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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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1.08c went live about 12 hours ago.
So mods may conflict with it until they are updated.
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Visit Killerfish Games for more info and ongoing discussion. |
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#2 |
Electrician's Mate
![]() Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
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If you are running any mods, you will need to uninstall them until the Mod Makers update them. I updated the 2004 Campaign mod yesterday evening. Not sure about any of the other mods.
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Salvo Regards, LTJG Beam |
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#3 | |
Nub
![]() Join Date: Sep 2017
Posts: 4
Downloads: 3
Uploads: 0
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Keep up the excellent work. Hopefully Killerfish finds a way to allow you to make new sub models. |
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#4 |
Gefallen Engel U-666
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EagleBeak!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#5 |
Medic
![]() Join Date: Dec 2004
Location: Santa Barbara,calif
Posts: 159
Downloads: 14
Uploads: 0
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#6 |
Medic
![]() Join Date: Dec 2004
Location: Santa Barbara,calif
Posts: 159
Downloads: 14
Uploads: 0
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definitely a lot different playing 68 skipjacks get detected a lot easier (their loud) it seems and going after surface contacts is again different for me anyways.I find myself using radar now and I have to sometimes keep my periscope on target longer to get a 95% solution.I really do not know If I am imagining this or just playing it so much I'm getting different playing results.
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#7 |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
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They rebalanced quite a few things (for example, Los Angeles are now 125dB), so it might indeed be harder.
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