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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
Uploads: 0
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Wow, a lot of serious effort going into something that is going to change completely anyway when we get 1.3 in "weeks not months".
I'm not playing these days, I'm waiting for the patch. I notice there isn't a whole lot of new modding going on either, probably for the same reason. |
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#47 |
Commander
![]() Join Date: Aug 2004
Location: Linkoping, Sweden
Posts: 479
Downloads: 176
Uploads: 0
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Nomad Delta;
What status did you have on the SHIV installation? I mean patch 1.2 or just "vanilla"? I am experimenting with SHIV, 1.2 + "Real fleetboat 1.28"-mod Cheers /Per
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![]() SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack SHIV: WDAD, Med Campaign SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD SHIII: LSH3 2015 Cold Waters with all bells and whistles Finally SHV but still unmodded and still a noob.... ![]() |
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#48 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
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I cannot find sim.data in cfg. or in-game recog.manual.
would you please help me fine it. |
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#49 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
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I cannot find sim.data in cfg. or in-game recog.manual.
would you please help me fine it. |
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#50 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
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@vindex: yeah, that's why I'm holding off on any further effort towards this for now. I'm kinda hoping that it will all become irrelevant once 1.3 is released and they'll fix all the problems, but I'm not holding my breath.
![]() @GOZO: All tests were performed with patch 1.2 applied and nothing else. I had been playing with Trigger Maru 1.2 at the time but I did a clean install prior to running the tests just to make sure nothing was modifying my results. I also tried some of the tests again after re-installing all of my mods (TM 1.2 plus a bunch of other stuff) and got the same results. These days I'm playing with RFB 1.28. @gg5056: I'm sorry, I'm not sure I quite understand what you're asking... can you rephrase your question maybe? Cheers, nomad_delta |
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#51 | |
Ace of the Deep
![]() Join Date: May 2005
Posts: 1,100
Downloads: 0
Uploads: 0
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The mag-dets work. They are labeled correctly in version 1.2. They default with a 2m influence radius. You've got to get within 2m of the boat for it to go, and the normal explosion radius is variable -- from 3 meters to 7 meters. It sucks when you get a 3m detonation, 2 meters away from the ship's hull. 3. Draft is from the waterline to the keel. If a boat is fully laden, it might be 10 meters. If it's nearly empty, it might only be 6 meters. 3a. Hit tankers at the waterline, right in their fuel tank. All other boats, you want to put a torp under their keel under some kind of "critical" compartment. Fuel tanks, ammo storage, engine room. |
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