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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Chief of the Boat
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Correct...that is one of the weaknesses of the game engine IMHO. |
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#32 |
Watch
![]() Join Date: Mar 2012
Posts: 26
Downloads: 43
Uploads: 0
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That is what I thought you meant but I just couldn't believe it.
So, they only use ping when I am below 100rpm and still stick to me? They must have space age technology... ![]() |
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#33 | |
Chief of the Boat
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If a surface vessel detects your presence an escort may well go 'active' to get a definitive fix on you but sometimes they remain passive because they know of your whereabouts due to the noise your propellors are emitting. |
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#34 | |
Watch
![]() Join Date: Mar 2012
Posts: 26
Downloads: 43
Uploads: 0
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So, they don't hear torpedoes being loaded, the radio or pinging. But they do hear props at below 100 when not pinging. How do I get out of the circle when at 1 knot? Because at that speed I'm going nowhere very fast...Is it really just playing the merry go round until they leave? Imagine this psycho - after he ran out of depth charges, he kept charging my position, over and over, after the convoy and the other escorts had long gone. I just reloaded the save after about 4+ hours on time comp. |
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#35 | |
Chief of the Boat
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There are dozens of opinions and preferences on how to avoid/survive....start a post asking the question and I'm confident you'll receive a large number of different tips/strategies. One tip: after the escort has passed over you and your in his baffles, he is deaf and that is one opportunity for cranking up some speed to change direction and or change course. |
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#36 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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And hearing torpedoes loading or repairs being done is actually modeled.When you turn on silent running those things stop so your noise output stops and when you turn silent running off its like allowing your boat to make the normal amount of noise it makes.Hope to not confuse. ![]() |
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#37 | |
Watch
![]() Join Date: Mar 2012
Posts: 26
Downloads: 43
Uploads: 0
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A random turn? Perhaps, but hard to believe when they not just turn but turn and head straight for you whilst you're silent and stopped. ![]() Has any sound mod added extra sounds that can be heard on the hydros in addition to props? Does anyone know how the escorts ping in the game? A cone from the bottom of the ship down or a cone forward perhaps? Knowing that may solve some of the variables. I have an assignment to kill before I can play cat and mouse again... ![]() PS I have found the descriptions of sonar and hydros in the GWX manual (B15). Makes for some interesting read, well worth it. ![]() Last edited by Rebel22777; 04-12-12 at 03:32 AM. |
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#38 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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The ASDIC is very weird in that the cone sticks out like 90percent degree on the sides.If you play with very little realism and click on an escorts icon on map it shows what I think is the arc of their sensors. |
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#39 |
Shore leave
![]() Join Date: Dec 2010
Location: Tennessee, below the thermocline
Posts: 70
Downloads: 100
Uploads: 0
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I've installed GWX 3.0 and so far I'm loving it. I'm on my second patrol, the first was the 5 day shakedown. I haven't played in a couple of years and I'm trying to get back up to speed where I was when I quit playing. I'm on easy mode right now (covers head with arms knowing boots are going to come flying) and I'm wanting to know if the GWX Contact Color Mod is compatible with 3.0?
I promise to turn it off when I get back up to speed ![]() Edit: As others have said I just want the tails. I want to keep the gray until positive ID. |
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#40 |
Chief of the Boat
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Yes.
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#41 |
Rear Admiral
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IIRC I think I found a way to do that, pretty sure I made a little mini-mod just for that purpose. I will look when I get back to my home PC, if I don't post something here about it this evening PM me to jog my memory.
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#42 |
Rear Admiral
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Well, found it and have uploaded it to Gamefront where if memory serves it should be available for 7 days.
http://www.gamefront.com/files/21574...+Grey+Tails.7z That's the link they gave me from the upload, but currently it says the file is unavailable so I don't know if it just takes a while to get set up for download or if there's an actual problem with it. Anyway assuming I get the upload sorted, the mod will put the navigational tails back on the unit icons on the nav map but will keep them all grey so you still have to determine friendly/enemy/neutral status yourself. Edit: getting a download button now so apparently it's there for anyone who wants it. |
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#43 |
Shore leave
![]() Join Date: Dec 2010
Location: Tennessee, below the thermocline
Posts: 70
Downloads: 100
Uploads: 0
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I thank you.
I tried easy on my shakedown and didn't like having unlimited batteries, compressed air and such so I'm up to normal now. |
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#44 |
Rear Admiral
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