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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#9 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
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HUH!
![]() It looks like I made a fire... I just wanted to find out if there is something done with batteries in NYGM, because the issue is not mentioned in the manual. I used the fix with RuB, so I'm familiar with advantages / disadvantages of the mod. Battery model in SHIII is what it is and you have to make your choice. Personally I see the underwater range as primary thing. Not only that you can have longer periods submerged at slow speed, but you can actually have a pretty long attack runs with at high speed and this also has a huge affect to your tactics. I still can remember my first submerged attack with stock batteries. I decided to catch a lone merchant from a distance, the attack was easy but I was surprised I still got more than 50 % power left in batteries after the situation was over. Thank you for your replies! -RC- |
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