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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#211 | |
Old Gang
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Lone merchants always travel faster! ![]()
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#212 | |
Helmsman
![]() Join Date: Jan 2008
Location: Birmingham, England
Posts: 107
Downloads: 58
Uploads: 0
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Quote:
God Save the Queen :rotfl: |
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#213 |
Admiral
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Hi PT,
I have a question. In your mod you set all "eng_power" values to 10% of the original values. But with the following exceptions: 1% for AC-4 30% for NBB_Nelson 100% for LC_MAL, NAMM, NCA_Norfolk, NF_boat_X, NHPB, NPTB, NPTL, NPTR, NPTV, NPTV_KFK, NPT_Br, NPT_Ge, NPT_US, PBTrawler, RAF_HSL. Did that happen intentionally or accidently? Greetings and tanks for your work h.sie |
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#214 | |
Old Gang
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#215 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Ah-ha, I predict for a patch to pop up at some point then eh
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#216 | |
Old Gang
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I see just two values wrong there, the 1% and the 30%. The others at 100% were on purpose. Ships too light I didn't change the engine power. There's just no need. Ships with less then 500 tons, they just change speed very quickly, they're light. I still don't have a reason big enough to release a new version. I'm waiting for more feedback, I need a stronger reason. ![]()
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#217 | |
Admiral
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#218 | |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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#219 |
Old Gang
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I`ll give an example.
Row boats or PT boats. They can accelerate pretty fast, so it would be wrong to put 10% engine for them. Boats with less then 500 tons, they also can accelerate pretty fast. So I say, let the small vessels just like they are now.
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#220 |
Old Gang
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Heh...
I always thought that the ship's mod would cause more repercussion then the water mod... :hmm:
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#221 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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..some people thinks here shotting merchants is like shot balloons in a circus..
probably a slow heavy realistic ship is boring! ![]() |
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#222 | |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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I was patrolling near Gibraltar yesterday in heavy seas, and bumped into this medium freighter (some 4000-5000 BRT) heading eastwards. The poor bugger was unable to do more than 2 knots in those circumstances, and needless to say was thus a sitting duck to my torpedoes. Hardly realistic either I'd say, because there was absolutely nothing he could've done in order to save his bacon! Not even if he'd seen me from afar... So how about re-adjusting the engine parameters a bit still? |
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#223 | ||
Ace of the Deep
![]() Join Date: May 2008
Posts: 1,231
Downloads: 92
Uploads: 0
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#224 |
Chief of the Boat
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I think what is beginning to unfold is a realism that there was little wrong with the merchants in the first place, considering the restrictions placed upon us by the game code.
That someone wants to dabble and try out new ideas is fine. But pleeeeeeze spare us the countless posts and pages of what we have here. Better still...test the mod before it is released and spare people the anguish that is created in the ensuing confusion. Good ideas generally achieve more when the homework has been well thought out in advance, backed up by adequate testing. |
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#225 |
Ocean Warrior
![]() Join Date: Jul 2008
Posts: 3,184
Downloads: 248
Uploads: 0
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This patch seems like ingenious idea but does it work or not?
Is it realistic but makes game play too easy or not? I im now in 1939 with this patch installed and all seems fine for now but i wonder what will happen later on. Anyways great thanks to PT for this and the water mod. Question off topic a bit would it be possible technically to add water/wave reflection on ships hulls as the uboat has while submerged? (?caustic effect?). Thnx a lot. |
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