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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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This ship really need a radar,and the range should be lessened.I get 97400 nm at ahead flank.It should be 7200 nm at 16 knots.
She has really 9000 460 mm shells?I cant find any info on the quantity of shells on any type of ship,i would love to know.Thanks. Good ship.I love her ![]() Last edited by Axlwolf; 05-09-08 at 10:31 AM. |
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#47 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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Yamato class battleship had 120 storage of 460mm HE shells, 240 Armor Piercing Shells and 60 shells of "Beehive" AA Shells. Complementing 400 shells in total for all 3 guns.
Amount of ammo on the 5.9" triple guns i do not know. |
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#48 | |||
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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So which part of what I said was wrong? |
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#49 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Tested this ship for a few minutes. It's very nice. We lack only a japanese campaign in wich put hi ship into. But it is quite unrealistic to see a super battleship like yamato sailing alone. I wonder if it is possible to attach some escort. I was thinking about something like the surface convoy and destroyers you can give orders to in multiplayer mode...
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"Memento Audere Semper"
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#50 |
Swabbie
![]() Join Date: Aug 2006
Posts: 10
Downloads: 6
Uploads: 0
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Only yamato spielbar and yamato BB range fix are activated by JSGME,first playable deck gun doesnt appear and deck gun command are grey-colored. And when only pocket BB is activated,BB doesnt have the first deck gun.please tell me how to fix.
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#51 |
Nub
![]() Join Date: Mar 2005
Location: NC. USA
Posts: 3
Downloads: 10
Uploads: 0
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Yamoto versus Iowa
Do this and have a blast
![]() ![]() NSM4 classic Enviromental 4.5 mod Update sky from time to time Pocket Battleship Ruco Yamato Spielbar Yamato AA Fix Yamato BB Range Fix
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U.S. AFCS ![]() |
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#52 |
Engineer
![]() Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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This ship is a Blast... could use a few items. But what the Hec... making due with no problems all!
![]() Thank's for all of this hard work that went into this project. ![]()
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#53 |
Sailor man
![]() Join Date: Apr 2008
Location: In the deep blue
Posts: 46
Downloads: 28
Uploads: 0
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Could any one post the list for this mod i would like to try it thanks
rat sub |
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#54 |
Swabbie
![]() Join Date: Jun 2008
Posts: 8
Downloads: 8
Uploads: 0
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I have several questions
Why are there only 2 turrets of the main calibre? Can I choose the target? Is there any way to shoot coastal batteries? |
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#55 | |||
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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I guess its a bug related to an incompatibility with another md. Quote:
Yes like on the subs by aiming with the binoculars and hitting space when the cross turns red. Quote:
No they are not destructible. Afaik thats hardcoded and can't be changed. |
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#56 |
Engineer
![]() Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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Quote... "Why are there only 2 turrets of the main calibre?"
Are you using JSGME when you are installing the Yamoto? One item though... there are no Binoculars with the Yamoto with which to aim. ![]()
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#57 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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I don't understand?
She got no UZO but you always have bincoluars. |
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#58 | |
Engineer
![]() Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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![]() Quote:
![]() AlExal... are you also running the playable Adm. Sheer? If you are you need to disable this with JSGME. ![]()
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![]() Last edited by woofiedog; 06-27-08 at 04:07 PM. |
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#59 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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I notice there is no flag...
The ship is very good. ![]()
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"Memento Audere Semper"
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#60 |
Swabbie
![]() Join Date: Feb 2009
Posts: 7
Downloads: 8
Uploads: 0
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