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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Nov 2020
Location: Germany
Posts: 12
Downloads: 44
Uploads: 0
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I'm totaly with you, but let´s see how the game develops and what the modders have for it.
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#2 | |
Canadian Wolf
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#3 |
Swabbie
![]() Join Date: Nov 2020
Location: Germany
Posts: 12
Downloads: 44
Uploads: 0
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There is still the dream about a hyper realistic subsim, with the whole world as a map and 100% historical accuracy, developed with unreal engine 5
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#4 |
Random#
Join Date: Apr 2005
Location: TX
Posts: 73
Downloads: 142
Uploads: 0
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Anyone else find that after the recent patches, the merchants spot you way too easily.
Ex. Night, wind at 14 knots, my boat is surfaced heading 225 deg towards funnel smoke. I get just close enough to see on the map it is a single ship but not clearly enough to make a visual even with a helper. Based on my map plots she's heading about 20 deg. I estimate AOB at about 35 starboard. Next thing I know, before I'm even fully within clear sight range, it makes a 180 and tears off at fast speed. This has happened at least twice. No way she can see me in those conditions when I can't really see her clearly to even make an ID on the UZO. I think if I went to periscope that soon, I'd lose the intercept. Maybe I'm just trying to play this like SH3, SH4 and SH5. |
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#5 | |
Swabbie
![]() Join Date: Nov 2020
Location: Germany
Posts: 12
Downloads: 44
Uploads: 0
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#6 | |
Subsim Aviator
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__________________
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#7 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,552
Downloads: 64
Uploads: 1
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Could this be a case of all-to-visible exhaust smoke, from your sub?
The sim offers ways to reduce that.
__________________
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