View Full Version : Completed my first career patrol!
Onkel Neal
12-09-07, 11:13 PM
Hurrah! Even with all the activity I managed to squeeze a patrol this weekend. Horsa is right, this is a very interesting game. It has a real Aces feel to it. I have not replayed the patrol to see how dynamic it is but I was surprised by the campaign, it had a good feel to it. Playing against ships bearing sails and with no ASDIC or radar adds a whole different dimension. If the game had crew voices, it would make a world of difference.
A buddy came over and we fired up Aces on the Subsim Retro Machine and Shells of Fury next to it on the desktop machine... you think you remember Aces as some great cutting edge game but Shells of Fury overshadows it on a side by side comparison. If SH3 and 4 had never come along, SOF would have been screamingly popular.
Yes you're right, Neal. Whatever subsim comes out it would have to compete with the excellence of SH3/4.
Now we've had time to reflect on the potential of SOF the two things that really worry me are the lack of save option and the very primitive external camera. Neither are moddable.
Anyone got anything on a rumoured 2nd installment ?
cdragon
12-10-07, 10:04 AM
Yes you're right, Neal. Whatever subsim comes out it would have to compete with the excellence of SH3/4.
Thank god the developers picked WWI rather than WWII to set their sim.
Now we've had time to reflect on the potential of SOF the two things that really worry me are the lack of save option and the very primitive external camera. Neither are moddable.
Anyone got anything on a rumoured 2nd installment ?
Not me. But I wish I did. I really like this game.
Onkel Neal
12-10-07, 01:58 PM
A save patrol would be very nice.
I have several contacts with the German publisher, I am going to push them pretty hard from more info.
It would certainly be nice to have an in-mission save option and a few other tweeks, but even so, it does offer a very different sub experience with, I think, quite realistic artillery.
:D Chock
Now we've had time to reflect on the potential of SOF the two things that really worry me are the lack of save option and the very primitive external camera. Neither are moddable.
I'd like to suggest a third... the addition of a relative bearing indicator for the scope. Unfortunately this may not be mod'able.
JD
cdragon
12-11-07, 09:26 PM
I'd like to suggest a third... the addition of a relative bearing indicator for the scope. Unfortunately this may not be mod'able.
JD
I second the motion. My graphics skills are weak, but I've managed to add a pointer to the field of view indicator in the compass on the button bar. Alas, it is far from perfect. It really only works at extreme magnification, and without a proper graduated degree scale on the circumference of the compass, its guesswork at best. It is better than nothing, though. What I'd like to do is replace the field of view triangles with just the pointer, at any magnification, and add a legible and useful degree scale.
C.
yes the campaign can be infinity dynamic (or at least as we currently understand "dynamic" in subsims..ie randomised etc)
the one drawback is that for some reason ..which is down to how the interface buttons launch the campaign missions as far as i can suss out...in order to activate any randomised custom code work in the missions you need to start a patrol....exit the mission..then restart the same mission...THEN...it reads any custom code work you have included and fully randomises all the details added...
for example..
randomised changing weather
randomised changing visability
randomised changing sea states
~~~note here that each condition acts INDEPENDANTLY for the the other creat-ing a far greater range of weather changes than SH3/4 can ever dream of..
randomised shipping routes
randomised radio messages
randomised static vessles in ports..
randomised aircraft behaviuor
randomised destroyer and other vessel behaviuor..
randomised mission objectives and points scored for those objectives
randomised...well if you can think of it..it can be randomised..
and i can assure any-one that is interested:D THAT is just the tip of the ice burg...
the quick missions use these randomisation a little bit and those missions do not need to be reloaded in order for the code to activate...which is why i reckon it is down to how the interface launchs the missions that creates the need for campaign missions to be reloaed in order to activate fully any addition custom code work properly...i did take a look at the interface launch campaign mission button code ..but couldn't immediately see a way to edit it to do the same jobs as the quick mission launch button..
anyhuw i wrote it all down in one of the threads some where from the old forum
if folks are interested in learning how to write their own custom campaigns:ping:
i gave up because i got tired of being told it was
a/ a crap game so why bother..
b/ everything i was saying was impossible anyway..
c/ by the time folks realise i was being straight with them....some one else gets the credit for it all anyway LOL!!!
for example none of the threads advice details and tutorials example etc etc which took hours to work out write double check and test...are even linked to in this forum..i'm not writing them again !!
see what i mean??
LOL
no matter ,,passed the time anyway,,glad folks have discoverd the game ..it's a belter
:damn:
Panama_Red
12-15-07, 01:16 PM
CB:
I for one have always appreciated your mods (for ALL your sub games), and hope you will CONTINUE to investigate how to improve SOF for the rest of us. :up: :rock: :up:
Same here. In fact I was counting on more of it. :huh:
JD
cdragon
12-15-07, 09:34 PM
My god, CB, you are an inspiration to us all! :) I really like your water mod!
Der Schmutt
12-18-07, 03:47 PM
My god, CB, you are an inspiration to us all! :) I really like your water mod!
YEAH!!!:rock:
CB, your SOF-Mods inspired me to do the voice and ships stuff.
And I got some more in progress...
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