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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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I can't use the UZO from the bridge in the new 1.1 version, it's unclickable, one other thing, how do you disble the battlestations alarm? My last battle happened about three days ago and it's still going off.
Last edited by miner1436; 04-21-08 at 03:52 PM. |
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#2 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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#3 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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Discovered today another glitch in Gunner AI, they do not readjust the gun's "heading" and angle if they miss at medium to close range, while they do on long range. Today they shot like 20 salvos to a cargo ship that was 1400 meters away to my front portside, so i had to manually change my ship's heading to bring those guns to bear..
I'll have to check those .cfg AI files again, maybe readjusting close/medium ranges would change this bug. |
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#4 |
Soundman
![]() Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
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I like the look and feel of the DD ver 1.1. I don't like the fact that I can't use anything ie. the main guns or AA - that was my fav part. unfortunately like a real navy captain, all you do is make the decisions and direct the ship for the best possible shot, etc but meh, I like to shoot stuff!
![]() I notice that the AA is toned down in Ver 1.1 - I find that the AA doesn't fire until the a/c has already dropped its load. ![]() but yes, definitely an awesome step forward. hopefully in the near future we can have: 1. a working fire directing centre or whatever it was called 2. more DD-based campaigns including lots of ship vs ship action, land bombardment, escort, ferry runs down the slot, etc. 3. ability to use all the armament on the DD (main guns, AA, MGs, depth chgs hopefully) 4. different types of surface vessels - heck, how about an armed merchant? *sigh* the list is endless but i'm thoroughly enjoying it. |
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#5 | |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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I'll adjust the range of the DD tomorrow and well.. how about 3x the normal range, if you want more fuel that is.. *edit* Ok, just did another war patrol and seemingly i had adjusted the close and medium ranges way too high, resulting in the massive in accuracy / unwillingness to readjust the cannon's angles and aiming points when missing a target in close range. Now they at least attempt on making corrections, but this only reduced how often this happened, so it wont eliminate the problem. And i myself became a victim to the purple texture fubuki after taking a hit from Clemson Class destroyer's front 5" single cannon. The ship does take damage but it's damage model doesn't update.. a fix we should look into before putting the pocket BB together? Last edited by W4lt3r; 04-22-08 at 09:10 AM. |
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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I can use the UZO and I can unactivate the battlestations, so I am sorry I can't
help you... ![]() U wanna realease the Ashiao? is it based on my mod? ![]()
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#7 |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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@ The_Pharoah
In the 1.0 version i found 17 knots as the best for long range.The ship get more than 10000 km(It seems near a real fubuki,but i found some various source,it seems the range was around 8000-9000 km) I think it should be still right in 1.1 |
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#8 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Peabody
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