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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2005
Posts: 25
Downloads: 9
Uploads: 0
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Hi All,
Does anyone know if the # of noisemakers has become hardcoded? My config files for my seawolf set them to 35, which had been working fine. Now when I look at the counter next to the launcher is shows 20 after port (V107.E). I rechecked all my seawolf configs (default, override), and they still show 35. Ideas? Thanks |
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#2 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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Yup got hard coded during the fix for port re-arming.
Fixed in next update.
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#3 |
Planesman
![]() Join Date: Aug 2005
Location: United States, CA
Posts: 195
Downloads: 9
Uploads: 0
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I think 20 noisemakers is overkill anyway.
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#4 |
Electrician's Mate
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No, its not...
Doing REAL torpedo evasions with only 3" countermeasures, you will use a lot.... When developing evasion statics in the early 2000's down at AUTEC, we would use 10-20 3" countermeasures to evade an ADCAP. If you throw in a 6" countermeasure then you cut that down, A LOT. |
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#5 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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It seems for this game in practice, the delay in reloads makes it fairly rare you go through 18 of them and not escape or die before you do.
-Pv- |
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