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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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Hmm, I only touched the US harbor traffic mission (which has australian ships for sure), wonder if there others...
tater |
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#2 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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What, V0.71??
Damn you're quick
__________________
Regards, Bando |
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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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CTD fix for picking start dates. little if anythign else changed, I've been working on the '43 files, and I work on non-zigzagged versions to they are ready, then I ZZ them.
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#4 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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Tater--
Been playing your campaign. Chased a task force for 7 hours (game time thank heavens ![]() Anyway--your campaign causes me serious issues--I was crying like a wee baby. So it goes without saying that I love it so far! Great Job and Thank You! ![]() Peto PS--even though the Task Force was cooking along (18 knots I think) the escorts maintained station well. If anything they were a little less predictable (which is a good thing). I'm hooked. |
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#5 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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Two Fubishi (whatever) Destroyers took my sub out in shallow water west of Borneo as i tried to make the switch to the southern Sub Base after Manilla was off limits. I should say 1 Destroyer got me. Shot the first as both were travelling in line back to Tokyo. Second took a hit midship but second torpedo failed.
![]() Sat on seafloor repairing massive flooding but that second sub kept homing until finally canned my sub. Using Natural Sinking Mechanics 2.2 works well. Makes it more realistic. It used to be sort of zany how fast ships went down. Now it's great to see the Battleships rolling over like is typical in real naval battles. I should have went to port after sinking two Battleships and two heavy Cruizers west of Borneo. Lots of warships are over there during the Borneo invasion soon after Dec 7th. One thing i suggest to MODDERS is making the large capital warships speed on out of any area that's under sub-attack. It was kind of foolish the way they mill around offering themselves up. But it could be that was due to rookie crews onboard. There was only one destroyer escorting those 4 big Caps as well. But if this is a randomization that's fine too. Naval battles resulted in all sorts of surviving fleet configurations. I'd make all Battleships have elite crews. Carriers too. This game is great fun even when sunk. Just teaches tactics. Never engage Destroyers in shallow water! I have not played that much yet to pass that learning stage. Been mostly modding the perfect set of MODS together. |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The 2 missions representing the japanese southern advance are very little touched so far in my campaign. It will take some work since to properly up the speeds, etc, I need to redo all the waypoints. The stock invasion forces tend to park pretty far offshore and mill aorund at 1 knot. If I do something like that, I want a coordinated DD screen to run around them. Haven't decided how exacty...
Last edited by tater; 07-18-07 at 09:40 PM. |
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#7 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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Hi tater.
A suggestion... ...setting the startpoint of the subs that launch out of Pearl Harbor west of the International Dateline. That puts it west of Midway and cuts in half the trip to Japan. Which on my machine can take 12 minutes since it can only crunch data as fast as 3000x. If we could have the home return target not be Pearl Harbor but instead the same general area as the launch point -- that too would save a huge amount of travel time. |
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