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#1 | |
Stowaway
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![]() yep, the rest of the fleet probably will never be starting off from a stop but often in evasive manuvers the wrong setting has ended up with the kongo stuck at 4 or 5 kts in zig zags so it never gains speed. i had something that was within a 10%margin of error on real life acceleration times but in game it stalled out and couldnt get going, the rest of the task force left it behind. if i did that to all ships i would have had a task force under attack speeding away doing evasive manuvers at a whopping 4 kts lol. i'll probably release it this weekend, maybe sooner, i have settled on all my numbers that slow ships as much as possible yet still keep the AI looking the same as far as how ships are manuvering and zig zags and stuff. how it looks and feels in the game shouldnt change which is more important to me than the actual times i record. this is what it will look like in the game: again the kongo with my latest numbers: (the ones i will be putting in the mod) from 1 kts - 5 kts = 7 seconds from 1 kts - 10 kts = 40 seconds from 1 kts - 15 kts = 1 minute 35 seconds from 1 kts - 20 kts = 3 minutes 5 seconds and the numbers for v3 i released: from 1 kts - 5 kts = 5 seconds from 1 kts - 10 kts = 15 seconds from 1 kts - 15 kts = 40 seconds from 1 kts - 20 kts = 1 minutes 15 seconds and as with stock numbers: from 1 kts - 5 kts = 1-2 seconds (so fast i almost missed it) from 1 kts - 10 kts = 5 seconds from 1 kts - 15 kts = 10 seconds from 1 kts - 20 kts = 18 seconds Last edited by Webster; 03-10-09 at 08:52 PM. |
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#2 | ||
Eternal Patrol
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#3 | |
Stowaway
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![]() NHRA Today Presents The US Navy Quarter Finals Time Trials trouble with timing on water is painting that damn finish line at the end of the drag strip :rotfl: |
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