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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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I've installed the fire damage mod and it's not causing conflicts - It hasn't been in use long enough for me to say how effective it seems to be. I still can't get to the LST mod though
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Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#2 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
"It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught a FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird! Always interesting.. " Anyone have a suggestion about what might be going on? ![]() Thanks Gryff |
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#3 | |
Navy Seal
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#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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nice to see this is still getting play.
actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
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#5 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
As an aside, do you know where I should go to get the DarkWraith's fire mod? Salut! ![]() Gryff |
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#6 | |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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![]() Quote:
![]() http://www.gamefront.com/files/20131...ge_v1_4_SH3_7z
__________________
Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#7 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
![]() Gryff |
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#8 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
Just a thought. Regards Gryff |
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#9 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
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#10 | |
Navy Seal
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I find this mod is one of the essential ones actually, otherwise ships just sink too fast.Some ships do sink incredibly fast(as some did in rl) with this mod, just depends how the torpedoes hit and how many. Looking forward to the update. |
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#11 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Gryff with the Grumps ![]() |
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#12 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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Defiantly dow loading when updated.
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#13 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
Snuck into Truck via south channel under cover of darkness and over 3 hours or so hit 6 merchants with gun using a limited number of rounds (10 each) (at 2 x Nippon; 2 x Monuyama; Akita; Buzyun) at two locations. (And, just for laughs, I took out a Small Subchaser with a 'cutie'. Quite liked that!) One merchant went down immediately, and another half an hour later. I got credit for these. The others went down throughout the night. I set up in the channel north of Truck by 06:00 to wait out the day prior to going after the at-anchor Fleet undercover of darkness - at 52', you are too visible in daylight! So, at dawn I used the camera and 'flew' back and was flukey enough to see the last 5 minutes of the life of my second Nippon. At just after 7:30, I was able to watch as she slid under, heavily on fire. But, no credit. This behaviour was confirmed later with the Fleet. I put on the bottom 2 x HCs; an ASW CV; an FC; and, the piece de resistance, the Yamato. The only one that I got 'credit' for was one of the HC's, because, courtesy of a previous mission, I knew just where to hit her with a single shot to take out the magazine. Huge multiple explosions, and almost instant announcement that she was going down. I'll see if I can show you an image of the other HC that I 'failed' to sink. ![]() ![]() (As an aside, what's with the impossibly tough Small Subchasers? I had to put 10 HE and 3 APs into one and got the one last night with a perfect 'cutie' shot, but even so, they both subsequently took over 15 mins to sink!! Then, neither got marked on the map - but I did get Captain's Log credit for one). So, in summary, without understanding the code for 'credits', it would seem that to get a red map marker and credit, you need to be within line-of-sight/hydrophone range AND garner enough Hit Points OR sufficient Fire and Flood PROVIDED it is in deep enough water to count as 'sunk'. If you are after tonnage, and have the patience, limiting the ammo or torps you expend, then allowing time for the fire & flood to do their thing could get you a lot more tonnage. BUT, if you want credit (and, therefore, renown), you need to hang around. That can be bothersome (boring &/or dangerous!) On the other hand, submariners and airmen would hit and run, often not knowing their results - hence JANAC and equivalents in other services... Your choice - strategy vs realism. So there! ![]() Gryff |
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#14 |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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#15 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
Danke. ![]() Gryff |
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