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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Ill make a Media Fire account and re upload soon.
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#47 | |
Navy Seal
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![]() I use 4sync It is easy (drop into folder and the right click and "get link") to use. Your files are safe from delete for 6months after each log in ![]() |
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#48 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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By the way: are you using Fx update? They should. There are settings for these limitations though I have never tested if thy are applied in game Quote:
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Moreover, despite the long range and the high power of its guns, Reggia Marina never distinguished herself for her effectiveness during the conflict. Paradoxically the only remarkable successes scored by it, were achieved by smaller units, as human torpedoes and S-boats ![]() |
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#49 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Ok, here is the Mediafire Link. http://www.mediafire.com/?ccibm5gklnhk5ri
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#50 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#51 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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You will also see the Submarines on the surface for a very short amount of time, enough to show that the Soldati destroyer once firing the starshells, will no longer track the enemy.
Also, you will see the Type 1934 destroyers attack them and not fire starshells. |
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#52 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I will take a note of it, and see what is wrong with starshells and AI torpedo tubes reloading times. Today I want to see if I can bring the M42 Zwilling back in game ![]() |
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#53 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I ran another test today regarding the Starshells.
I was in the Campaign mode, just doing the story, and I encountered an A class destroyer, I knew from my editor missions, once they fire their starshells, their main guns lock up and stop working, So i decided to surface near in, it started circling me, but it's main guns did not track me, they just stayed at their max elevation. I tried to attack it with the deck gun, but I spent all my ammo on them ship, it seemed the destroyer did not get damaged by my attack. |
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#54 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I want to see if they make any difference ![]() |
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#55 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I disabled IRAI and the ships guns tracked the Submarines instead of pointing up and firing the starshells, however, they did not change course to follow the Submarines, once the submarine submerged, they just kept on going acting if the submarines did not exist, when they were really just lurking below.
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#56 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#57 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Even with the FX update, the ships still fire their starshells once then stop firing.
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#58 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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It would be nice if this could be fixed, because the Admiral Hipper is basically useless because it's main guns fire starshells and stop firing.
also, the Bismarck and Scharnhorst ships are not able to use their 15cm guns. |
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