SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-20-07, 02:59 PM   #1
ausraider
Watch
 
Join Date: Jun 2007
Posts: 21
Downloads: 0
Uploads: 0
Default Time acceleration repairs torpedo reload

I'm sorry about this guys if it has been already mentioned and doubtless it has - but my forum search didn't produce any results - thats why I've kept the thread title to search words - time acceleration repairs torpedo reload.

You guessed it,

when I assign the repair crew to a particular job for example: minor repairs on the flak gun - it seems to take almost a day in some cases with time acceleration up to about 256.
This I could understand depending on the damage from Torp Boat heavy machine gun - a round or 2 could bend the loading system out of whack - or even the barrel come to think of it.

But damn near half a day to reload the tubes..??
I can't believe that.
Unless it was to reload reserves - a dangerous and risky procision business - best done at night.

Is there some issue with the time acceleration regarding repairs and tube reloading?

I had the repair crew max-ed out and the foward tube bay max-ed out with personel also.
I am using no Mods what-so-ever only Latest patch version.

Ausraider.
ausraider is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:51 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.