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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 |
Swabbie
![]() Join Date: Jan 2005
Location: Northeast U.S.
Posts: 10
Downloads: 29
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Thanks Beery!!!!!
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Stress is when you wake up screaming and realize that you haven't fallen asleep yet. |
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#317 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
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This never happened to me before.
On Patrolling just north of Manila when I run across a Fubuki and Sub chaser. It's my first patrol and the crews pretty green, didn't spot em till they were 4500yds away. dive to periscope depth, silent running I move to take a shot on the Fubuki thinking the sub chaser (as always does) will come to a complete stop. Not this time! soon as I nail the DD that sub chaser did a 180 and ran like hell...:rotfl: I'd never seem em do that before! Very immersive ![]() Still early, but so far this is working very well. |
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#318 | |
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
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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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#319 | |||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
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Quote:
3"/50: http://www.navweaps.com/Weapons/WNUS_3-50_mk10-22.htm 4"/50: http://www.navweaps.com/Weapons/WNUS_4-50_mk9.htm The 5"/25, however, may not have had an AP round. 5"/25: http://www.navweaps.com/Weapons/WNUS_5-25_mk10.htm There is no indication that US submarines carried AA shells. Not sure about illumination, but I would think not as well. Also not sure if the 20mm should have mixed ammo types. It could fire AP-T, HE, and HE-T, but seems that only HE-T might be a more realistic loadout. Would be great if there was a way to simulate the need for a barrel change. Seems the 40mm Bofors typically carried a AP and HE mixed load due to its dual purpose role, so that is probably okay as is. Also, 600 yards is probably not an appropiate engagement range for the 40mm against aircraft, although I understand that might be needed for gameplay. Quote:
I'm looking for more sources for the above, but that is what I have been able to deduce from what I have at hand.
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-AKD Last edited by akdavis; 05-10-07 at 10:08 PM. |
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#320 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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hmmmm
in Dust on the Sea Capt'n Beach makes reference to having both AP and HE rounds available for his deckguns... :hmm:
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#321 | |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
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-AKD |
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#322 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#323 | |
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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Before the restriction in AI gunnery range all the player had to do was set the AA to fire at aircraft and he could just watch the AI gunners take them down. If the player took over a gun he was a liability because he had no chance to be as effective as the AI. In other words there was no point in the player ever manning AA guns. With the reduction in AI range the AA guns are balanced so that the player is at least as effective as the AI. This has the effect of bringing the player back into this part of the game.
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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. Last edited by Beery; 05-11-07 at 06:14 AM. |
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#324 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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#325 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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Beery, have you looked into the effectiveness of the 40mm against syrface targets? There have been reports from the other players that they act like 5" chain guns against larger vessels.
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#326 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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You should be able to set it to 1.00 without any problems. |
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#327 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
Downloads: 0
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Thanks again
I tried the validate mission feature, but since there's no player sub in the layer, it wouldn't save. No problem, I can edit in note pad those radius's I want to change, mite mix em up a bit depending on depth versus risk to boat...sometimes 3nm is as close as you can get. |
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#328 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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I'm amazed how many people go to editing the files by hand. The editor is actually pretty good when you get used to its slightly odd ways. ![]() |
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#329 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
Downloads: 0
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:rotfl: Sweet!
this just saved hr's of work. will move some locations for better deep water insertion where I reduce radius, should I include the radius\distance to target in briefing? or would that make it to easy? Sorry Beery! didn't mean to hijack your thread. |
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#330 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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