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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Apr 2005
Posts: 60
Downloads: 12
Uploads: 0
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I like that idea. I never leave port without SJ installed and it would actually make remembering to turn the radar back on after surfacing important.
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#2 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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The addition of German subs sounds very cool. If the can be Modded into the Campaign.
I mainly wanted to say i really appreciate this Mod. Which i mainly use to get some more challenge, even though perhaps the Japs can detect my sub slightly easier than was the actual reality in 41-42 and 1943. I don't know how good they got later. Starting west of the Inernational Dateline is a great new feature of this MOD. I only use a GATO and i MOD it to cruise at 400-450 feet deep. ![]() I forget. Can we control depth with the dive planes? I guess so. With the A-key to maintain depth it could be possible to run at 500-600 feet deep. With a MOD to the max depth. In real life, how deep could the GATO or Balio actually run at i wonder? |
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#3 |
Ensign
![]() Join Date: Mar 2005
Location: Gent, Belgium
Posts: 228
Downloads: 94
Uploads: 0
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Question: what is "changed storm conditions from 7 kt winds and 0.1 rain to 15 kt winds and 0.2 rain" supposed to do?
I noticed that I was getting long periods of similar weather (11m/s wind, no rain) using the mod. I put back the original files and soon I had rain again (and a bridge crew with matching weather gear). Could be a coincidence, of course ![]()
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Rock 'n' roll is the only religion that will never let you down |
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#4 | ||
Rear Admiral
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![]() Quote:
So what i did was change it so the wind doesnt effect when you can tell the AI to shoot something, and increased the rain so they don't overreact to a little mosture like reporters in Southern California do with a little drop of rain. Basically a water molicule comes out of the air and its 'Stormwatch 2007! next on Eyewitness news!". Crew was (over) reacting in the same way in my opinion. Call it a pet peeve if you want :rotfl: On a side note, i just finished some campaign adjustments: Quote:
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#5 |
Rear Admiral
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New version up
![]() Changes to 2.3 - Darker background for rec manual added - Set max depth to sub test depth in CFG. D key will now level off at max saftey depth. Handy after attacking a convoy. - Readjusted sub zon files. Adding to crush depth i feel is no longer neccessary. Crash speed remains at 1 (defualt is 2) - 25% reduction of aircraft speed has been removed, as its no longer neccessary. - airstrike.cfg Max Aircraft range changed from 2000, to 1700 - Some upgrade packs are now spread out more on date. Twin 20MM now aviable in 6/42, deckgun 4"50 cal in 1/43 - new engine sounds - doubled flood times on shipping. They wont sink as fast now, but still fairly quick. - doubled spawn time on all troop ship convoys. - removed any chance of Yamoto battleships spawning in normal task forces. - Readjusted SD/SJ radar. I have basically remoevd SD radar from play by making its max range 10 meters, and am using the SJ radar as a substite by raising its max height so it can detect aircraft. The result in play is you have to remember to turn on your radar, and can turn it off when leaving or entering port, rather then suffer the radar contact spam. - Added hotkey for calling battlestions: The B key. |
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