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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 | |
Ocean Warrior
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PS: when.. if.. I get new memory sticks I will ready to start.. and of course work on my mod-pack or mod-soup.. or mod-soap ![]()
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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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#887 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#888 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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![]() Thanks to the both of you, gap and volodya61. |
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#889 |
Count Dracula
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@ gap and volodya when is ready this mod ?
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#890 |
Ocean Warrior
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![]() ![]() If I remember correctly it was almost ready in late February/early March.. it needed a little testing at that time.. but sometimes we are too lazy ![]() ![]() ![]() EDIT: but while this mod was lying on the shelf, we have done a lot of work.. I think that "New torpedo explosion" was a big step in understanding how the effects work in this game ![]()
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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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#891 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Ready, probably never; released, anytime soon
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#892 |
Navy Seal
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#893 |
Ocean Warrior
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I think existing values are enough good for the moment.. searching for new, more accurate values is nit-picking.. in Russian it sounds "fleas catching".. I think this can wait.. there are more interesting and useful projects to work on..
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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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#894 |
Navy Seal
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Ok...no prob...just thought Gap had forget
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#895 |
Ocean Warrior
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I'm not Gap as you can see
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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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#896 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Thank you for the reminder Fifi,
![]() unfortunately at the moment we don't know how the game combines ratio, max rpm and max speed settings to generate rpm / speed outputs. The biggest problem is that engine outputs are not linear in game, whereas they were in rality. Only TDW can understand what is going on in game and possibly fix the problem. Another poblem is that astern bells tend to be consitently faster than espected. Following your suggestion we can investigate wether gun and conning tower's additional drag coefficients have an effect on forward/backward speeds. At least, by now we know that game takes drag into account, and this is good news. ![]() P.S: today I was affected by a fastidious backache, and I couldn't stay too long in front of my computer (I am getting old ![]() ![]() |
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#897 | |
Ocean Warrior
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![]() Take your time mate ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#898 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#899 |
Watch
![]() Join Date: Jan 2011
Location: Shenzhen, China
Posts: 30
Downloads: 282
Uploads: 0
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Please advise on the following matter. I'm using Sober's mega mod and each time I fire torpedoes I-V, I need to resurface to reload. Even if 'Auto Loading' is selected. How can torpedoes be reloaded without the need of resurfacing. I'm on the 'Turning Point' campaign.... type VIIC-41 I think....
Thanks for your insight! |
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#900 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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