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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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![]() Quote:
You get some improvement of traverse speed with 'Ctrl', but its still no-where near fine enough at distance (for example, I was trying to finish off a carrier at over 6,000, and trying to get on target was so hard, I gave up and came in closer - not recommended). {And yes, I put it on the bottom (along with another carrier and a Heavy Cruiser with my little Porpoise. What a crew!!} There IS no 'Nearest Visual Target' Icon on the Gun Station - that's the problem. My sound guy doesn't give info while surfaced, so, neither of these methods are available. Looks like a Mod is required (if someone hasn't already done it). It would be worth it for this early war stuff, as I regularly take out significant tonnage with gun. Cheers, mates. Gryff |
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() I know what you mean. It would help if one could at least elevate the gun, go to the TBT station for a better range estimate when you need to, and return to the gun without having the position of the gun moved changed. |
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#3 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
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Quote:
While on the general subject of guns, I'll just repeat in this thread the general moan I have had elsewhere about the inaccuracy of the AI in gun operation REGARDLESS of any upgrades to gun specification or crew specialisation. If spending big buckets of Renown on new and better guns and specialist crew, should we not see an improvement in hit statistics? I don't mind firing away myself, but I HAVE to because my stats are embarrassingly better than the best crew on the best gun available on a Balao. End of whinge. Regards Gryff |
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