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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
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#17 |
Stowaway
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Also one question: when i played 688i and the KILO was on the surface, i did not see any masts/antenas extended and when I picked him out on the radar, he did nothing, just floated in the water... I installed 1.04 patch. Is it possible to see AI kilo or other sub extend his equipment on the surface?:hmm:
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#18 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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#19 |
A-ganger
![]() Join Date: Jan 2002
Location: from Poland , in Wales . .
Posts: 72
Downloads: 0
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I've been through the readme . . . and it tastes sweet
![]() ![]() Last edited by Qppralke; 01-25-07 at 02:23 PM. |
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#20 |
Nub
![]() Join Date: May 2006
Location: Utah, USA
Posts: 3
Downloads: 1
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#21 |
Gunner
![]() Join Date: Oct 2006
Location: Germany
Posts: 91
Downloads: 8
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great now CMs have 50% chance to be hit by torps....and seawolfs an even lesser chance to survive the first wave of ASWs
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#22 |
Stowaway
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@Captain Sub: I could swear i never saw the torpedo second from the left on your sig... What's his classification and tech specs?:hmm:
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#23 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Rocky: The change to the CM's is that there is a host-controlled option to set the rate that CM's cause torpedoes to detonate. It is not fixed at 50% and it does not reduce the chance that a torpedo will acquire and "hit" a decoy. So don't get excited unless you're hosting, and even if you are, don't get too excited...the decoys will still work even at the 0% detonation setting.
GG: That's the SS-N-27 ASM/LAM.
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#24 |
Stowaway
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#25 |
Engineer
![]() Join Date: Mar 2005
Location: Mansfield, TX
Posts: 213
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Too bad the save game files won't work, I was still trying to complete the campaign, oh well, I don't mind starting over with a new patch
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#26 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
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#27 |
Lieutenant
![]() Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
Downloads: 152
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Finally
![]() Almost didn't believe it when I saw it on the subsim frontpage news!!!
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#28 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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Liberty, Equality, Fraternity |
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#29 |
Ace of the Deep
![]() Join Date: Jan 2002
Location: London, England
Posts: 1,144
Downloads: 54
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I haven't had an opportunity to fire up DW with the new patch yet. I know the readme said "Added variable in "dangerouswaters.ini" which controls the likelihood of all weapons acquiring dead/sinking platforms" which presumably means that torps etc can aquire a target that is 100% dead, which they didn't before. However, has the bug been fixed that made dead ships/subs disappear after they had hit bottom?
Nemo |
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#30 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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