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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ace of the Deep
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here is how, most likely, you can test it: take a merchant/battleship... blow it's engine or screw off so it can't move... 1 torp to the side... wait for a very while (TC16 ftw!) and whatch.. If it repairs itself - hit it again. Or it will sink and before that will, most likely, fire off the flare. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Hit a battleship in an ammo magazine and one torp should sink it. Ya gotta find the sweet spot.
![]() I just ran across a task force with a Royal Sovereign battleship in it and it took me 4 torpedos to sink it. Tho I have sunk Queen Elizabeth battleships with only 1 torpedo... in Scapa Flow at anchor and at sea moving.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#3 | |
Swabbie
![]() Join Date: Sep 2012
Location: United Kingdom
Posts: 14
Downloads: 22
Uploads: 0
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#4 |
Ace of the Deep
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#5 |
Swabbie
![]() Join Date: Sep 2012
Location: United Kingdom
Posts: 14
Downloads: 22
Uploads: 0
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#6 | |
Ace of the Deep
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the game's main sound file Sh.sdl contains all the information. The problem starts when multiple mods overwrite it, effectively disabling the previous mod's changes, if they were not modified to fit each other. TDW made a tool to edit and compair this file, which you can find on this forum, download and see from there. |
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#7 | |
Swabbie
![]() Join Date: Sep 2012
Location: United Kingdom
Posts: 14
Downloads: 22
Uploads: 0
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Sorry to be a pain. |
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#8 |
Ace of the Deep
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I'll have to get home to check what are you talking about, cause I can't help you w/ smth that I don't remember about, lol
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