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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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I'm currently running TM 1.7.5 and V221 as per Ducimus's and Lurkers last updates
I haven't made the move to the full installs yet - having too much fun sinking stuff to stay in port long enough, or hesitant to start a whole new career. I'll probably make the move soon, though. 'Bloodyhell, its an evil Ducimus plane bearing 165' long range' :rotfl: Wish someone could make him say that. What a HOOT! I'm usually watching the map (and cruising on the surface), so see them almost as soon as I hear the RO. With the changes made to the planes, I Crash Dive to 160', call for 1/3 Ahead, make an immediate 90 degree turn right or left, and continue down to about 250' before leveling off. Periscope depth used to be enough, but the 'New Japs' have Eagle Eyes. I haven't had any bombs or DCs even close using this manouver (sp?). I have always found it very irritating, even in the stock game, that the planes are vectored straight at me, almost without exception. They aren't 'Patrolling' an area, they are coming right at me. Paranoid?? I don't mind that they bomb where I was, but get a little suspicious of the AI when they drop their load right on top of me 1/2 hour, even several hours later. ![]() as for torpedos i have altered some of the settings slightly but it also depends on what year your in as the default inbuilt faults get ironed out as the war progresses this can be seen if you download the Excellent S3D and look at the dates on guidance and depth stats. As mentioned, the Mark XIV torpedoes tended to be 'somewhat' unreliable. Would you believe Naval Ordnance felt that the torpedoes were so expensive that they were never 'live' tested before they were put on the new boats. BTW, a torpedo is so complex a weapon that they are almost 'hand made', and cost over $10,000 each to produce. Hence: Too expensive to test! So we were plagued with faulty weapons all during the usage of the Mark XIVs. Torpedoes had faulty contact exploders; many times, a direct hit wouldn't set them off. Magnetic Influence Exploders were even worse. They would often explode premeturly or not at all. Unreliable Gyro Steering caused some to run away or even circle back at the sub. The depth keeping mechanism was, at best, accurate to +/- 3'. They, too, tended to run deeper than the setting. I'm sure the RL captains were even more frustrated than us gamers. ![]() Maybe now that my boat uses the new Mark XXIIIs, I'll have better luck with the depth setting. What settings did you change, and what were the results? All in all i believe Ducimus, Lurker and the late Leovampire and other modders have made this game what it should have been like from the start, my respect goes out to these guys. ![]() You said a mouthful there, mate. My hat's off to all the fine fellows that have given us so much, and asked for so little in return.
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![]() Last edited by Roger Dodger; 01-12-08 at 12:01 AM. |
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