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Old 06-28-09, 05:03 AM   #1
Sledgehammer427
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Right now, its still just a bunch of playable nukes
but since I started making them campaignable, there was a big bang of SH4 nuke subs, hence, my sig
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Old 06-28-09, 04:27 PM   #2
ETR3(SS)
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Quote:
Originally Posted by Capt Jack Harkness View Post
Alright then, modeling issues aside, I've noticed a couple playability problems.

First off, the sonar seems strangely worthless on the couple patrols I've done so far. On more than one occasion I've made visual contact with a moving target with no word from sonar and when I tell him to report contacts he says he's got nothing. On other occasions, however, the sonar works fine and I end up with dozens of contacts out to the advertised ~30 nm radius.

Secondly, acceleration seems a bit sluggish for a boat with 35,000 hp. I know the game engine has a different interpretation of engine power than the rest of us and that might be part of the problem...

Keep up the good work!

PS: Anyone willing to start on a proper control room???
I guess I'll start with the modeling issues first. If someone wants to model the screw after the picture you found I am ok with that and will include and give due credit for it. The fact is, that I personally and legally, am limited in what I put in the mod. Hence I use public sources for references.

Second, the sonar issues. I don't know if its Operator Error (i.e the sonarman on the stack) or if it's the setup that I have for the sonar. So I am looking into that, if you want to look into it as well that's fine just let me know so I can make the correction(s).

Third, boat acceleration. Honestly I feel quite content with the way the boat accelerates. A decently fast increase from 0kts and then gradually getting up to the full 35kts. Trust me on this one.

Quote:
Originally Posted by balmerical View Post
ok, I admit it ...Im not worthy!

I still cant seem to find the "change to main engine" button.

Could anyone post a small screenshot for me so I can finaly put this master piece of a sub to work?


Here ya go!

Quote:
Originally Posted by Sledgehammer427 View Post
Right now, its still just a bunch of playable nukes
but since I started making them campaignable, there was a big bang of SH4 nuke subs, hence, my sig
I got a new name for you then...RICKOVER!
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Old 06-28-09, 06:49 PM   #3
Sledgehammer427
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:rotfl:
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Cold Waters Voice Crew - Fire Control Officer
Cmdr O. Myers - C/O USS Nautilus (SS-168)
114,000 tons sunk - 4 Spec Ops completed
V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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Old 06-29-09, 03:24 AM   #4
Capt Jack Harkness
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Alright I'll take your word for it. And I think the sonar issue is operator related. When sitting at the console I can hear contacts miles away, then when I send bearings to the TDC they finally get reported.
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Old 06-29-09, 05:11 AM   #5
balmerical
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Thank you for the screenshot.

I now see my error - I guess this mod needs the "german sub expansion" (dont remmember the name lol) to get that engine changer.....


well...off to get the expension then
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Old 06-29-09, 06:19 AM   #6
Sophont
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I asked this about the Ohio, and I'm wondering about it for this too... would it be possible to get it working for the German campaign?
I really would like to get the additional extras from the German campaign, like being promoted and being able to call for support from battlegroups, with one of the nuclear submarines.
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Old 06-29-09, 01:24 PM   #7
Sledgehammer427
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Personally, and maybe ETR3 can add his input, but from what I know submarines are supposed to be independent of the battlegroups, they can pop up and shoot out an intel message about convoy movements, but other than that I think they are supposed to just not be there
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Cold Waters Voice Crew - Fire Control Officer
Cmdr O. Myers - C/O USS Nautilus (SS-168)
114,000 tons sunk - 4 Spec Ops completed
V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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