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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3316 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Did you man the stations on the crew management page? |
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#3317 |
The Old Man
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Not sure if this is some graphics setting I did or not.
I see the problem on Porpoise and Balao but not sure if limited to just these boats. Haven't been playing much lately. Is anyone else seeing this bow wake issue as shown on Porpoise class below. |
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#3318 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Hi I have a question - running TMO 2.2 (previously 2.1) and I never get offered any 'special' missions. I've read in the PDF about the more 'gamey' campaign starts, but the campaign options I see in game aren't named, they're just dates and task forces, not all of which seem to correspond with the info in the PDF. On the one occasion I did manage to find a start at Midway, I still didn't get offered 'special' missions.
This is in 2.1 & 2.2, also running RSRDC and a couple of minor fixes. Any thoughts? I liked those missions ! ![]() Amazing mod too ![]() |
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#3319 | |
Grey Wolf
![]() Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 414
Uploads: 0
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__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#3320 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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Can somebody please get this guy off my boat?
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3321 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#3322 | |
Rear Admiral
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#3323 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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I've gone through a whole campaign from the earliest provided start/boat right up to a new Balao in Dec 1943 so far and not seen a single one! Really torn as to what to do now as I really like those missions (not that I've ever been caught by a DD as I've dropped off a spy, but I live in hope of one day making a daring escape), but I'm quite reluctant to drop RSRDC as I've come to enjoy certain shipping lanes!
![]() Shame there's no way to tweak it. Once I've finished this campaign maybe I'll drop RSRDC for a bit and see if it's still as good. ![]() |
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#3324 |
Lucky Jack
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Depends on the boat. My first mission in the balao was drop supplies.
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#3325 |
The Old Man
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I think in TMO Special Ops Missions are more related to Home Port then just submarine class.
Running TMO 2.2 without RSRD it says Midway does more Special Ops Missions when looking at Transfer menu. |
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#3326 | |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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#3327 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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I've taken to replacing some of the control room crew with guys from the engine room, just so I can see some different faces.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3328 | |
Frogman
![]() Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
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Why are the deck gun crews such *horrible* shots? Even if I crew the gun with my top-notch "gun" guys, many of them having a gun rating of over 100, they only hit about 1 out of 4 shots. Maybe 2 out of 4, if I'm lucky. Range doesn't seem to have much to do with it. I can park 2000 yards away from a freighter, with neither of us moving, and they'll miss a lot of shots. They are also incapable of figuring out lead when we are moving relative to the target, even when the rate is constant. They'll fire behind or ahead of the target, with apparent disregard of previous results. I recognize the developers were probably trying to simulate the imperfect nature of submarine surface gunnery, but many of the shots look as if my guys were secretly working for the Japanese, messing up on purpose. It would also be nice to have some way to estimate range to target while looking through the deck gun sight.
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Windows 10 Pro (x64) |
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#3329 | ||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I consider the whole gun model aspect of this game to be FUBAR. I doubt the devs really gave it much thought. After all, they couldn't be bothered to fix the radar, sonar, or stadimeter, so why would they worry about deck guns? Many of the mods tweek some of the relevent numbers, but you can't properly fix a grossly oversimplified gun model by changing a few constants; the math is more involved than that. Quote:
I don't know what kind of sighting they had, but what irritates me the most is if I'm engaged in a gun action and I go to another station, when I come back to the gun, I must reorient it and find the proper elevation again. (This is with RFB.) |
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#3330 |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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If i usd other MOD ,how to make my sub hanging a flag too?
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