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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Jun 2017
Location: Germany
Posts: 61
Downloads: 65
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You can simply edit the config file and set the times you want.
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#2 |
Planesman
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Or they can simply stop the clock and then you can queue up all the work you want done and then when you click apply, it advance the clock. Should be really simple.
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#3 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Amen to that.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#4 | |
Swabbie
![]() Join Date: Jun 2017
Posts: 10
Downloads: 3
Uploads: 0
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![]() Quote:
Edit: To add to this, when first sitting in port after starting the campaign, no time passes. Why does time pass when returning to port later? Edit2: I just noticed, unloading Harpoons causes 1 hour to pass, when the display shows 30 mins, and loading TASMs causes 2 hours when the display shows 1. |
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#5 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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Seems to be some bug with the times there.
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#6 |
Swabbie
![]() Join Date: Jun 2017
Posts: 10
Downloads: 3
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That's helpful. But is it a bug that time passes as soon as one enters port? For example, I got the SEAL team mission. Headed back to Holy Loch, and between the time I entered port, and the time I (as quickly as I'm capable of) clicked on the repair and rearm, 30 hours have passed. After emptying my magazine to fit the SEALs, 55 hours have passed. I'm totally fine with taking 25 hours to unload my existing gear and loading the SEAL team, but my concern is that even when I know exactly what I want to do, a lot of time passes before I can even make the commands.
Edit: Heck, I'd be happy if there was a "crew fatigue" effect, where spending an extra 16 hours in port or something would improve TMA and detection, and that would degrade the longer one spent away from port. That's probably a lot of extra programming, though. |
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#7 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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There seems to be a problem where even unloading the torpedoes takes 1h each instead of 15 minutes. Loading SEALS seems to take 4h instead of 120 minutes, and so on. So something is not working correctly.
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#8 |
Planesman
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Port activities are modified according to difficulty level, so something that takes 15 mins in casual will take longer depend what difficulty level you're running at.
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#9 |
Lieutenant
![]() Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
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I'm not navy, but doesn't torpedo loading take much longer irl ? More than a mere 15 minutes per torpedo?
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