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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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One thing that im sure has been noticeably absent from TMaru, was any sort of torpeod modifications. I think everyone can agree, they are entirely too reliable. I havent included any torpedo mods, not because i dont think they important, but because i havent had the time to dedicate to creating one that gave me the results i desire. Its been a case of "do it right, or don't do it at all".
My definition of "doing it right": In short, im looking for a happy medium where it would be borerline acceptable to even the most contentious rivet counter, and yet not at a level of frustration that would push the "not quite so hardcore" user over the edge. I realize this is entirely subjective. But to give a rough idea of what im looking for, i think: - 1 out of every 3 torpedos fired should be a dud. - Every 2 out of 5 should explode prematurely, even in a calm sea. - even with a depth of 5 feet, a fish should have a chance of being a deep runner and go under the target argubly every 2 out of 5 torpedos. The file im using is a bit more robust then stock, as im sure you'll notice: ![]() ![]() I do have a question, anyone know dud reduction speed, and dud reduction rate do? |
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