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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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Hi, I'm also using this mod. Ships feel very well, even if in heavy seas I would like see a slow rolling a bit more.
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#2 |
Admiral
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(deleted because of wrong information)
Last edited by h.sie; 05-06-09 at 07:19 AM. |
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#3 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
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This is bad news! I really liked the concepts addressed in this mod. It seems like it fixes ship behavior problems but created unintended side effects. I hope these things can be resolved, but until then, I will need to uninstall the mod.
![]() FoM
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#4 |
Bosun
![]() Join Date: Mar 2009
Posts: 61
Downloads: 73
Uploads: 0
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#5 |
Admiral
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(deleted because of wrong information)
Last edited by h.sie; 05-06-09 at 07:19 AM. |
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#6 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
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How bad is the problem,I'm using the mod and I'm wondering how much of a decrease is happening to the sonar range
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'It is not surely known when the grey wolf shall come upon the seat of the gods' Ericksmal. |
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#7 |
Admiral
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(deleted because of wrong information)
Last edited by h.sie; 05-06-09 at 07:20 AM. |
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#8 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
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This test results imply that, on the average, it took five additional minutes for your u-boat to detect the merchant ship with hydrophones, with 10% merchant ship engine reduction(less noise). That suggests that the merchant ship needed to be closer for the u-boat to pick up the propeller sounds. It might cause a u-boat on patrol to miss a number of potential targets.
Does this make any difference to the historical accuracy of the distance the hydrophone was suppose to reach? If not, the mod is not the problem I thought it was. Does anyone from the GWX team know the historical accuracy in SHIII? FoM
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