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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: Jan 2008
Location: Springfield, Oregon
Posts: 161
Downloads: 9
Uploads: 0
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My concern is that it will only worsen the phenomenon of being spotted at incredibly long distances by ai when in heavy weather & fog.
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#2 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Kpt, Otto; there's very few things I would enable mid-patrol. Especialy something like 16k.
My current rig is a single core 3200 2ghz 939 with 2 gigs ddr & a 256 AGP and it handles 1.03 & 16k ok. With only minor chops in port. About the only other chop is when I'm zoomed in on a burning ship or the blurr in the scope. Your rig sounds like it would have n/p. TMO SHIII does not take advantage of a dual core. Not to hijack the thread but if I get a chance to upgrade to dual cores & dual monitors I was thinking it would be cool to have the game on my trusty CRT and a rotated flat screen with operation spinetz rolling or some jazz.
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#3 |
Ocean Warrior
![]() Join Date: Sep 2002
Location: High Wycombe, Bucks, UK
Posts: 2,811
Downloads: 9
Uploads: 0
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I have been using the 16 clicks mod for a long time now and would never consider going back to 8. Your system specs look more than adequate to run the 16km mod. Go for it.
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#4 |
Medic
![]() Join Date: Jan 2008
Location: Springfield, Oregon
Posts: 161
Downloads: 9
Uploads: 0
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Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
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#5 |
Eternal Patrol
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I forgot to mention that I used the original 16km mod 2+ years ago, and I've never had a complaint.
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#6 |
Chief of the Boat
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You might if you use it in some of the future mod releases
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#7 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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Frequently when submerged will have the SO find a merchant at heading xxx, when I pop up the scope there's nothing there; have to stat mashing the L button at +/- 5 degrees of his estimate until it locks on. Then finally hit the target and its 20km+ away or more. I know that you can hear better underwater, but something so far away isn't very useful most of the time when you factor in the amount of fuel you have to burn to get there (assuming its not on your course). |
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#8 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
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Is there anyway to squelch your deck crew after they spot a ship? It's pretty annoying when they belt out "ship spotted!" over and over again as I'm working myself into attack position.
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#9 | |
Planesman
![]() Join Date: Jan 2007
Location: London
Posts: 195
Downloads: 0
Uploads: 0
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#10 | ||
Planesman
![]() Join Date: Jan 2007
Location: London
Posts: 195
Downloads: 0
Uploads: 0
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When I find a contact at bearing xxx I then listen to hear how close they sound and track them to get a best guess at their course. Then I go to the Nav map and use the compass to place a marker on that bearing. I then draw a compass circle around my boat out to a range of 30km and do the same for them. This enables me to see the best search pattern to use and plot an intercept point. Then I draw a compass circle of 5km near the intercept area which gives me a point to aim for for when I should make contact. When I reach that point if I do not make contact I submerge the boat again and listen again for their latest position, and then plot as needed. So far 8 times out of 10 I get it right. So using the 16km mod should improve things alot as at the moment when a sighting is made using the standard 8km atmosphere they are at 4500m even on a clear day. In such conditions you should see their smoke on the horizon first and act accordingly to get your boat in the best firing position. That is difficult to do using the standard 8km atmosphere. In convoy actions this is even more important. 16km mod here I come!! I will enable it when I reach port. As for the merchants im sure they will also be able to see further. But I am confident that being able to set up an attack using shaddowing or over hauling the convoy will be much more posible with the 16km mod enabled. ![]() |
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#11 |
Gunner
![]() Join Date: Aug 2006
Posts: 94
Downloads: 27
Uploads: 0
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Difficult to say.Certainly the things are more easy with the 16 km, but also the visibility play his role for the other side and is relative easy to be spotted at long range.Sometimes the thing is not so realistic, I have detected with the UZO targets at 21 km in a very dark night, long before the watchman.Yes, that was maybe a little second but that give me a idea of the heading and distance of the target.
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