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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Navy Seal
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Location: Stavka
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Too bad we don't have AI Leander and York class cruisers, we could have a reenactement Battle of the River Plate
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#137 |
Mate
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Yea, I'm afraid only the cumberland is there and it didnt have a part in the fight.
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#138 |
Ace of the Deep
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What would be good CA substitutes (from the game inventory) if one wanted to create a River Plate Quick Mission?
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#139 |
Navy Seal
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I would guess that the best RN substitutes would be a Kent class for HMS Exeter, and 2 Fijis for Achilles and Ajax...
I can't remember if SH4 has a Dido, If it does, It would probably work better then the Fiji
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#140 | |
Seasoned Skipper
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But no it looks like the AI PBB(with sunlight, reflections and so on) +MMarques will make a super skin:p Can we leave the gun control system the same way ike on the DD?
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#141 |
Chief
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Yeah leave it the same way, just add some playable guns. (AA and deck gun, but not the main battery)
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#142 |
Loader
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no main battery? really?
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Best naval sim of all time - TF 1942 |
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#143 |
Ace of the Deep
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Did any of you ever play Great Naval Battles of the North Atlantic? You had the option of allowing the gun crews to automatically fire using the fire control directors or optics or you could manually take over one of the turrets. Basically, the turret view looked sort of like the TBT/UZO with settings for type of ammo, range, rate of fire, and spread (narrow, wide, or normal). I think it also had a counter to show how long it would take to reload the guns. Animation of the overhead view of the ship would show the gun barrels lowering to load and then raising again to firing position. If the ship was listing too much, the guns were no longer able to see their targets or fire. Pretty good for a 2D DOS game.
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#144 |
Chief
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Sounds like a good idea Sarsfield, i wonder what Xan think about it? :hmm:
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#145 |
Loader
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Great simulation - second best to TF1942 since there were no true 3d views but amazing nonetheless.
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#146 |
Captain
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In my opinion, the AI control of the 280mm's and 150mm's guns is the best way...crap! i am Kapiten zur See! I want stand on the bridge watching my guns firing
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#147 |
Stowaway
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Unluckily AI gun crews lack this certain ability to line up ships in the crosshairs. Often enough they shoot either right or left of the target. Which is a real pest. Human controlled it makes up for much better and precise shooting. Back then all what mattered was getting the range.
So yes, player controlled main batteries would raise your chances of survival and success much higher. Now I am aware of the problems coming with modelling of the main guns, so I am certainly not pressing the issue. Fun it will be anyways ; ) |
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#148 |
Ensign
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Yea, i agree on the huge inaccuracy hit ratio of the main gunners... Maybe if i'd readjust the medium/close ranges much closer to the long range maximum. Then i'd see is there any difference in gun spreads.
I'll test it out in a moment and report here.. |
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#149 |
Mate
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I've been trying to figure out a way to make the 11" guns fire at a longer range than the 5,9" guns but they always fire at the same range.
I'm not sure if its possible to we'll have to hope there's a way somewhere.
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#150 |
Ensign
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Just finished on the spread test, and even though i setted the close range into 11km, while longest is 15km, the spread is still horrible, although at 8km range, lot more hits were done then before..
But regarding the different ranges, readjusting the maximum range on the 5.9s and adjusting their max range to 8km, while the 11" can keep their standard range (was that like 27km or so?). At least that's what i thought out. |
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