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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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Subs never had hull numbers while deployed so this feature is disabled on subs. It is on for the warships which have their period correct numbers for early 1980s.
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#2 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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![]() Quote:
It could also mean that in mods which affect the campaign length (such as mine), things could get weird in the long run, if the Soviets actually start running out of ships and subs.
__________________
![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#3 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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It was supposed to be like that, but this feature never made it into the campaign. I think we'll add back in a few missing features like that. After all, we had the vessel permadeath in Atlantic Fleet.
The Soviets didn't have persistent hull numbers like the USN has, so their ships tended to change numbers fairly frequently depending on which fleet or division they were assigned to at the time. So in game they draw from a pool of hull numbers for that particular class. |
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#4 |
Nub
![]() Join Date: Jun 2017
Location: Elizabethtown, KY
Posts: 2
Downloads: 6
Uploads: 0
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Thank you, Julhelm. It will certainly be nice to see some "missing features" implemented down the road. Cold Waters is fantastic, and seems to have even more potential than your previous projects.
I look forward to seeing what is in store for Cold Waters. |
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#5 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Precisely. We don't like being identified as we leave port.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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Tags |
hull numbers, settings |
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