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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Canadian Wolf
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I have used this since the beginning, I am sure there will be a new version with 1.3.
I take it you have seen the read-me above, many tweaks to the game, other mods added in, fixes added. It is a good one. Another larger mod is Feal Fleet Boat, the focus being realism. In the end it is all about choice though ![]() RDP |
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#2 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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any chance of making the radar man call out the bearing when i need it and not just by the first contact? I want to trace the targets on my navmap on my own without using the map update. Or at least a bearing dial around the radar screen would help a lot tracing the targets.
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#3 |
Canadian Wolf
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Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/
I think he is going to re-visit SH4\TM, when 1.3 arrives. RDP |
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#4 | |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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#5 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
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#6 |
Watch
![]() Join Date: Sep 2002
Posts: 16
Downloads: 15
Uploads: 0
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OH shoot, while I'm at it....
How 'bout making F the "Plot Course" key and T the "Depth under Hull" key? Those two keys are currently free (I know, because that's where I put them!), and those two keys come in handy! Also, the "W" key has two connections, one of which (CMD 331?) shuts the torp doors. This need to be remmed out. I think this is making the doors appear to be opning slowly -- when you cycle the forward tubes with "W", it also closes the doors. Also, "B" seems to have two definitions as well -- Battle stations and Binoculars. Chris P. |
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#7 |
Nub
![]() Join Date: May 2007
Posts: 2
Downloads: 6
Uploads: 0
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Hallo be in a tight spot from mode Trigger_Maru_1 4 malfunction radars. Played am school firing torpedo, strain am on radar start him and radar only blink and nothing it is possible it somehow repair thanks.
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#8 |
Rear Admiral
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Radar does not always work in submarine school. Works fine everywhere else. Don't ask me, why, thats just how it behaves.
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#9 |
Rear Admiral
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Weee, ok finally cleaned up the original post a little bit more.
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#10 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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The MOD set i'm using is not too bad. It took a lot of fiddling to perfect it so i'll wait and see the results of TM 1.4 before swapping MODS. Your enemy AI is always the main attraction and it's packed well with this version and looking great.
One of the MODS i've installed already has Jap detroyers using side-throwing racks for tossing cans. Scared the heck out of me as i was doing my usual tricks to throw off the DD's at high speed and nail them broadside as they swing around for another pass. Overall i liked the sound of your ideas. It should be scarry as heck to duel with DD's. I think elite DD crews is enough of a boost. With the side-throwers that's a plenty dangerous combo. I prefer Jap detection ability to offer some natural amount of imperfections. The ability to sneak around is what's fun about the game. I think even a SeaKing helicopter today has to make a slight guess as to where to drop a can on a target. It's all a balancing act to MOD this aspect of the game. The best tack to take is always to simulate what really happened in WWII and at the various stages of technology in the war. By 1944 the Allies over in the Atlantic pretty well could clean up on any German U-boats if they got a good ping on them. I don't know what the Japs had by then. But they've always been good at building electronic gadgets. |
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#11 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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CRAP! just realized that 1.4 is up! cheers man...and I wish it was Friday :p
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#12 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Great work. Thanks Decimus.
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#13 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: The Sweet State, Georgia
Posts: 134
Downloads: 44
Uploads: 0
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#14 |
Nub
![]() Join Date: May 2007
Posts: 2
Downloads: 6
Uploads: 0
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Could somebody do to after hit torpedo on ship has burnt oil.So to NAV MAP was submarine always in the middle of map
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#15 |
Watch
![]() Join Date: Sep 2002
Posts: 16
Downloads: 15
Uploads: 0
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Thanks for all your work on the mods. I really appreciate it. So what follows is just my humble opinion.
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back? I used them to verify my AOB estimate (I know it's cheating, but real submariners aren't limited by screen resolutions ;-) I went back to 1.3a after playing 1.4 a while. Again, I don't want to sound ungrateful, but that's my opinion. Chris P. Well, yeah, that's just, like, you're opinion, man! --- The Dude |
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