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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#2 |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
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#3 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
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What we do in life echoes in Eternity Last edited by tonschk; 07-16-10 at 02:30 PM. |
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#4 |
The Old Man
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John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.
- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode. - Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface - Not being able to lie on the sea floor (without taking damage). - problems maintaining depth. Actually here's a thought about maintaining depth at zero speed: To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth. At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew. |
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#5 | |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
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So I had to go in reverse and fire it. The ship's draft was only about 8 feet so the torpedo went right under. I reloaded from a save and tried again, accept forgot to set the depth AGAIN so I had to try a third time |
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