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#121 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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#122 | |
Chief
![]() Join Date: Mar 2005
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#123 |
Eternal Patrol
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But remember that those are the absolute firing rates. That doesn't take into account the time it takes to aim. The crew will almost never fire at the maximum rate, simply because if there's no real hurry then they won't, and if there is they are going to miss a lot more. The game also doesn't react to bad weather. Even a little motion causes massive slowdowns.
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#124 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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The damn Uboat rocks and pitches and its hard to fire off continuous shots As it should be I find myself altering the boats course to find the least swell |
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#125 | ||
Chief of the Boat
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#126 | ||
Eternal Patrol
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Does bad weather make the AI gun crew fire more slowly? I know, "It's a stock bug and has nothing to do with the mod!":rotfl:
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#127 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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To be honest mate am not sure
They dont SEEM as accurate in bad weather May just be my impression though |
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#128 |
Chief
![]() Join Date: Mar 2005
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Sunk a trawler last night using my deck gun, in calm weather but certainly there was some roll.
What I noticed though was that the sight was off to the left by 2 notches! ![]() |
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#129 | |
Eternal Patrol
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#130 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Always been that way Sometimes its noticable some times not Its worse at the closest zoom |
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#131 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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I thought you meant the enemy AI May be just me but they dont seem as accurate in rough weather Rate of fire seems the same |
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#132 |
Seaman
![]() Join Date: Jan 2007
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Hi,
is it a proper place to make a request? ![]() I would like to see some changes in Realistic Crew Transfers option in SH3 Commander. At first I found it really annoying to loose a crewman at the beginning of almost every patrol, but then I thought: "Well, that's life. Your crew want to have their own careers too." AFAIK that's how it was in real life - after gaining some experience crewmembers were directed for some training and then they were reassigned to another u-boats. But then a question crossed my mind: if that's so, why haven't I ever received a new crewmember (preferably with a newly obtained skill)? And that's the option I would like to see in future release of SH3 Commander. There should always be a small chance of receiving a new crewmember and even a bigger chance of receiving him when loosing on old one (as a replacement). It would be even more exciting if there was a chance of receiving skilled petty officers, since you can't buy them in an ordinary way (using renown). cheers |
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#133 | |
Navy Seal
![]() Join Date: Apr 2005
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#134 |
Ace of the Deep
![]() Join Date: Nov 2005
Location: Norrkoping, Sweden
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First of, thank´s for this prog.
![]() ![]() Is it possible to set the days spent in other base to something like a week, for repairs? The set number of days spent in base option is, in this case not used, right? Docking in other base with deck gun, everything in/on the conningtower, forward batteries, everything in the ra and so stations destroyed and 40% hull integrity and leave the next day with a tip-top boat is maybe not so realistic. I have looked through the files but can´t seem to find this setting:hmm: I´m rolled back and ready to go ![]() edit. this is from the SH3Cmdr Help "*Note that extra days will be added if damage needs to be repaired" but I still wonder if it´s possible to change this somewhere. edit.
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![]() Last edited by Lzs von swe; 01-29-07 at 07:23 PM. |
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#135 | |
Navy Seal
![]() Join Date: Apr 2005
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Of course, I wouldn't recommend this if docked at a milk cow, and I question the need for doing it even if docked at a friendly base (the extra days for repairing damage will be added appropriately by SH3), but, you can do it if you want. |
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