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WOD
09-23-08, 09:14 AM
Searched a bit for Classic-Remakes in the net and found something (at least for me) interesting.

Someoneīs doing a Remake of RSR in the classic old game style

http://www.kennedyapproach.com/home.php?action=ShowRSRNews

Completion Status is now at 23%

Thereīs already a video on youtube:
http://www.youtube.com/watch?v=Sd2Cd7YGaG4

Cheers

midnight_mangler
09-23-08, 01:13 PM
Cool, thanks !!! Excellent, can't wait for it to be 100% complete...:D

bishop
09-24-08, 12:52 PM
That is interesting, he's basically cloning the Amiga version (which is the best one IMO), even has the same sounds in it. I still play it using an Amiga emulator, but would certainly check this out when he has it finished.

It's amazing how well this game has held up. I have just about every modern sub game there is, but RSR is the one I still play and enjoy the most.

Deamon
09-24-08, 01:37 PM
A remake! Priceless!

Signe me in.

It's amazing how well this game has held up. I have just about every modern sub game there is, but RSR is the one I still play and enjoy the most. Yup, same here. This is probably because the game as such was complete. It had basically everything you could wish from a modern subsim.

nikimcbee
10-06-08, 02:49 AM
I think it would be cool if sid meyer re-made this game or it became sh5:hmm: :up:

Robsoie
10-10-08, 09:47 AM
I spent 2 hours last night in a Red Storm Rising session thanks to DOSBox.

It was not just nostalgia as it was a game i played when i was younger, but because the game is always , today, very interesting to play with its mix of simulation (simplified though in comparison to 688i/SC or DW) and a superb dynamic campaign of the likes you sadly don"t see anymore.

What an incredible game way ahead of its time (Red Storm Rising was released 20 years ago !!) and that has even more gameplay than today softwares.

Eugene
10-10-08, 12:38 PM
What an incredible game way ahead of its time (Red Storm Rising was released 20 years ago !!) and that has even more gameplay than today softwares.

Agree wholeheartedly. A fine manual too. This is not only a classic, but still an enjoyable way to spend some sim time and consider strategic and tactical aspects that are covered.

SandyCaesar
10-12-08, 02:40 PM
Yup. RSR is fun.

Two days ago, in command of USS Seahorse, I was tasked to wipe out a Soviet SAG. Harpooned a Kanin and a Kresta; two Harpoons hurt a Kirov, but was badly damaged by a torpedo. After porpoising up and down through the layer, I decided "screw this" and went active to get a better solution for my Mk48s...

...which revealed a Tango within 10k yards!:o ALLAAARM!!! SNAPSHOT SNAPSHOT...transients!? Flank speed...lost wires, hope they'll guide...decoys, noisemakers...
(insert 5 minutes of frenetic commands)

Finally tally: USS Seahorse sank one minor combatant, one major combatant, and an SSK, plus two Harps into a Kirov, but was killed either by a Silex or by that Tango. Fun, fun game!

Robsoie
10-14-08, 08:07 AM
Finally ended the war with my old Permit.

http://img363.imageshack.us/img363/5374/001ea3.png

http://img518.imageshack.us/img518/1989/002kk1.png

http://img408.imageshack.us/img408/2862/003cw4.png

http://img525.imageshack.us/img525/5928/004yn3.png

Beginner level though :D

Hitman
10-14-08, 11:13 AM
Is there any web or review that describes with details how the campaign works? I'd be interested in knowing how that famous dynamic campaign goes, basically what you do, what type of missions you get, how the results influence next missions, etc :hmm:

WOD
10-14-08, 04:41 PM
Is there any web or review that describes with details how the campaign works? I'd be interested in knowing how that famous dynamic campaign goes, basically what you do, what type of missions you get, how the results influence next missions, etc :hmm:

The best thing to find it out, get the amiga version (the best Version of RSR in my opinion), download WinUAE (Amiga-Emulator), and play it.

Influences to next missions are nearly none in the Game I think. For example Iīve got the mission to attack a amphibous Landing Group (target city Narvik) very often in different games...doesenīt matter how the overall standing have been between NATO and WP. The only mission thatīs influenced by the overall standing I think, is that one where you have to fire some TALMīs. Iīve played RSR very very often...on C64 and on the Amiga.

Today I turned on one of my Amigas (I own 3 of this "oldtimers") and played the game 4 times. Great nostalgic feeling and still makes a lot of fun. I have to say, I still love that game.

Hitman
10-15-08, 05:38 AM
Sounds more like a random mission generator, with limited effects on the next mission :hmm:

I think that someone with a bit of coding skills could probably do something similar easily as external tool for Dangerous Waters or Sub Command. Display a tactical map of how the war goes, generate random mission, play it, player inputs results later and the tactical map gets updated, and a new mission is generated :ping:

In fact, the guy who is doing this remake will probably have done everything except the mission templates in DW format :sunny:

Deamon
10-15-08, 10:44 AM
Sounds more like a random mission generator, with limited effects on the next mission :hmm:
No that is not right. In RSR it has impact on the type of mission you do next!

The campaign system is simple as it's genius. It is based around a cold war climax that turns almost into a nuclear war. It starts conventional with the ruskies pushing westwards and you have to push them back eastwards. Depending on where you are on this "ruler" the corresponding type of missions are assigned to you. On each stage of the campaign the ruskies run for certain strategies. At the beginning they invade scandinavia and send marines for a sea landing, if you can manage to intercept and sink them the invasion stalls and you can push them back again. When you fail to often in a row they push the NATO back westwards and the russian subs sneak through the GIUK and attack convois and stuff.

The progress of the land campaign is also shown on the map. There are news on TV, showing you the current state of the conflict. So you have it all in one game. Very good suspense of disbelieve!

The plot was basically that at the time of the outbreak of the conflict you are the only nuke sub at the hot spot ready to intercept the ruskies immediately, so you sort of fight the war on your own and you are the decisive factor of the conflicts outcome.

You could basically slide back and forth forever on this campaign ruler as long as you do not reach one of the 2 ends, iirc.

When the conflict reaches its climax east and west agree on a armistice. I think this happens both when you loose or win the campaign, iirc.

You play it on the north sea map where you have the sosus system and asw planes patroling a certain vector revealing contacts, i think there were also satelites that revealed contacts when they came its way and you move the sub with the cursour like in silent service on the map and when you come across a contact the game switches into the mission mode where the actual engagement happens. RSR come with all sort of stations that you also have in DW. But RSR have yet so much more than DW.

You could operate various subs with various weaponry.

You will only be able to appreciate the campaign system when you try it for your self. No subsimmer should have ever missed RSR. The campaign system is so simple and great, you can play it all over again from time to time and it never gets boring. Although there is a certain system behind the campaign there is still dynamic and never really the same when you play it again.

You can also finish the campaign pretty much in one night.

Robsoie
10-15-08, 09:31 PM
Indeed, the missions are not completely random, they are assigned according to the current situation of the war.

As a bonus, you can see on the north sea map the progressive advance of the soviet troops when they conquer land or make a successfull sea invasion (meaning you failed to stop them), or the nato advancing when they manage to counter attack (thanks to your successse).

Daemon, just reading your description made me want to launch RSR again ;)

This time i will take a better sub instead of the very old Permit class, and will see if i can survive a higher difficulty level with it.

MarkShot
10-24-08, 03:04 AM
So, if you've played most of the modern games, but do like retro-gaming (like playing AOD) is RSR really worth investing the time in? Or is it too dated when compared to a Harpoon or SC/DW?

Thanks.

Deamon
10-24-08, 05:21 AM
is RSR really worth investing the time in? Of course it is! :yep:

The campaign system is a blast and you will be surprized how much details it simulates. It beats even DW in various ways.

bishop
10-24-08, 06:24 AM
So, if you've played most of the modern games, but do like retro-gaming (like playing AOD) is RSR really worth investing the time in? Or is it too dated when compared to a Harpoon or SC/DW?

Yes, it's a classic game worth the time. But, if you do decide to check it out, then if possible, seek out an original boxed copy with the full manual. The manual is a big part of the RSR experience in the classic Microprose style, well written, informative and really helps set the mood for playing the game. And, as has been said many times, the campaign is a blast to play, with the different time frames and subs available, years of replay value (and I mean YEARS). One of Sid Meier's best, IMO. It's only dated in graphics, the gameplay is timeless.

Deamon
10-24-08, 07:31 AM
Yes, it's a classic game worth the time. But, if you do decide to check it out, then if possible, seek out an original boxed copy with the full manual. The manual is a big part of the RSR experience in the classic Microprose style, well written, informative and really helps set the mood for playing the game. If you can't find a boxed copy or if it comes without manuals you might find the manuals as pdf somewhere. :88)

It's only dated in graphics, the gameplay is timeless. Although I must say the dated grafics never really cared me, I would even say the dated grafics gives a big nostalgia bonus to the experience, reminds you on the good old times :up:

Bubblehead Nuke
10-24-08, 12:49 PM
wow...

Thats all I can say.

Wow. I for one can not WAIT to be able to play this on my windows machine. I am GLAD that he is basing this on the Amiga version.

I am an avid player of RSR. I used to play it on an Amiga all the time. Alas, my beloved Amiga died one day and I could not play it. The IBM version sucked by comparison. The graphics, sound, and ease of play were just not the same. I could not really play it with as much enjoyment.

Then one day WinUAE came to be and I could play it again when I just wanted to have fun.

To those who say that the dynamic campaign is simplistic, it may be, but there was a playability and a feedback for your actions. It REALLY made you sweat and try harder

I have the manual for Red Storm Rising. I never got rid of it as I was hoping to find a used Amiga to play it again on. If you want, and you have the patience, I can scan the entire manual cover to cover.

SandyCaesar
10-24-08, 05:41 PM
Yeah, maybe this is going waaay too far, but I'd like to see a few features added to RSR. Like the ability to leave more than one knuckle in the water, or--long shot--multiplayer maybe, both co-op and sub-on-sub. LAN wolfpacks, yum.:rock:

But I still play RSR on DosBOX. There's nothing like sneaking up on a 24kt Alfa-class, swimming a Mk-48 above the layer at 8000 yards, then steering it into his baffles, dropping it below the layer, cut the wire, and...:sunny:

Blacklight
10-24-08, 10:44 PM
I'm stoked that this guy made a version of Kenedy Approach ! I used to LOVE that game on the C64 !

Hitman
10-25-08, 10:51 AM
The game itself is certainly outstanding from what I have readed so far. The real pity is that this guys doesn't seem to be willing to use the modern computer power and technology and add better graphics. I'm not talking about graphics acceleration or even 3D environment, but just about better screen resolution and overall 2D graphics. Even with Silent Hunter I graphics this game would look so much cooler and be som much more playable, that it would be amazing. :up:

Robsoie
10-25-08, 12:21 PM
In a project like making a remake for Red Storm Rising, the most important things to code right are :
-the gameplay mechanics
-the AI

Because they are the backbone of everything in Red Storm Rising, and that's why the coder is focusing on those currently according to what can be read in his website.

Graphic and interface resolutions can be improved in the end of the project with some 2D artist help (as a coder is not necessarly a graphic artist), after the priority goals have been reached.

I don't know if you ever heard about Battle for Wesnoth, an open source wargame project, but it was basically the same, in the original release graphics were not really the best part of it, gameplay was everything.

But versions after versions as gameplay was already done right, graphics got more focus in development and they are now a very lot more superb than they were originally.

Hitman
10-25-08, 05:41 PM
I don't know if you ever heard about Battle for Wesnoth, an open source wargame project, but it was basically the same, in the original release graphics were not really the best part of it, gameplay was everything.

But versions after versions as gameplay was already done right, graphics got more focus in development and they are now a very lot more superb than they were originally.

Oh that's GREAT! I really would like to see improved graphics in that game, not just because of eye-candy but to improve playability. The game itself is really looking very complete and throughout, it just lacks that final touch in graphics -even if 2D ones- :up:

MarkShot
10-25-08, 06:06 PM
Thanks for this thread!

I spent this afternoon reading the manual to see what the game is about. (Thinking about getting the book as I never read it. I remember it used to be common include theme books with games ... like when I got Flight of the Intruder from Spectrum Holobyte.)

Well, I can get my hands on the game for about $6 (DOS 5.25" ... I haven't seen one of those drives in years ... still always order systems with 3.5" drive ... but it will make my install legal). Reading the manual, conceptually the game should not be too big of a learning curve as all the necessary concepts I have already been exposed to with: Harpoon, Sub Command, and Dangerous Waters.

I am also highly influenced by the fact that it is a Sid Meier early game. So, many of his early games were master pieces like: RT1 and CIV. Although I think that more recent releases reflect much less genious, but instead an attempt to capitalize on the brand which is "Sid Meier".

I'll post back when I've got it set up.

Off to Amazon to see if I can find a cheap copy of the book. But one last question ... is reading the book going to spoil some of the suspense and possible paths of the game for me?

Thanks.

Herman
10-25-08, 07:21 PM
Off to Amazon to see if I can find a cheap copy of the book. But one last question ... is reading the book going to spoil some of the suspense and possible paths of the game for me?

Don't think so. IMO, reading RSR and then playing the game will enhance your enjoyment. This is a sub game, but you can "fill in the blanks" with your imagination after reading the novel.

SandyCaesar
10-25-08, 07:34 PM
Right, reading through the book will--if anything--increase your enjoyment of the game. It definitely won't spoil anything for you.

But if the game asks you to do an "Operation Doolittle" type mission...you will know, and you will have fun.

MarkShot
10-25-08, 10:09 PM
I've been configuring this under DOSBOX. I think maybe I need to drop the CPU Cycles for the strategic transit. Things are wizing by and it looks like a fast edition of some 1980's arcade game. How many CPU cycles are you guys running the game with in DOSBOX? Is Strategic Transit supposed to have planes zipping back and forth?

Thanks.

Herman
10-25-08, 10:22 PM
I don't know how 'fast' you think fast should be, but I believe that was the purpose of the strategic transit. In fact, you should be able to move your sub even faster. I can't remember the exact key combination, but it might be a Shift+Arrow (or Ctrl+Arrow?) to have your sub moving at high transit speed.

Robsoie
10-25-08, 11:09 PM
I have the cycles set at 6000
I have frameskip=1 but i don't know if it is necessary in the case of RSR, usually it helps with the mouse.
output=ddraw because usually for my system it is the output method that is the best
and i play windowed not full screen so the pixels are nicer to the eye.

Red Storm Rising seems to run at the correct speed with such settings.

In the main map, the planes move fast, satellites even more but not lighting fast to be unbelievable.
The enemy ships and subs move at a more slower speed like my sub, i believe them to be at normal speed if i remember well when i played this without DOSBox.

Hitman
10-26-08, 02:49 AM
The manual states that 1 second=1 hour in high time compression (Transit mode). That's 3600x TC :88)

MarkShot
10-26-08, 10:11 AM
Alright maybe that explains the feeling of an 80's arcade game! :) I had gotten used to SC and DW max of 64X.

So, this game will be more like a flight simulator than SC/DW? Meaning will it drop me out of TC and throw me into battle mode when hostiles are nearby or will I simply get "Sir, we've been hit! We're going down!"?

I admit jumping to WWIII in advance of just doing the tutorials, but I wanted to make sure I have it all properly configured first.

Thanks.

Hitman
10-26-08, 11:13 AM
I had gotten used to SC and DW max of 64X

Ain't SC limited to 16x and DW to 32x (By manually editing the ini file)?? :huh:

MarkShot
10-26-08, 11:34 AM
I am pretty sure SC was 64X and DW may have been less. Mainly played the former, but both are now archived to tape and not on disk.

The problem was that one often had choose between TC on long transit or legs and risk destruction, or go at 1X and risk boredom.

I used to try sprint and drift with TC 1X drifting and listening and then TC MAX when sprinting. Since you couldn't do your own NB sweeps in TC, I would either turn on the AI or watch the BB at TC MAX. However, that still was less than optimal, since by the time you see it on BB, you could have had it on NB five minutes earlier. The difference between life and death!

Now, in that regard using TC, the Soviet FRAZ was superior, since you could visual monitor the full range of low frequency NB all at once. However, the Soviet passive sonar was modeled less sensitive and TA drop out speed was modeled at a much lower speed. So, it was easier to run at TC, but in any case you didn't hear as much.

It was interesting in reading RSR manual that it talked about the Seawolf having swim out torps and not creating launch transients. Of course SC/DW model launch transients for all boats. They show up on the BB as sudden flat pancake shape of noise. (Always bothered me that the AI never reported these only TIW, the sound of a torpedo screw in the water.) The RSR manual stated that with subrocs you would have no early warning, since the launch transient would be too distant to pick up. Well, in SC/DW you get transient, but it almost like that, since the AI won't anounce until the fish is in the water.

The real problem with transients in SC/DW is without the announcement, you have to be lucky enough watching BB. This gives you only 30 seconds to spot it on STA. However, myself when I have a distant POSSUB, I end up spending a lot more time in NB/DEMON - trying to identify and TMA trying to work up a good track and solution.

Herman
10-26-08, 12:42 PM
So, this game will be more like a flight simulator than SC/DW? Meaning will it drop me out of TC and throw me into battle mode when hostiles are nearby or will I simply get "Sir, we've been hit! We're going down!"?
It will drop you down into tactical mode whenever you encounter an enemy. If you are travelling at high speed in Transit mode, you will appear VERY close to your enemy in the Tactical screen (and still travelling at high speed). If you were using the normal cruise speed in Transit mode, you will appear at a distance from your enemy.

MarkShot
10-26-08, 01:22 PM
Thanks, Herman, good to know!

Well, with DOSBOX I can transit on my CRT on one of my four processors and play something else on my LCD on another of my four processors! Man, I love my not so new system ... wife's gift in 2007. :)

SandyCaesar
10-26-08, 02:49 PM
Right. If you bump into an enemy in transit mode...

If you're going at high speed (SHIFT+ARROW), then you start at ahead full, at a deep depth. For the Seawolf that's 900ft at 30kts, and chances are whoever you're hunting will end up just a few thousand yards away, and they'll probably have the jump on you.

If you're transiting at slow speed (ARROW), then you'll be at ahead standard, medium depth (320 feet and 15kts for the Seawolf), with your enemies at a decent range. It's an okay shooting situation.

The best would be to sprint ahead of somebody and wait in ambush (NOT MOVING). It's hard to pull off, but when you do it you'll be at 5kts and 150ft for most subs, a very good position for an ambush. The detection will probably be at long range, and you'll be in a good position to intercept.

The exception is the ultra-quiet targets, Sierras, Typhoons, and SSKs. (Even the Juliet is modeled as quieter than, say, an Alfa or an Oscar). Especially SSKs; they have a nasty tendency to show up at extremely close range. It's nearly impossible to TMA them without an active sonar blast.

Okay, other hints...when you're shooting at others in an ice situation, you want to be careful that whatever you launch--'poons, Tomahawks, or Sea Lances--don't bump into something on the way up. Had it happen before.:damn:

Enemy torpedos generally snake-search upon activation; if they pick something up they go into circle-search. ASROC/SUBROC torpedos just start circle-searching upon hitting the water. Your Mk48s, however, plod in a straight line until they find something, at which point they circle-search if they miss. No snake-search, annoyingly enough. On the other hand, Mk-48s have a nice detection range, but their seeker cones are pretty narrow. And apparently they're quiet enough so that you could swim them above/below the layer as needed...they generally run at launch depth until they go active. Once they're active, though, they're totally out of your control.

If you shoot and miss, there's a good chance that the enemy will decide to go active to find you. Be warned.

MarkShot
10-26-08, 02:57 PM
Thanks for the tips!

Hitman
10-29-08, 09:56 AM
It seems that there has been little activity in the last two months, after a promising start :hmm:

Anybody knows if the project keeps going?

Weps
11-01-08, 06:24 AM
It seems that there has been little activity in the last two months, after a promising start :hmm:

Anybody knows if the project keeps going?

Trust me, it is ongoing ;)

Hitman
11-01-08, 08:22 AM
Hey weps, wellcome here :up:

Your project is truly amazing, and I'm looking forward to seeing it complete. Please consider allowing a chance to add later improved graphics and higher resolutions, even if in 2D of course :up: :up:

MarkShot
11-06-08, 07:34 PM
I was doing a little practice today.

One thing I really miss which I have come to expect in sub sim is a realtime clock.

I am playing the DOS version. I've never seen the Amiga version. What makes it so special? Is it really worth the trouble if you are unfamiliar with the Amiga and WinUAE to get the Amiga version running?

Does anyone know how fast realtime and how fast accelerated time is?

Yes, I know I could figure this out with a stop watch, known speed, and clocking travel between tactical map markings which seem to be a 2Kyds. But does anyone happen to know?

Thanks.

MarkShot
11-06-08, 09:11 PM
Some more questions:

(1) In shallow water can I use the topography to (like a canyon) to hide my passive noise or to avoid detection from active sonar?

(2) Can I use topography to block a weapon from hitting me?

(3) What exactly changes at the four different difficulty levels? Does that only affect tactical combat or the campaign performance too?

Thanks.

MarkShot
11-06-08, 09:47 PM
(4) Does your ER affect the game or is it just scoring?

Herman
11-06-08, 11:42 PM
Some more questions:

(1) In shallow water can I use the topography to (like a canyon) to hide my passive noise or to avoid detection from active sonar?

(2) Can I use topography to block a weapon from hitting me?
I think that you could hide from other platforms if you kept a topographical feature between you and them. Not positive, but fairly certain about this.

I know that it is possible to use the geography to save yourself from enemy weapons. One of my favourite tactics was to dive to the bottom and have the torpedos hit the surrounding mountains or ridges. :up:

MarkShot
11-07-08, 12:14 AM
I was practicing and actually killed something and evaded a fish at the hardest level tonight. I was pretty pleased with myself. But I suppose that it's the kilo that you don't hear that will kill you.

One thing I find very different from SC/DW is that you have a much better idea in this game of what an enemy weapon is doing.

In SC/DW, my idea of what they are doing falls into about four categories:

(1) Bearing rate is changing rapidly - meaning either it was not shot at me or if it was it has failed to track. I have gotten out of the cone of death or PK=1. What a relief!

(2) I running at flank; deaf and have no idea what the weapon is doing, but it feels good to still be alive.

(3) The weapon is pinging at a considerable distance and perhaps I can just quietly sneak off. Starting to sweat.

(4) The weapon is pinging loudly and the interval is rapidly compressing - Oh S**T!!! (famous last words)

It gets even more fun when there are fish all over the place and your BB display looks like a bowl of pasta! :)

Robsoie
11-07-08, 03:53 AM
I am playing the DOS version. I've never seen the Amiga version. What makes it so special? Is it really worth the trouble if you are unfamiliar with the Amiga and WinUAE to get the Amiga version running? The Amiga version features better graphics:
PC
http://img152.imageshack.us/img152/576/redstormrising3gw0.png

Amiga
http://img530.imageshack.us/img530/5974/redstormrising03vd8.png

but from what i remember that's the only difference, the gameplay is as good for both version. After that, it is more a matter of preference between using DOSBox or WinUAE interfaces, loading times, etc... i prefer running DOSBox, for me it is just quicker and easier with D-Fend to setup or launch games.

Additionally, WinUAE is requiring "kickstart" rom files, without those files WinUAE is useless to run emulated games, the problem nowadays is that kickstart files are not available for free anymore as they decided to sell them again, so be warned that unlike DOSBox, to get WinUAE working 100% to play your games, it is not free.

MarkShot
11-07-08, 10:36 AM
Thanks for the answer. If graphics were revelant to me, I would not be playing 15 year old games for starters. :)

Robsoie
11-07-08, 12:27 PM
Actually, the game is not 15 years old, in fact next month it will be 20 years old !!

The fact people are always playing and enjoying it is a testimony on how much great Red Storm Rising is.

There are few games that have stood the test of time like RSR.

MarkShot
11-07-08, 12:38 PM
Well, I meant that more in the general sense as I play quite a few old DOS games.

The oldest two I think I have recently played both date back to 1990:

Balance of Power

Conflict Middle East

bishop
11-07-08, 01:21 PM
The oldest two I think I have recently played both date back to 1990:

Balance of Power

Conflict Middle East

One of my all time favorites that I still play is Star Raiders through an Atari 8 bit emulator. That was released in 1979(!) and is STILL a blast to play. The grandfather of space flight combat games, way way ahead of its time.

http://en.wikipedia.org/wiki/Star_Raiders

Regarding differences between the Amgia/DOS versions of RSR, besides the graphics already mentioned, the sounds are a little bit better. Plus it supports the mouse, which I don't recall if the DOS version does (been a while since I played that version)

MarkShot
11-07-08, 06:35 PM
Alright, everyone who played the original pong on a b/w tv set raise your hands? (hand raised)

Everyone who played Lunar Lander loaded from paper tape on a PDP-8 raise your hands? (hand raised)

Everyone who built their own radio sets with vacuum tubes raise your hands? (don't go back that far)

Bubblehead Nuke
11-07-08, 09:54 PM
Once they're active, though, they're totally out of your control.

If you shoot and miss, there's a good chance that the enemy will decide to go active to find you. Be warned.

Sure you can, you just go to the weapons control screen (F4 I believe) and you could control the torp at any time active or not. The one problem was that it only showed you ownship generated data. If you did not have a good solution, you had about no chance to steer the weapon to the target correectly and it did not update based on torpedo sensor data.

bishop
11-08-08, 01:17 AM
Alright, everyone who played the original pong on a b/w tv set raise your hands? (hand raised)

Everyone who played Lunar Lander loaded from paper tape on a PDP-8 raise your hands? (hand raised)

Everyone who built their own radio sets with vacuum tubes raise your hands? (don't go back that far)

I had one of these:

http://mngband.com/files/Mrmachine.jpg

TarJak
11-08-08, 07:09 PM
And I had one of these:
http://www.btinternet.com/%7Ea.esplen/images/1950boxlabel.jpg

MarkShot
11-08-08, 07:18 PM
No joke ... I really had one of these as a kid. And in junior high and high school used a slide rule! Yeh!

http://home.comcast.net/~markshot/tempimages/digicomp.jpg

http://home.comcast.net/~markshot/tempimages/rule.jpg

Eugene
11-09-08, 12:57 AM
OK, Mark - that's getting seriously twisted:lol:

At a slightly different angle of incidence: Recluse and I recently flew F15 Strike Eagle III in front seat/back seat mode. Using dosbox it was easy. But amazing. Fully functional. Also, we managed to crank up the Falcon 3.0 campaign, online, same method. Far easier than when it was new and in dialup modem mode.

Still kind of fun, although Falcon 3 graphics were so muddy that flying down low and using terrain was not much fun, unlike SE III.

MarkShot
11-09-08, 10:28 AM
I had gotten to the top of Compuserve's F3 Ladder - 1994. At that time, it was H2H via 9600 baud modems over toll lines.

The conventional wisdom was getting to the top took a phone bill of about $500 USD/month!!! I managed to do it on $200 USD/month. Mainly, I picked up a lot of extra flight hours by teaching students as long as they paid the toll calls. I had students as far East as Puerto Rico, El Caribe and as far West as Vancouver, Canada.

The Internet was truly a revolution for MP gaming! By 2000, I was flying EAW H2H and teaching combat with players from all around the globe for the staggering sum of around $35 USD/month on broadband.

In 1994, maybe I was getting at best 8 hours/week of H2H flight time. In 2000, I was regularly averaging about 3-4hrs/day.

Now, I've retired my wings to take life at a much slower pace: Dive to 450 ft, right hard rudder, all ahead flank, rig for depth charges! :)

Weps
01-24-09, 09:29 AM
Last year I didn't have too much time to work on Red Storm Rising, but things have changed in the new year. I'm back on it !

Finished some 'major' parts, which you can see in my second short youtube vid

http://www.youtube.com/watch?v=OJFVh6GXl-M

Please consider allowing a chance to add later improved graphics and higher resolutions, even if in 2D of course :up: :up:

I've split functionality, so it should be no problem to add or replace graphics/sounds. Fact is that I simply am not a graphic/sound artist. I try, but things just end up as if a 4 year old has drawn things. So I just copy stuff (and hope someone will take the time to provide better stuff) :-)

Same goes for shiptypes, missions and campaing events. I've made an 'engine' to simply read things from a file instead of having everything hardcoded in the program. So adding these should not be a problem either.

For those that are interested, http://www.Red-Storm-Rising.com :ping:

MarkShot
01-24-09, 09:42 AM
I could live with those graphics.

Fact is that anyone who is playing SH3/SH4 for the visuals will pass on it no matter how much art you put in. You cannot compete with a big budget studio. On the other hand, as you said, you will now have a modular engine and code. You can upgrade various parts of the game physics and AI. I know there has been much discussion in the DW forum about sonar models and what aspects are really important to model in engagements.

I still have yet to really invest time in RSR, but it is on my list.

surf_ten
01-27-09, 10:33 PM
WOW, that would be awesome it the this actually gets re-realeased. RSR had one of first dynamic campaigns I could remember playing. It was awesome that your performance and mission effectiveness directly impacted the outcome of the war. I guess Falcon 4 is the closest game I played similiar to that dynamic campaign concept. I would highly recommend this RSR to anyone who is interesting in sub warfare and the cold war era, dated graphics and all.

NeonSamurai
01-27-09, 11:54 PM
Falcon 4 was light years ahead of redstorm rising's campaign

Redstorms was very very simplistic. Your performance determined the entire outcome on all fronts, the missions themseleves were pretty simple (only 3 target groups running at a time at once max, up to 2 non mission groups, and the mission group). F4 fought out the entire war in real time for air and ground, and included factors such as resupply and the like.

Nothing touches what F4's campaign engine could do, or even close realy

Weps
01-28-09, 12:56 PM
Falcon 4 was light years ahead of redstorm rising's campaign


Thats quite a feat, for something developed 10 years later....

surf_ten
01-28-09, 11:41 PM
Falcon 4 was light years ahead of redstorm rising's campaign

Redstorms was very very simplistic. Your performance determined the entire outcome on all fronts, the missions themseleves were pretty simple (only 3 target groups running at a time at once max, up to 2 non mission groups, and the mission group). F4 fought out the entire war in real time for air and ground, and included factors such as resupply and the like.

Nothing touches what F4's campaign engine could do, or even close realy

Well yeah that's not the point. RSR had a simliar dynamic campaign concept to falcon 4.0. True, Falcon 4 had the more advance campaign mechanics, but most recent modern era naval games I played ( sub games from sonalyst ) only had linked scripted maps not a dynamic campaign. Even though SHIII and SHIV have a dynamic campaign your success or failure has zero impact on the outcome of the war. That's is what made RSR a very memorable game for me. I think it's was the only naval (sub) game I played that had a dynamic campaign where your actions dictated the war's outcome. That's the point I was trying to make.

** EDIT ** I just remembered another naval game that I played that had a dynamic campaign where your actions determine your sides victory. Great battles of the North Atlantic 1939 - 1943. You could play either as the British or the Kriegsmarine. Basically a surface ship engagement simulator. I remember the game also had historical events which would effective your navy inventories ( if you lost a battleship or what not ). Unforunately submarine and antisub warfare was behind the scenes and the player had no control over that aspect.

bobob
03-18-09, 08:34 PM
looks like i missed the thread fun by a month.

anyway, i'm a cheater. anyone know of any good cheats or want to share their favorite tactics?

my favorite glitch is go to parascope depth, pause the game and then identify all the contacts. they never seem to see me but i can always see them.

Kloef
07-13-09, 07:24 AM
I still own an original copy for the commodore 64,complete with keyboard overlay,manual and tapes including the save game tape!

http://i56.photobucket.com/albums/g171/Kloef/Afb059.jpg


I still read the manual sometimes,its still interesting and i tried some emulators but there's nothing compared to loading for 45 minutes and finally playing for a long time on a tv screen that basically destroyes your eyes....those were the days!

Does anyone know of a good emulator?Cant seem to find one that really works..i'm gonna watch that project..

jmr
07-13-09, 03:04 PM
WOW, cassettes! I had no idea it was released on that medium. 45 minute load time? LOL I believe it.

Blacklight
07-13-09, 04:26 PM
To THIS day, the C64 is my favorite home computer. My dad sold mine for $5 at a tag sale behind my back though. :wah:

Thank the maker for the VICE emulator. Now I have all the old games I loved including Red Storm Rising. :DL

Hawk66
04-01-11, 02:35 PM
I still read the manual sometimes,its still interesting and i tried some emulators but there's nothing compared to loading for 45 minutes and finally playing for a long time on a tv screen that basically destroyes your eyes....those were the days!

Really 45 min...OMG!
Luckily, I had an Amiga that time :)

But RSR is really timeless.. and never boring.I play it with difficult level 'serious' but with two modifications:
- I use only 1 noisemaker at one time like the AI and no decoys
- After a hit, which destroys more than one device/department, I consider the sub as sunk and let me sunk by the AI

Fish In The Water
04-07-11, 10:17 AM
I still own an original copy for the commodore 64,complete with keyboard overlay,manual and tapes including the save game tape!

http://i56.photobucket.com/albums/g171/Kloef/Afb059.jpg


Awesome! Really brings back memories, thanks for sharing the screen!!

I still remember playing this on an old TRS-80 (circa. 1989 if I'm not mistaken)...

Needless to say it pales by today's standards, but back in the day it was a lot of fun! Good times and good memories, cheers! :sunny:

Growler
04-07-11, 11:19 AM
Falcon 4 was light years ahead of redstorm rising's campaign

Redstorms was very very simplistic. Your performance determined the entire outcome on all fronts, the missions themseleves were pretty simple (only 3 target groups running at a time at once max, up to 2 non mission groups, and the mission group). F4 fought out the entire war in real time for air and ground, and included factors such as resupply and the like.

Nothing touches what F4's campaign engine could do, or even close realy

I just wish F4 was as user-friendly and F3 was; F4 just didn't seem to "flow" for me like F3 did - I probably had more hours in the F3 Falcon than some active duty pilots. F4 felt clunky and awkward... to me, at least.

I liked F3:OFT (Operation Fighting Tiger) - that campaign was also fought "real time" - you could fly down in the mud and see ground combat going on.

Hawk66
04-15-12, 01:36 AM
For the guys who own an Android tablet: You can get RedStormRising running on the tablet with the app 'AnDosBox'...with the soft keyboard 'Hacker's Keyboard', which you find also on GooglePlay, you have all the keys, which you need for the game.

AnDosBox is also able to simulate a joystick, which is supported by RedStormRising in the DOS version.

Makes a lot of fun :-) and I doubt there will be a better (native) Android app for modern submarine combat in the foreseeable future.

cmdrwhack
08-10-12, 08:02 PM
I have windowa 7 pro on HP Pavillion. My question: is RSR available in disc & compatible w/ my computer?
I used to play this on a Commodor & floppy. Enjoyed it time & again. I'd love to play on this computer. would rather have disc than download as mentioned in forum.

Red October1984
08-10-12, 08:18 PM
I have windowa 7 pro on HP Pavillion. My question: is RSR available in disc & compatible w/ my computer?
I used to play this on a Commodor & floppy. Enjoyed it time & again. I'd love to play on this computer. would rather have disc than download as mentioned in forum.

DOSBox runs it. I have a download version and it runs perfect.

Hawk66
05-30-14, 08:51 AM
BTW does anybody know what the differences are between Version 1 and Version 2 ?

At least for the Amiga there is a Version 2 from 1990 available.

submersiblevalor84
11-21-14, 12:59 AM
Hello everyone! I like playing this game, but I can never get the TLAM missiles striking Warsaw Pact airfields.

Could someone give me a hand w/this, please?

Hawk66
11-21-14, 01:40 AM
you have to be in the designated area and then they are fired automatically....you cannot launch them manually like in Dangerous Waters.

Hawk66
05-10-15, 02:38 AM
If you like, vote that RedStormRising gets republished on the GOG platform (http://www.gog.com/wishlist/games/red_storm_rising)

cmdrwhack
06-14-15, 09:27 PM
My addiction to "subsim" games started w\ RSR & "Silent Hunter" on a Commadore 64. Great fun!
I'm looking for a way to play on my window 7.
I can relate to posts about the dynamic campaign & enemy torps pinging "acquired".
Besides these games, I own Silent Hunters II -IV, Dangerous Waters, IL-2 collection, Flanker, Mig Alley, & for the fun of it, "Dragons Lair".
I started SHII in the Wolfpack League & I still enjoy every bit of it.
:subsim:

iggypop37
02-26-18, 05:58 PM
OK, to resurrect this thread from a long time back, there is an amiga emulator available for google chrome browser ( http://pnacl-amiga-emulator.appspot.com/ ) and its not hard to get RSR up and running on it. Ive got an el cheapo chromebook which i use when Im working away from home in motels etc. and I can see myself having some fun with this.

Of course can probably do same with other old amiga games as well . I think its generally accepted that RSR was best on an Amiga

You can STILL learn a lot from and enjoy RSR even all these years later I find !
:)

XenonSurf
02-27-18, 08:23 AM
I'm playing RSR with VMware and Windows XP with Dfend Reloaded, a Dosbox frontend program. You can do without VMware, just with Dosbox 0.74. I don't have problems and get exactly what I would on an old system.
I got this game in the 90s on a Ubisoft CD having about 12 famous games, mostly Microprose games.
The only thing I changed was the Asound file to be compatible for Pentium computers and able to run the Adlib sound correctly. There was a patch for that at that time. I also have removed the game protection for convenience.