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10-10-18, 11:17 AM | #10906 |
Navy Seal
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All crew ability to expand torp range is disabled? Ah ok, no problem
But what about giving points for torp increased damage? Do i spare points if i choose that? Is it still active?
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10-10-18, 11:22 AM | #10907 |
Navy Seal
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They are, but don't expect "nuclear" torps even with fully upgraded options...IIRC 5-6 percents of increase is a maximum. I left the option available just to give player something to do.
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
10-10-18, 12:40 PM | #10908 |
Navy Seal
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thanks
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10-10-18, 03:30 PM | #10909 | |
Navy Seal
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Quote:
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
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10-10-18, 05:48 PM | #10910 | |
Willing Webfooted Beast
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Quote:
“The wakeless electrically powered T III (G7e) was Germany’s newest torpedo at the start of the war. Developed in secrecy and in contradiction to the Versailles Treaty, the British had no knowledge that the Germans had successfully developed an electrically powered torpedo, until some parts of it were discovered on the seabed in Scapa Flow, following the sinking of the battleship Royal Oak.“ “The TIII became the standard issue torpedo during the war, but it suffered from early problems with its depth-keeping device and firing pistol, but these were solved after the Norwegian campaign.” So this source is definitely talking about the TII, and it also says that the preheated performance was 5000m at 30 knots, just like the other sources. The TIII was introduced part way through the war. It seems that the early TIII was also identical to the TII, with the only difference being that it had a more reliable detonator, most likely the one developed from information gathered in the capture of HMS Seal. Later TIIIs seem to have had an increased range thanks to improved batteries. As you say, the crew abilities could mess up the TDC, and they may not even increase performance realistically, so I think that this solution is the best way (right now) to simulate the true performance of a TII. Of course, if the crew abilities don’t mess up the TDC, improve performance realistically, and can be activated through the officer icons on the bottom of the screen, I think that would be the ideal solution. But I wouldn’t know where to begin editing that stuff.
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 Last edited by Cybermat47; 10-10-18 at 06:18 PM. |
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10-10-18, 08:01 PM | #10911 | ||
Navy Seal
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Quote:
Anyway, this is what I had in mind and so far I haven't noticed any problems with TDC... Quote:
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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10-10-18, 08:19 PM | #10912 | |
Willing Webfooted Beast
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Quote:
Will pre-heating the torpedo increase the speed of the torpedo? Or was it only possible to increase the range? Any idea when the update will be available?
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 Last edited by Cybermat47; 10-10-18 at 08:28 PM. |
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10-10-18, 08:24 PM | #10913 |
Argentinian Skipper
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10-10-18, 08:59 PM | #10914 | ||
Navy Seal
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Quote:
Quote:
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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10-10-18, 09:10 PM | #10915 |
Argentinian Skipper
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10-10-18, 11:01 PM | #10916 |
Commodore
Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
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I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?
Has that been modded out yet? Or is it hardcoded in the game?
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10-11-18, 12:34 AM | #10917 | |
Navy Seal
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Quote:
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
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10-11-18, 09:45 AM | #10918 |
The Old Man
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I think you're correct.
That is in GWX 3.0 for SH3. The mod removes the renown points awarded for reaching patrol area, staying in the area for the required time and for returning to base. But, there is also a fix in SH3 CDR (WB's Renown Replacement) to restore awarding of those renown points.
Yes, I'm still playing SH3...and SH4...as well. |
10-11-18, 02:23 PM | #10919 |
Commodore
Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
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Thanks ! No worries there then.
Had a ctd today. When leaving port to Norway I encounter a geleitzug of german ships. As soon as I come close to them (less than 2000 meters) the game ctd's. Might still be a video card memory problem, but wanted to state it anyway.
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10-11-18, 03:23 PM | #10920 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?
Also second question. I’m passing ships while going to the Keil canal and they have all their lights on as if they are neutral. I check the flag chart and the word neutral does not appear next to the flag. What’s going on with this? |
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