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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Mate
![]() Join Date: Aug 2006
Posts: 57
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Sh3rules is right!
You can do “stealthy” things in a TypeIID that would be very difficult in a larger boat. Several times, I have avoided detection in as little as 30 meters of water by “bottoming the boat" right next to a recent wreck: …..A thing that would be tough to do in a TypeIX! The TypeII boats also require different tactics than those normally used with the larger boats. In a TypeIID, you don’t cruise around looking for targets: …You locate a “chokepoint” and quietly lurk there, ….waiting for the prey to come to you! (Very similar to the way modern Diesel Boats are typically deployed.) Yes, …five torpedoes is a limitation: …Which is why even a modest deck gun would be welcome. It would give you the option of not wasting one of your precious torpedoes on “small fry”. klcarroll |
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#77 | |
Chief of the Boat
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#78 | ||
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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#79 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Lucky you
I sat under a crippled tanker once The escorts ended up DCing the tanker into oblivion then had a go at me I got away but they got the tanker renown :rotfl: |
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#80 | |
Chief of the Boat
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#81 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
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maybe my destroyers didn't wanna blow up their countrymen...
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#82 |
Eternal Patrol
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On the other hand, how easy would it be to 'park' right next to a wreck or stay directly under a merchant without the external view?
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#83 | |
Chief of the Boat
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#84 |
Sonar Guy
![]() Join Date: Aug 2006
Location: Sailing the Seas of Lies
Posts: 393
Downloads: 24
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I'm always amused by the destroyers. When there's an island in their way, instead of pulling back they just stay there, deciding what to do... before attempting to go *through* the island
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#85 |
Chief of the Boat
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Tis the same with harbours also.....you can sometimes see them rendering half way through a jetty or pier wall.
All about losing their waypoints. ![]() |
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#86 |
Electrician's Mate
![]() Join Date: Mar 2007
Posts: 134
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Is it possible to either: 1) add the 37mm to the IID or 2) to increase the power of the 20mm's rounds for use against surface ships. Has anyone figured out how to do or make either one work? It seems difficult, but not impossible to mod the files so the IID can accept a heavy flak mount. I can do it, but I would need someone to explain to me where to go and what to change in that file. Thanks!
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#87 |
Mate
![]() Join Date: Aug 2006
Posts: 57
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Changing the 20mm values in the SHELLS.ZON file is easily done with the SH3 MINI TWEAKER. You can make a 20mm hit like an "88" if you want! (Assuming Historical Accuracy is not high on your list of priorities.:rotfl: :rotfl: :rotfl: )
klcarroll |
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#88 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
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[QUOTEChanging the 20mm values in the SHELLS.ZON file is easily done with the SH3 MINI TWEAKER. You can make a 20mm hit like an "88" if you want! (Assuming Historical Accuracy is not high on your list of priorities][/QUOTE]
Yes but that works for both sides doesn't it...you cant just mod one side...now your enemy has the firepower as well |
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#89 | |
Mate
![]() Join Date: Aug 2006
Posts: 57
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The "symmetry" of the change is probably the one factor that makes most people avoid "excessive" tweaks to shell values. klcarroll |
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#90 |
Mate
![]() Join Date: Aug 2006
Posts: 57
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@privateer;
I have been giving some thought to the "37mm Swap" project, ....and a question has come to mind: Would it be easier to redefine the model for a single 37mm as an "A0 gun" as opposed to it's original "S0" designation?? The only drawback I can think of is that the game would only assign one crewman to the gun: ......but for many people, that might not be a big deal. (Myself included, because at least 50% of the reason I want the mod is for screenshots.) Klcarroll |
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