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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Medic
![]() Join Date: Jul 2003
Location: Cambridge, UK
Posts: 167
Downloads: 2
Uploads: 0
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![]() Quote:
![]() What difficulty rating were you on? It may be that the base-level crew skill is modified by the difficulty level you set at the beginning of a career, so if you played on 'easy' then maybe 'elite' becomes more like 'novice'. Just a possibility. |
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#2 |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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I was on the hardest setting but I then adjust to have external cameras on, unlimited fuel and no manual firing of torps.
The thing is that in the patrol before this I had loosed all my torps at a merchant convoy destroying most merchants but leaving behind the destroyers (I escaped unscathed at 1/3rd). I surface attacked a single merchant on the return journey in the dead of night and it nearly crippled the sub. I limped back to base with holes all over the place! |
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#3 |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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Prof.. Do you think this is a fix a modder could do or do you think it is a hard coded problem?
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The campaign files can (and are) being modified. Some of the issues seem to be hard coded, others can possibly be addressed via mods to sensors, etc.
tater |
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#5 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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There was a trick in SH3 where you could positon yourself between ships and end up having them shoot one another.
Also if you are too close to a ship their big guns cannot be trained low enough. I havent seen this behaviour personally. As a matter of fact I ran accross a lone merchant which I decided to try to take out with deck gun only to save torps. I was a bit dismayed when they started shooting back. On their third round they landed a shell nearly amidship and knocked half my crew silly and did some minor damage. At great risk we decided to dive and repair and get the heck outa there. |
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#6 | |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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![]() Quote:
![]() Out of interest - there were two carriers in the task force. Both had small fires burning on their decks at exactly the same position long before I actually fired a shot at them. Yes I mentioned a couple of posts up that I experienced a single merchant on the previous patrol do more damage to me than an entire task force! Last edited by DragonRR1; 04-23-07 at 06:45 PM. |
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#7 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
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I just ran a test of the crew ratings on AI warships. I had a TF consisting
of 1 BB,1-CA,2-CL,3-DD. When they all were set to Vet, I was sunk in less than 2 minutes (distance 4000). Then I set tham all to Poor and I didn't even take a hit till 6 minutes into the game. And yes, every ship fired at me both times. I finally rammed the CA and it sunk me. Up until that time, I had a total of 4 shells hit (11 min). Conclusion: They SHOULD fire at you no matter what the crew rating is. It only seems to affect their aim..... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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