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Old 04-17-07, 01:12 PM   #1
sqk7744
Ace of the Deep
 
Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
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Default Target Speed

Quote:
Originally Posted by Egan
Seems like an ok patch so far although the change to proper res and FSAA has started to scare my system - running with everything maxed @ 16 x 12 with x4FSAA Boy, does the volumetric fog now make it cry! Still, it looks pretty. Changing the devedit stuff in the Main.cfg did have a positive effect this time though - I got an extra 8 - 10 fps after I switched that on. I'm going to mess with my Nivdia setting until I see a bit of an improvement. I might even just leave fsaa off altogether as it still looks pretty nice now without it.

I've only really played the torpedo training mission so far - managed 4 misses out of 4, lol, I can't believe it. The additon to the pos. keeper are nice but, unless i'm doing something wrong, the chronometer / speed readout is still broken. You do seem able to turn radar off now , though. I was getting bombarded by reports when I was leaving Midway so I turned it off - no more reports.

Does anyone know whether there was a 'detailed wave ripples' graphics option in 1.1? I don't remember it but that might just be me.
---------
Try 9knts for target speed and see what the PK says.

#3 Torpedo Attack:
Subs' Heading = 000 due north and speed 0
Target heading = 102.674
Target speed = 9knts
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Old 04-17-07, 01:15 PM   #2
ccruner13
Navy Dude
 
Join Date: Mar 2007
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modless and unfamiliar to the uber depth charges. blah. i unloaded some fish at a shokaku and then got pinged so they all evasived and i let my other two go random and dove but got lit up. i got two medals as well. good to see.
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Old 04-17-07, 01:21 PM   #3
Carve
Watch
 
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Location: Edinburgh, Scotland
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Thanks
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Old 04-17-07, 01:28 PM   #4
Rilder
Stowaway
 
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Downloading, lets hope they fixed my TDC-international dateline bug.

That SD radar not detecting ships now will deffinatly lower tonnage I bet.
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Old 04-17-07, 01:28 PM   #5
Calbeck
Sailor man
 
Join Date: Apr 2007
Location: Phoenix, Land of AZ
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[FlouderFromAnimalHouse]This is gonna be GREAT![/FlounderFromAnimalHouse]
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"I felt a great disturbance in the Force, as if millions of fanboys suddenly cried out in joy and won't shut the frak up." --- PsyOps
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Old 04-17-07, 01:37 PM   #6
Egan
Admiral
 
Join Date: Sep 2001
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Quote:
Originally Posted by sqk7744
Quote:
Originally Posted by Egan
Seems like an ok patch so far although the change to proper res and FSAA has started to scare my system - running with everything maxed @ 16 x 12 with x4FSAA Boy, does the volumetric fog now make it cry! Still, it looks pretty. Changing the devedit stuff in the Main.cfg did have a positive effect this time though - I got an extra 8 - 10 fps after I switched that on. I'm going to mess with my Nivdia setting until I see a bit of an improvement. I might even just leave fsaa off altogether as it still looks pretty nice now without it.

I've only really played the torpedo training mission so far - managed 4 misses out of 4, lol, I can't believe it. The additon to the pos. keeper are nice but, unless i'm doing something wrong, the chronometer / speed readout is still broken. You do seem able to turn radar off now , though. I was getting bombarded by reports when I was leaving Midway so I turned it off - no more reports.

Does anyone know whether there was a 'detailed wave ripples' graphics option in 1.1? I don't remember it but that might just be me.
---------
Try 9knts for target speed and see what the PK says.

#3 Torpedo Attack:
Subs' Heading = 000 due north and speed 0
Target heading = 102.674
Target speed = 9knts
Yep, everything was set up as I normally do when I play this mission (i use it for testing various mods,) Usually I get 100% hits. It's no doubt a mistake on my part, though. I probably forgot to update the tdc with some information.
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