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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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If we can find a remedy for that there is many other places we can fiddle with that would most certainly take a priority like a dynamic campaign of ships disappearing from the SCR layer once you sink them. But all this is currently out of touch. -pditty8811 |
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#2 |
Planesman
![]() Join Date: Apr 2010
Location: Phoenix Arizona
Posts: 195
Downloads: 290
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It might be possible to create a program that searches the save game map file for a specific object and it's location and then add it to the campaign files after you exit the patrol. You would probably need another map object like a circle or mine symbol of some kind.
Of course you could probably just edit the campaign files manually anyway. After the patrol.
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#3 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 195
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I think the gameplay challenge alone of laying mines would make it worth is- sneak in at night, very close to the shore, in waters that are possibly already mined, where discovery means you're in a great deal of trouble. If anyone implements mining it would be awesome.
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#4 | |
Stowaway
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#5 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
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Well there is a very old minelayer mod that changes type II torpedo's into floating mines. The creator of the mod claimes that they do explode on contact but I never managed to make that happen.
Try a search on these forums. |
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#6 | |
Stowaway
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Well, even if they did explode on contact you would have to sit there and wait to watch a vessel hit it. Because if you leave the area, that mine disappears. |
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#7 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
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True. But still great fun!
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