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Originally Posted by BigWalleye
No, you can't. You can control the speed of the two engines independently, and stop one while going ahead on the other at slow turns. So you can creep under Silent Running. But, last I looked, it was not possible to generate a turning moment that way. Turning must be done with the rudder.
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That's still pretty cool. Thanks for the heads-up.
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TDW may have found a way around this by now. SH5 keeps moving ahead so fast, it's hard to keep up. That's one reason I stopped playing it. Every mod was a "Must Have." I could never get through more than a patrol or two without changing everything.
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I have been asked why, after nine years, I have still not gotten past 1940 in SH3. Every time some new mod comes out that affects things at the beginning of the war I stop all my careers (one from each flotilla) and start over again with the new mods. Maybe I have OCD. Maybe I'm just flat-out insane. In fact I'm sure both are true, but it's the only way I can do it.
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Originally Posted by THEBERBSTER
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
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That also sounds really cool. If I ever finally get a computer that will run SH5 I do mean to finally load it up (I've owned a copy since the day they removed the "online only" requirement). I'm pretty sure the "no Type II" thing will still be a limitation for me, though.