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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#646 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
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My fist suspicion was Nagara, too, but then I blew up a medium modern split merchie with one contact hit the other night.
Also, is it at all possible for a contact shot to set off the keel? I know you said it wasn't before, just double-checking with you. ![]() Another possiblity is that those of us using RSRD are seeing alot of ammo-laden ships in our patrols, accounting for what seems to be extreme volatility of marus in general. IIRC, in the stock campaign layer no ships have cargo. |
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#647 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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#648 |
Watch
![]() Join Date: Jul 2007
Location: Nottingham, England
Posts: 20
Downloads: 99
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Hi there Werner Sobe. First of all I'd like to say thank you very much for all your effort on this mod - it has become one of my 'essentials'!
I'm also playing with TM and RSRDC installed and am having a blast. I want to embrace the world of 100% realism now, including no map updates. I've just downloaded your realistic torpedoes mod and am about to give it all a whirl. I am trying to make it as hard as possible for myself (ooh err!) and so I thought I'd go for an S class in the Aleutians campaign. Now, in TM, S class boats only get the mark 10 torpedo and I was wondering, does anything go wrong with those - both in your mod and in reality? I don't think they have the magnetic influence setting do they? Or do they? Is there a possibility of deep-runners, premature explosions and duds (oh and circle-runners)? Both historically and in this mod? Thanks in advance for any answers, All the best, Stu. |
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#649 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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#650 |
Watch
![]() Join Date: Jul 2007
Location: Nottingham, England
Posts: 20
Downloads: 99
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Great, thanks for your answer. I suppose the drawback to them is you have to get closer and that's trickier in the slower S-18. Think I'll go for single targets rather than convoys!
Cheers Werner, Stu. |
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#651 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
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WernerSobe, did NSM 4 come with a trial single mission like NSM 3 did?
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#652 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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@Wolfling04: sadly, no. No accompanying mission.
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#653 |
Swabbie
![]() Join Date: Dec 2007
Location: Between Bahstin and Prahvidence
Posts: 14
Downloads: 2
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Tried out the extra torpedo malfunction mod last night... My first target of the night was a single large freighter. Fired four torps - 3 deep runners, followed by a circle runner that sunk me!
![]() As far as the merchants splitting in half business, I have seen this as well. I will try this without RSRD to see if it still occurs, but with my current setup merchant always break in half. It doesn't appear to happen to warships - I got three hits on a Takao and it took some time to capsize and sink. |
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#654 | |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
Downloads: 50
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"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him." -- Chesterton |
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#655 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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bare in mind that if youre running at high realism settings without event- or external camera. You may misinterprete the results. If you have set up a torpedoe for direct hull hit and observed an impact, in does not neceseerely have to be a hull hit. You may, and you will most likely, have a malfunction with the torpedo depth resulting in unwanted keel hit. Please, if youre unsure whats happening use external camera and watch the torpedoes. Make sure they actualy hit the hull and not the keel and if the target breaks please remember the type of the ship, the date when it happened, your mod setup (and order) and post it here. thank you. |
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#656 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
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I don't think I would have noticed it if I hadn't read about it here, but evey ship I hit in my current NSM4 patrol has broken in two.
Running 1_TMaru_Trigger_Maru_1.7.6 2_TMaru_Sound 3_TMaru_GFX-ROW_Version_5 RSRDC_P3_TM_v320 Pacific enviroment for ROW RSRDC_V320_Patch2 NSM4 classic NSM4 Realistic Torpedo Malfunctions Mostly medium old split merchants that I can remember in mid 1942. All torpedoes set for 5 or 6 feet, all set to contact. One hit breaks the ship in half and I get instant sink notification. Can't tell you where they hit though, sorry. Even if they ran deep by 10-15 feet should they be busting a 24 foot draft ship in two? |
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#657 |
Bilge Rat
![]() Join Date: May 2007
Posts: 1
Downloads: 0
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Can someone tell me the easiest wayof locating and using the NSM mod? I downloaded it and had no luck from the initial page.
Thank you, |
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#658 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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#659 | ||
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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#660 |
Mate
![]() Join Date: May 2007
Posts: 51
Downloads: 26
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I re-installed everything again yesterday; inc RSRD. Went out on patrol and north of Bali, I came across a large cargo ship, I fired 4 contact's and dove deep. The 1st hit and everything seemed fine, then the 2nd hit and she blew up and split in 2. I'm playing with just the externals enabled, shortly after this I got a large tanker, fired 2 @ this one both fish set to run @ 35ft both went off under the tanker and blew her up. So the Magnitic's work like a charm, it's the contact one's that are a bit off. I'm running the following Mod's (All the torpedo's were Mk 23's)
Some screen shot's. This happens everytime. ![]() ![]() Pacific enviroment for ROW. RFB_1.4_for ROW_RC1. RSRD_V340. NSM4 classic. NSM4 Realisitc Torpedo Malfunctions. Diverate. ROW Speical Effect For NSM4 Classic. Last edited by :FI:Rabitski; 02-13-08 at 10:18 AM. |
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