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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() so this is where that window is redirecting? I am sorry guys. Since many subsim members are using medifire for hosting their files, I was thinking that it was a reliable site. Do you know any good alternative to it, that allows for free memberships without removing temporarily inactive downloads? ![]() |
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#2 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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![]() For me : Dropbox https://www.dropbox.com/ (2 GO free)
__________________
~~~~BigReg~BigRegOne~~~~ ![]() "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
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#3 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() any other suggestion? |
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#4 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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A few days ago I've found this site:
http://www.navweaps.com/ It provides detailed information on common naval weapons from 1880 to today. So far I've found data on the following specs: - Main countries using a given gun, (including its variants); - Year (month in some cases) that the gun came in service for each country that used it; - Main ship classes equipped with that gun (with information on the variant used); - Rate of fire (cyclic and approximate practical rate); - Ammunition used and shell specs for each country; - Muzzle velocity for each kind of ammunition; - Gun's range at different elevations (for some of the shells used); - Historical ammunition stowage per gun; - Elevation and train angles; - Elevation and train rates; - Gun's recoil. I think there are more datas here than we can accomodate in the limited SH5 balistic model. Besides this, for some guns are provided as well figures on shielding/harmor of the gun, harmor penetration for some of the shells used by it (as a function of distance from target and angle of inpact), and rough information on gun's dispersion. Anyone interested in a SH5 guns/DC overhaul mod? ![]() Last edited by gap; 08-25-12 at 05:02 AM. |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Do you guys mean that there is another mod around here, dealing with historical guns specs? Yet I clearly rememeber recent complaints about unrelistically accurate enemy gun's aim, incorrect min and max ranges, shells doing too much or too little damage, etc ![]() |
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#6 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Okay, this is really off-topic but here goes!
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I think we really need one mod that has torpedo damage/deck gun damage/torpedo dud values/DC damage/AI ship spotting values combined and made to resemble realistic values. It isn't even very hard to do modding-wise, just change some values to .cfg and .sim files. More challenging is to test the values and gather the historical data. Also there is ofcourse some compatability issues ahead, but I think some solution can be found. SH 5 is come a long way from the release, and is almost a new game now, but still most of the captains are sailing with the stock values and sinking whole convoys with the deck gun! nonono.... One example from my previous patrol. I spotted a large unescorted convoy and got in to perfect attack position. It was night and a medium fog. The attack went well (too well infact, I had forgotten to activate my dud value mod, so there were no duds, stock value is 1 %!) and I sunk three ships. I was feeling brave and surfaced to continue the hunt. So spotted the convoy again and opened fire with my deck gun. Ships turned on the lights and the closest ships to me spotted me. Some of the merchants had cannons, but didn't open fire because they couldn't spot me even with the deck gun blazing away all the time. So I sunk three big freighters before my ammo depleted. I'm guessing that kind of situation isn't very realistic. The AI night/fog visual values seem to be too high, the merchants should have seen my deck gun firing and responded to it. And what I have understood is that the deck gun was used only against small vessels... I'm pretty busy now, but if there is interest in this and other people joining the cause too, I think I could find some time for it... Shouldn't have said that.... ![]() |
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#7 |
Ace of the deep .
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Lets see how you go with this mod then . I read on the net (everythings true
![]() ![]() http://www.subsim.com/radioroom/down...o=file&id=3521 also if you play with my mod list intact on 100% with all the TDW patches enabled there is no way it is easy . Nights are realistacally dark IE on a dark night you cannot see where the horison meets the sea . lets see you work out what ship it is , and the flag . No crew spotting from scopes , pitch black , no under water views from the scopes , no external camera . |
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#8 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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My bad
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![]() How would they aim if elevation is fixed ![]() |
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#9 |
Ocean Warrior
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@ Gap and Rongel
If you guys are going to create it, it will be a big step forward! ![]() ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#10 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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![]() I think that the modifications should be made keeping in mind TDW's works and patches. For example, some torpedo malfunctions can be enabled with the patcher. |
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#11 | |
Navy Seal
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I always have issues downloading mods from medifire - takes about 10 goes having to type in some weird word "scramble my brain" etc just to try again. With the usual "download failed - do you want to try again" ![]() |
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#12 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Problem with gamefront is that it got strict rules on "unactive downloads". It is quite boring having to reupload every so often mods that haven't been downloaded for a while. Indeed, this is not a big deal with very popular mods like OHII or NewUIs. The same goes for rapidshare. On the other hand, I have never had big issues downloading from mediafire. Usually, when the "download failed" message pops up it doesn't take to me more than a second attempt for getting the file. If not, doing right click on the download button and selecting "save target as" does the trick. ![]() As for dropbox, suggested by BIGREG, my only concern is its limited storage size: I've still a huge emblems mod and an as big EIAR radio mod cooking on my HD, and I wish all my mods to be stored in the same space. ![]() |
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#13 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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__________________
~~~~BigReg~BigRegOne~~~~ ![]() "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok Last edited by BIGREG; 08-25-12 at 06:09 AM. |
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#14 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#15 |
Navy Seal
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Review for justcloud
![]() http://download.cnet.com/Just-Cloud/...-75692723.html Free clouds reviews etc http://download.cnet.com/windows/onl...%7C&rpp=&sort= |
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