SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-01-10, 04:34 PM | #811 |
Admiral
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
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01-02-10, 05:12 PM | #812 |
Machinist's Mate
Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
Uploads: 0
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How to deploy Special Forces from Lada and Uboot Type 212 ?
When I click on the target there is no option to do it. |
01-02-10, 11:04 PM | #813 |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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HUGE is the keyword
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01-03-10, 04:25 AM | #814 |
Machinist's Mate
Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
Uploads: 0
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I know that this is not place for this but:
anybody know how to register in Red Rogers Forum ? Unfortunately I don't know cyrylica. And one more thing: When human Heli is not controlled by human than it start to fly north east. Is there any way to fix it ? Last edited by whiskey111; 01-03-10 at 07:07 AM. |
01-04-10, 05:04 AM | #815 |
Stowaway
Posts: n/a
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01-04-10, 04:56 PM | #816 |
Master of Defense
Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
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Thanks. I was worried something was wrong with my setup.
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01-10-10, 07:53 AM | #817 |
Mate
Join Date: Jul 2002
Location: Dorset U.K.
Posts: 55
Downloads: 21
Uploads: 0
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Any news sir?
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Pumpkin |
01-10-10, 08:00 AM | #818 |
Lieutenant
Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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I'm still trying to figure this mod out.
It seems to run oaky which is good, and the new models are fantastic. The problem I am having 9if it is a problem) is that sub vs sub detection has gone out the window. Literally I have to be within a mile or so to even start to hear the enemy which quickly turns things intoa knife fight. Or...as is usually the case, I am crawling around the deep for hours with nary a sound to be heard....kinda dull. Im not arguing for not being realistic, but whats the use of a weapon that cant even hear an enemy 5 miles away? Its kinda like just randomly bumping into each other as opposed to tactics or manuvering for position. That said, Im willing to learn, and hoping for advice
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. >> USS TEXAS BB-35 Restoration CrewMember << |
01-10-10, 08:17 AM | #819 |
Admiral
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
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01-12-10, 02:34 AM | #820 |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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Sometimes often enough the launched torpedoes will launch at the wrong direction(completely wrong bearing or slightly off but still off annoying enough) to the ideal trajectory even though they were assigned to the right target and the TMA doesn't change. This is my biggest gripe with DWX. It's a really great mod. I hope they fix this in their upcoming version
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01-12-10, 06:43 AM | #821 | |
Argentinian Skipper
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Quote:
Regards and happy new year to all! Fitz |
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01-12-10, 10:42 PM | #822 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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Here's a couple of simple request for the modding team.
1. Is it possible to change "Biologics" classification in the NavMap to the specific type. Meaning that instead of assigning the generic "biologics, we would be able to assign shrimp, whale, shark, dolphins, orca all seperately. 1a. Can each of the different biologics have a distinct sound that we would be able to identify from the sonar ourselves? Whales, orcas, dolphins, etc could be distinguished based on what we hear on the sonar screen. 2. One of the dissapointments with littoral combat is the emptiness of the shorelines. Buildings can be inputted on a scenario, but still only make for isolated specks on empty landscapes. How about creating very large and dominating models for bases, cities, skyscrapers, ports that are many times larger (lets say 10 times) than the current bases/buildings. Skylines that were huge compared to the current landbases/buildings/etc will add more life to the shoreline. I would love to look through a periscope and see a bustling New York skyline emptiness. The polygon count should be low of course. 3. Would it be possible to create an Ohio SSGN with 154 tomahawk missiles? I'm not sure how to accomplish this, but perhaps the weaponsloadout could be simulated by making the vertile launch tubes "reloadable" with tomahawks. Very very fast load times, and a large weapons capacity would be one method of simulating the platform. 4. Every submarine information source I see has the Ohio SSBN fielding at least the TB-16 array. Not sure why ingame they are equipping the outdated TB-15. Can they be upgraded?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
01-14-10, 09:35 AM | #823 |
Watch
Join Date: Aug 2008
Posts: 23
Downloads: 2
Uploads: 0
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Even in the original DW the subs doesnt make any noise in the broadband sonar, unlike ships. Is it possible to add some effects like different screw noises for them? So you can identify a ship or sub with your own ear? This would be great.
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01-14-10, 10:58 AM | #824 |
Grey Wolf
Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
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It was 14th of January 2010 and we were waiting, waiting once again...
Waiting for the 1-point-1, the RA mod under Russian thumb... To surface like a rising sun, but not, of course, like the japanese one... Da-da-da-da... La-la-la-la... Too bad for the neighbours, but this waiting is making me both poetic and musical... Greetings, -RC- |
01-14-10, 11:37 PM | #825 |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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I've got some too
O Death O death . . . [to be continued] I need further testing on it should be done when DWX 1.1 came out. On the serious note hope they come out with even better DWX!
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