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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1351 | |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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#1352 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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Perhaps novice operator, not veteran. Or ship is mooving very slow...
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#1353 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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I used an officer with radioman qualification. It was a destroyer traveling at 11knts.
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#1354 |
Machinist's Mate
![]() Join Date: May 2011
Location: Brasil * Rio de Janeiro
Posts: 125
Downloads: 759
Uploads: 0
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Is there any fix for the insistent wheeze on the built-in audio?
amb_OceanSkyline ![]() Last edited by chipsranger; 03-05-19 at 10:42 PM. |
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#1355 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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I did a mid-night Scapa Flow raid. Here are some interesting findings:
1. When I entered the bay from northern channel on the east side, there were 4 wreck merchant ships. However, when I got close, I was immediately detected. The whole harbor was alerted and star shells were flying everywhere. My crew screaming we were under attack even though there was no one shooting at us 2. When I entered the bay from southern channel on the east side, there was no blocking wreckage. I was able to enter the harbor undetected. Now here is an interesting question: are those wreck ships true dead? |
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#1356 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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Hi, wreck ships are considered by the game as static harmless ennemy units. But be carefull black pearl's spirit is alive inside. No one must interrupt his sleep.... :-)
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#1357 | |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
Downloads: 130
Uploads: 1
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https://www.sendspace.com/file/6uosy0 I also have an edited version of that big file with only a couple of wheezing, try it out : https://www.sendspace.com/file/dtz9a6 |
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#1358 | |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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#1359 | |
Machinist's Mate
![]() Join Date: May 2011
Location: Brasil * Rio de Janeiro
Posts: 125
Downloads: 759
Uploads: 0
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Thank you ![]() |
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#1360 |
Machinist's Mate
![]() Join Date: May 2011
Location: Brasil * Rio de Janeiro
Posts: 125
Downloads: 759
Uploads: 0
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The sound of torpedo tube openings in this mod almost did not give houvir.
Ja in LSH3 2015 I listen perfectly. ![]() |
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#1361 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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I just tried again. I am pretty sure there is a bug with AI sonar man. Whenever you have periscope up, he would report no sound contact. Please do check on it. I don't remember seeing it in vanilla version. Maybe an issue brought in by Hsie's patch, but not sure.
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#1362 |
Machinist's Mate
![]() Join Date: May 2011
Location: Brasil * Rio de Janeiro
Posts: 125
Downloads: 759
Uploads: 0
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It has some mod that limits to the quantity of allied ships or to diminish the traffic the game of much leg during the patrols due to many allied ships.
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#1363 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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Hi, i will test that :-)
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#1364 |
Nub
![]() Join Date: Feb 2019
Posts: 4
Downloads: 17
Uploads: 0
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Question, is it some known and common bug that when I come close to some ports I see smoke on the horizon and then as I look closer with freecam I see that some of the ships are burning? They seem to be rotated at wrong angle or placed too close to the pier and as a result get destroyed.
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#1365 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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