that this is what happened in RL as well. About the firing range I can be short, when I use the deckgun I'm always at point blank range. reg Bando
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#1088 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Messing around in stock SH4, I got into a few intentional battles with multiple DDs on the surface. Flank speed, alternate full left and right rudder. I get shot up, but can sink the DDs.
Any turning at all makes the boat heel over, try such gamey gun duels with the gun mod, lol. No way. I still find the DDs to be abysmal 1 v 1 on the surface, regardless of AI setting. At elite I tend to get killed (this is with kv29's mod) but I usually leave the DD settling in the water. The escorts' Damage Models need some serious tweaking... and every escort gun needs to be shooting if it bears, and at a higher ROF than whatever my sub is set to, lol. |
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#1089 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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I agree with you there. I just never had a gunfight with a DD or any other warship (or freighters that can shoot back). I figured that a RL skipper wouln't do that, so I don't do that. In the other thread you told us they can see your scope, you tweaked it in. I must have missed it, what did you tweak??Reg Bando
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#1090 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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#1091 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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give Beery a break! :p
let everyone set the ROF to own taste and be done with it! By the way, does anyone know how many DG rounds the subs packed in real life? has the game a correct amount of them? |
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#1092 |
Loader
![]() Join Date: Sep 2005
Posts: 90
Downloads: 138
Uploads: 0
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Bigger waves and bigger effects on the boats, mainly in stormy seas. The realism of those nights stalking a convoy in stormy weather was chilling in SHIII! It forced you to change tactics and be more patient...and even a bit spooked.
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#1093 | |
Watch
![]() Join Date: Apr 2007
Posts: 16
Downloads: 0
Uploads: 0
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The third file that you referred to occurs in some mission folders and is just a map showing the mission location, that some authors have chosen to include in the briefing. No such map is called by FAdmiral in his briefing and so the file isn't needed. If you are interested, take a look at the details of the mission using the mission editor. Its quite complex and well done. If you step through the mission using the editor's simulation mode you can note the separate movement of the Japanese invasion TF, the covering force, the Japanese and Allied carrier TFs and the Allied interception TF. You can then send your sub to observe or attack any of the above. |
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#1094 | |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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I would gladly see more variations in ship types in campaign but I don't know any mods that will do it. Still got problem with medal mod - when I look at them in the box the names are not corresponding to shapes. Author of TM mod claims that he got rid of the bathtub effect (I never tried it so I'm not 100 percent sure). |
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#1095 | |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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