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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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have you noticed that your sub can go from 0knots to 17 in about a minute? or that your torpedoes miss because that ship accelerated from 3 or 4 to 7 or 8 automatically?
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#2 |
Eternal Patrol
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Yes. It's a very old bug, much-discussed back when the game was new. There are mods that try to fix it, with varied success.
The one I'm most familiar with is Philipp Thomsen's Ships v3.1. It wasn't formerly at Subsim Downloads, so I uploaded it just for you. http://www.subsim.com/radioroom/down...o=file&id=3796
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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thanks going to give it a test
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#4 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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a bug that is present in 3 games.... stupid ubisoft
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#5 |
Pacific Aces Dev Team
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More than a bug you can say it was a design decission. To allow the ships to maneuver in convoys/formation and prevent AI collisions this was an accepted trade-off. You must put that in perspective with a world that originally encompassed only 8kms around the uboat (It has been stretched by now to 20km in several mods) and with rather small convoys compared to what was in real life, with ships necessarily put closer than they actually were in the real world.
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One day I will return to sea ... |
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