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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Hi again
![]() Those damn tankers are incredible...they can spot my periscope 1 Km away (well guessing it can be done by good weather no waves) but they fire and hit me while submerged! ![]() Is it realistic? Other thing i would like to be fixed in SH5, is when my deck gun or flak gun is damaged, my crew can repair it while submerged ![]() Any mod? |
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#2 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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This mod used a workaround and it wasn't flawless, but finally TDW adopted Rongel's idea and made it into a full working IRAI feature. From IRAI readme: ![]() Quote:
Quote:
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#3 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Im still quite unhappy with IRAI, for one, once the ships that are armed with Starshells, once they fire their starshells, their guns de-activate.
But their AA guns will still fire at your periscope. |
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#4 |
Navy Seal
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Thanks for the reply.
Well, i guess i'll have to deal with it ![]() Most dangerous merchants i've found so far are those big tankers. I'll have to stay further than 1 Km, and make long distance shots... A shame we can't comment out this line in IRAI ![]() To me, what would be more realistic is they still can spot you 1 Km away (by good weather only) but open fire at you closer (or at least can hit you only closer than 1 Km - let say 500m could be fine/accurate imo). |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() As for ranges at which enemy ship start firing their guns at us, anyone can decrease it by altering 'AI Cannons' or 'AI AA guns' 'Max fire range' in Sim.cfg. Unfortunately these parameters are global: they would be applied to ship to ship engagements as well, no matter their sizes or the effective range of their guns. ![]() I am sure that IRAI's flexibility is what we need for dealing with this issue ![]() |
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#6 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I wouldn't be surprised if Rongel himself popped up and complained about this feature ![]() Nonetheless, we must admit that enemy ships firing at us from very long ranges, doesn't make much sense either ![]() |
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#8 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
Early ships: • 4 × 5"/38 caliber guns • 4 × twin 40 mm gun mounts • 4 × twin 20 mm gun mounts Late war ships (from August 1943 on): • 1 × 5"/38 caliber gun • 4 × 3"/50 caliber guns • 4 × twin 40 mm gun mounts • 4 × twin 20 mm gun mounts in game we have: • 2 x 4"/50 caliber guns (from June '41) • 2 x quad 2-pdr "pop-pom" guns (from Feb '40) • 4 × twin 40 mm gun mounts (from Feb '40) • 4 × twin 20 mm gun mounts Not exactly the same ![]() ![]() |
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#10 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Those pesky escorts are just as dangerous.... no mater what the range is. If they spot you you can end up being toast.
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__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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