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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jul 2007
Location: Montreal, Canada
Posts: 194
Downloads: 65
Uploads: 0
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#2 |
Ocean Warrior
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Seven is pretty deep. But I'm going off of using Hsie's patch. Are you having luck at that depth ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 |
Stowaway
Posts: n/a
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Salute Wolfs of the Atlantic!
![]() I am not so newbie to the SH3 GWX3 but I have lost my saves before time. Now reinstalled it and add great mods - man this is wonderful game. I have just small question about realism. Is there such mod which lead your sub when fired most or all of the torpedos to dive a little bit more longer because of the weight? As for example when you are low on fuel you could travel faster because you are lighter? Or it was not needed to skipped some of the physic classes? ![]() ![]() |
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#4 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > derVogelbg
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 ***8211; 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#5 |
Gefallen Engel U-666
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derVogelbg!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#6 |
Grey Wolf
![]() Join Date: Aug 2007
Location: ...somewhere in the swamps of Jersey.
Posts: 909
Downloads: 157
Uploads: 0
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Welcome!
It was always my understanding that the crew would strive to keep the boat 'balanced' at all times so I don't think the boats came back 'lighter' at the end of their patrols. They would compensate for the lost weight of expended torpedoes, consumed food stores and fuel by pumping more water into the trim tanks/ballast tanks to keep the boat in balance.
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...I fought in many guises, many names, but always me. Patton
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#7 |
Nub
![]() Join Date: May 2017
Location: Czech Reoublic
Posts: 2
Downloads: 115
Uploads: 0
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Hey there!
I'm sorry for the silly question I'm about to ask, but I can't seem to find any answers on the forums (Apologies if I'm simply not looking right). When plotting things on the navmap with the compass tool, the already plotted compass circles are invisible using some of the closest zoom levels. That makes really accurate plotting, especially plotting hydrophone contacts, kind of difficult, if not impossible (not to mention annoying). I'm using GWX 3.0 with the MaGui F version just in case that helps. By the way, the same issue occurs in my SH5 tWoS game. Is this just how the compass tool works in SH games? Can I do something about it? Thanks for any help with this. ![]() |
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#8 |
CTD - it's not just a job
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That is a function of the game. The devs did that, and the reasoning is that if you have map contacts on, you can far too accurately draw things to make it "fair" for the enemy. Therefore, once you zoom in a step or two (sometimes 5x) from the max zoom, depending upon the element you are using, things will disappear. This is also why your ruler only gets down to a 500 yard or meters resolution before it either jumps up or down to the next "rounded" figure.
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"...and bollocks to the naysayers" - Jimbuna |
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#9 | |
Nub
![]() Join Date: May 2017
Location: Czech Reoublic
Posts: 2
Downloads: 115
Uploads: 0
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![]() Quote:
Okay then. I can sort of understand why they decided to make it work this way, but when using no map updates, the compass restrictions sort of lose their purpose, don't they? ![]() ![]() |
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#10 |
Gefallen Engel U-666
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Doctor13Disco!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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