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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jun 2005
Posts: 40
Downloads: 10
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Hi,
I noticed that time acceleration doesn't set itself to 1x if the boat runs aground or hits the ocean floor. Is there a way to tweak this somehow by fiddling with one of the moddable files? |
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#2 |
XO
![]() Join Date: Mar 2007
Posts: 420
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It's always best to examine your waypoint routing very closely when in the shallows to make sure you've not intercepted any thing you can not sail through before hitting the TC ...
I run my TC at 256 max and always have time to make adjustments unless I'm not in the room at the time.
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----------------- Snuffy! |
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#3 |
Seaman
![]() Join Date: Jun 2005
Posts: 40
Downloads: 10
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I'm thinking of specifically running aground being submerged. My speed was 2 knots and I had time acceleration set to 32. I was escaping some destroyers which were quite far away when my sub hit a rock or something. With time acceleration on I had no chance to react because my boat took damage too fast. If time acc would reset to 1x these things might be avoided. By the way, is 2 knots really that destructive?!
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#4 | |
Engineer
![]() Join Date: Apr 2007
Location: Texas
Posts: 203
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Friends, when once a man is launched on such an adventure as this, he must bid farewell to hopes and fears, otherwise death or deliverance will both come too late to save his honor and his reason. |
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#5 |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
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Watch out for the add-on's fix for this issue.
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Kilroy was here |
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#6 |
Seaman
![]() Join Date: Jun 2005
Posts: 40
Downloads: 10
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This is an old post of mine, but I'd like to mention that this seems to be fixed. Can anyone else confirm this? (though this post appears to be in the wrong forum by now
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#7 | |
Fleet Admiral
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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