SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-29-07, 09:36 AM   #16
Digital_Trucker
Silent Hunter
 
Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
Default

Quote:
Originally Posted by Melonfish

and we're down. the plane makes its run and misses by 40 feet. thats just fun!
Until that rare time that it doesn't miss:rotfl:
__________________

RSM-GIEP-Killflags-LV Tribute-Playable Elco __Peace be with you, Dave.

Digital_Trucker is offline   Reply With Quote
Old 10-31-07, 12:03 PM   #17
swdw
Grey Wolf
 
Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
Default

Just thought about this, if you change the displacement, you may wind up changing the turning radius, acceleration/decceleration and other operations that are affected by mass. Would also make it harder or easier (deopending on which way you go) to drive to the surface with flooding.
__________________
"There are only two types of ships- submarines...... and targets" Unknown

"you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor.

System:
AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card
NVIDIA 1660 Super OC | Windows 10
swdw is offline   Reply With Quote
Old 10-31-07, 05:29 PM   #18
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default only the underwater displacment should be worked with

Quote:
Originally Posted by swdw
Just thought about this, if you change the displacement, you may wind up changing the turning radius, acceleration/decceleration and other operations that are affected by mass. Would also make it harder or easier (deopending on which way you go) to drive to the surface with flooding.
Leave the surface displacment alone and only make small change's at a time to test the effect using the torpedo stop watch and make sure each time it is the same crew in the Command room with the same effciancy ratings and so forth because it does matter in the testing.

I personaly like the way it work's now and do not feel the need for change just offering idea's for the people who want it differn;t for thier own game's.
leovampire is offline   Reply With Quote
Old 10-31-07, 08:59 PM   #19
T&L5
Swabbie
 
Join Date: Jul 2007
Location: New Jersey, USA
Posts: 10
Downloads: 0
Uploads: 0
Default

Not to sound naieve, but I guess the idea of drilling the crew, diving over and over before you get to your patrol area doesn't work then....:rotfl:
T&L5 is offline   Reply With Quote
Old 10-31-07, 09:06 PM   #20
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
Default Your main Officer in the control room

Quote:
Originally Posted by T&L5
Not to sound naieve, but I guess the idea of drilling the crew, diving over and over before you get to your patrol area doesn't work then....:rotfl:
Needs to be as well rounded in field area's as possable to have an effect in all of the station's on the sub.

Try to get an officer with the highest numbers in all of the area's listed From leadership down.

I usualy start off a campaign with a Chief for a leader so that as he gains rank all of the area's gain in numbers so that once he is promoted to officer the sub is operating much better in all manuvers.
leovampire is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:36 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.