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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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This is my very first mod installed and I love the sounds and the foam. However, why is it so hard to sink targets? I had a small merchant as one and had to use almost all of my deck gun ammo and it still didn't sink.
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#2 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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Ok, no takers I guess. I think I'll disable the mod for the time being and use individual mods. Sober compiled some neat mods in it. It's just the hard gameplay I'm not used to.
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#3 |
XO
![]() Join Date: Mar 2007
Posts: 420
Downloads: 5
Uploads: 0
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Werner's natural sinking mechanics no longer takes hitpoint damage into primary account now when sinking a ship.
It takes much longer for a crippled ship to go under with the mod. Just cuz yer prize is floating doesn't mean she's not sinking and needs to be pummelled until she does. You will spend more time sitting and waiting for the verification of a kill than with the stock game. The way I play NSM is to pop a couple caps into a target and move on to the next one. I always check back on the ones I pop to see how they are doing.
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----------------- Snuffy! |
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#4 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
|
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Well, I stuck with Sober's Mod and I found out the best way is to get real close like about a 1000m to a target I usually send three torps, since some are duds. I'm on a career with S-18 sub (small, but they could dive fast) although slow and getting warships is next to impossible when they're going 15knts and more. Just one more thing- The waves are indeed bothersome during rough weather. Waves so high that at times you might as well be at periscope depth. I installed the Living Sea (although it replaced the scene file with Sober's) it's much better. Is there a way to regulate the wave height or a way to have the wave physics and still keep the scene in Sober's Super Mod?
Last edited by DavyJonesFootlocker; 12-24-07 at 01:32 PM. |
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