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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |||||
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
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Pablo |
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#17 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
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Pablo:
Thanks for the reply, though my understanding is a bit primative, atleast it made sense to someone . Jungman: Dude, your the greatest. I'll certainly be looking forward to your continued sensory mods. |
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#18 | |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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![]() @Jungman, I aslo forgot to mention in my first post that I also changed the visual range for the periscope to be more inline with the new visual numbers...it seems to be working well so far. Persicope Visual Ranges to: PRECISE RANGE = 7000m (was 5000 default) MAX RANGE = 8000m (was 6000 default) Edit: I just noticed in another thread that you use 7500m for precise range as per the Duke of Earl's request. I know this was chosen because of the torpedoe's max range is 7500m. But since the max surface visual range was reduced to 10km, I wanted to keep the periscope max range under that and found 8km to work well. For precise range, I went back down to 7000m because I want to be able to see a long range target slightly before the AI crew does and find a 1000m difference to work well. Anyway, I think most captain's wouldn't fire an eel at that distance unless ofcourse the target is motionless (i.e. moored). This setting I guess is more a matter of preference but regardless I believe the max visual range for the peri should be slightly less that the max surface visual range (IMO). |
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