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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Swabbie
![]() Join Date: May 2008
Location: Italy, Pisa
Posts: 8
Downloads: 57
Uploads: 0
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#17 | |
Pacific Aces Dev Team
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Floating crewman removed Funnel smoke added.
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#18 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
Uploads: 0
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Horsa, Rucco just released probably the best thing to happen to the PBB. We now have an accurate damage model. No more random sinking ships! He added the damageable objects in the ship, repairable damage, hull damage, and semi realistic flooding. He did some amazing work! You may wish to PM him and ask the details but I know it involved him sitting next to the USS Iowa and taking hits to memorize where certain hit boxes are and assigning proper armor values to it. I have to say I'm very impressed with the latest files for the PBB. Being one of their "beta testers" I've seen them all from page one of the thread to the current release. Fighting the random sinkings, T3 tankers of doom, and poor AI gunning. I have not found any bugs thus far, just some minor gripes with visuals
![]() I just returned from a carreer stopper (not really) 150k tons patrol taking 0 hull damage from pesky destroyer escorts shooting sub 5 inch guns, and armed merchant ships. It started off with a photo recon (gasp) of Freemantle to which the fight in and out sucked but no damage was taken to the hull of the ship itself. Took out my observation periscope, no more fun aiming torpedo's, and damaged my radar station and several other small stuff that was repaired or left destroyed. I returned home and tested out his BB test where you duke it out with the truely invincable Iowa Class BB. I can tell you that you cant win with guns and if it ever lands those main guns on your ship your toast! I forsee something like this mod here to have a similiar realistic damage model. Talk to Rucco on the PBB thread and see if you and he cant work out a realistic damage model. I think we just found our first successfull oportunity to expand to the surface ships for SH4 UBM!!! Did I mention it's stable so long as you dont hit the submarine specific commands when you finally go under the waves? (Emergency blow, surface, periscope depth, hold depth, and all that cause CTD's) ![]() |
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#19 |
Pacific Aces Dev Team
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Thanks UPK. This is ( was ?) one of those "black holes" that needed addressing for these new playables. That looks like a significant development .
I've not had time to assess it properly yet, but my brief reading of it suggests that Rucco has taken a serious step to getting past this hurdle. ![]() ![]()
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#20 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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I think the flie is broken....
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#21 |
Nub
![]() Join Date: Oct 2005
Location: Germany, Viernheim
Posts: 4
Downloads: 11
Uploads: 0
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Hi, follow problems what I have with two Ships.
![]() For to chance the Mods I use the JSGME. Thx for help |
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#22 |
Pacific Aces Dev Team
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The Fletcher is not a complete conversion, so features will be missing.
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#23 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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#24 |
Gunner
![]() Join Date: Dec 2007
Location: Schnell Boote Land
Posts: 97
Downloads: 3
Uploads: 0
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Sounds bitchin. I'll give it a shot. CL
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#25 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
Uploads: 0
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Is it possible to add AI versons that will fight alongside him to allow flotilla action? just wondered. thsi looks like remarkable work, thankyou very much.
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#26 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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the only problem i encounter is that after some firing the other turrets sudenly stop no mater how much ammo i have:/ and only the playble turret is still fuctional....any idea why? oh and i have try this mod alone not with others...thank you
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#27 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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and one other thing about USS Brooklyn...she has no damage holes only the damage counter reads...i mean you can see the fire only in destroyed guns
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#28 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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like i said before about the non playble turrets they sudden stoped firing no matter what...why that? they still have ammo though
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#29 |
Grey Wolf
![]() Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
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Bump
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Sunken Mustangs Proud Ford Mustang owner "Damn the torpedoes! Full speed ahead!" - Admiral David Farragut Run silent - run deep - keep the baffles clear - targets front and center. Private pilot and history buff |
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#30 |
Seaman
![]() Join Date: Aug 2006
Posts: 37
Downloads: 23
Uploads: 0
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Could anyone re-upload this?
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