![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
|
![]()
IA behaviour, ships slow down when other ships are hit
![]() chronometer, radar...
__________________
But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
![]() |
![]() |
![]() |
#2 |
Ensign
![]() Join Date: Dec 2001
Location: USA/Florida/Sweden
Posts: 234
Downloads: 5
Uploads: 0
|
![]()
...........convoys waiting for to be sunk after an explosion.."see now,,one of our fellow ship are sunk by a sub,,let us gather/slow down and look".........:hmm: :hmm: :hmm:
__________________
Specs Windows 10 64 bit Pro Asus Z - 97A Intel I7-4790K 4 Ghz 16 Gig Trident Claw DDR 3 2 x 760 GTX 2048 mem in SLI. WD 1T Hd Ultra/WD Black 640 Corsair 850W PSU |
![]() |
![]() |
![]() |
#3 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
Uploads: 0
|
![]()
#1) The radar. Does anyone have a mod that truly fixes it? Please tell me if they do. The only fix I've seen makes it so SD radars reveals all surface contacts, when it should only alert you to air contact range w/o direction. My understanding is that, in early war patrols, we essentially have a choice of going out blind (no radar) or with what is effectively SJ radar way too early in the war.
#2) Rangefinder on the TDC. Aiming at the top of the mast gives VERY unpredictable results because all the measurements are screwed up and are only calculated in meters. Even with a measurement tweak for Jap ships, the fact that there is no meter-to-yard conversion means the ranges will still be wrong. Since this game should be played in imperial units, that's screwed up. |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|