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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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#2 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
Downloads: 14
Uploads: 0
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So you guys have made AI torpedoes work? What about enemy subs?
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#3 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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AI torpedoes have actually worked for some time. Check out Serg's site (see his signature
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OK, how do rockets work? Do they have a smoke trail?
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#4 |
Stowaway
Posts: n/a
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As much as I like what Serg does (when he finaly posts screen shots that is) I never get excited any more since its now seems to be a trend of his to tease the hell out of ppl then leave em hanging - forever.
Case in point: Originally Posted by sergbuto Some day. Another 1 in the same boat is Ibecomelife, simply out standing work, nice screen shots, never see a damn thing (well not very much). So I have to ask, why bother posting screen shots if you never intend to release what the screen shots about, of if its your intent to release it near on a year later. At least the bigger mods only post screen shots an bits when a release is close. Constantly waving a red flag under a bulls nose is parmount to suicide. |
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#5 | |
Pacific Aces Dev Team
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![]() The problem with using rockets is finding the way to tell the game engine that the loadout with rockets should not be used in the beginning of the war. In the EQP and CFG files defining the loadouts the date definitions are not used. That forces to create another copy of the aircraft with different EQP file and later entering date in the game. Last edited by sergbuto; 10-31-06 at 11:17 AM. |
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