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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: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Steeltrap, that 7 seconds number is a great find!
What gun did Wahoo carry at the time? It's interesting, because I changed the kv29 mod to have a reload time of 8 seconds. Not sure what crew quality does to the reload time, that would be useful to know. tater |
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#2 | |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
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Hope it helps. Decg guns in these sims ALWAYS seem to be somewhat 'death ray' in nature - presumably playing to the casual gamer who expects to sink things with half a dozen rounds! Gunnery generally has been a problem in these sims IMO. Freighters and DDs etc. seem deadly accurate within seconds - that was my experience in SHII and III. Believe it or not, I've found SHIV to be better in this regard in that I can dive before being hit, and even attack freighters from longish ranges with (seemingly) little risk of being hit. Now, if we could just make it so receiveing any sort of shell hit of 4" or greater size would have a great chance of rendering it impossible to dive, we'd be on to something. Cheers! |
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#3 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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In general the subs in SH4 seem to be made by General Products, lol. I expect to see that my exec is a Pupeteer. tater |
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#4 |
Seaman
![]() Join Date: Jun 2007
Posts: 41
Downloads: 0
Uploads: 0
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My way of dealing with the issue is as follows:
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#5 | |
Seasoned Skipper
![]() Join Date: May 2005
Location: South Africa
Posts: 711
Downloads: 44
Uploads: 0
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#6 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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I am quite sure that method would not be very popular! ![]()
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