View Full Version : A question about inserting special agents.
Ivan Putski
02-10-09, 11:15 PM
First off I`ve played SHIV since it`s been out. I recently switched from RFB/ RSRDC to TMO 1.6.3, and its big on inserting agents. I`ve done a search, but have`nt found what I was looking for, so I`m asking for help here.
I need to know what the parameters are for inserting an agent. Do you have to be a certain distance from the drop, and what key inserts the agent, the manual is of little help? Thank you. Puts
Torplexed
02-10-09, 11:20 PM
There is no key that I know of. You basically have to maneuver your submarine so close to the shore at the insertion point that you could practically put a gangplank out and the agents could walk ashore. However, at some point you will hear a metallic banging noise (which is ironic since the raft is made of rubber) and off the agents go (to sell insurance or whatever it is they do). Best to do these maneuvers at a very slow speed to avoid damaging the sub or sonar heads.
Yeah...it'd be nice if the manual gave some parameters.
Ivan Putski
02-11-09, 12:34 AM
Thank you Torplexed, sorta what I was expecting, but was unsure. Puts
VonGlaus
02-11-09, 01:05 AM
I'm on TMO 1.62, and RSRDC. Just completed an insert mission. Found out I could be well over 1 mile offshore, as long as I went to all stop. When I did that, got the message box to insert agent, and off he went as quiet as can be. Of course, he flipped over halfway to shore, but that little guy kept paddling away...
Ivan Putski
02-11-09, 01:21 AM
VonGlaus, do you go to the star, or actual city to insert? I`m thinking city, but could be wrong. Thanks Puts
jazzabilly
02-11-09, 01:54 AM
As close to the star that you can get without running aground. I always wait 'til night, creep in at periscope depth, surface when it gets shallow, and move right up to the star.
As soon as you see the rubber raft, you're done. Back out, get clear and radio for another assignment. Maintain radio silence until you are well clear of the insertion site.
Then our guy goes and blows stuff up, or makes crank phone calls or something like that.
Ivan Putski
02-11-09, 02:13 AM
Great, thank you jazzabilly. Puts
And for the record, you cant go much faster then about 1 knot when inserting.
rubenandthejets
02-11-09, 06:08 AM
As long as they get off, you're gold. Same with dropping supplies-you don't have to wait for your crewmen to come back. They can drown on the way in, no problem.
steinbeck
02-11-09, 06:33 AM
First off I`ve played SHIV since it`s been out. I recently switched from RFB/ RSRDC to TMO 1.6.3, and its big on inserting agents. I`ve done a search, but have`nt found what I was looking for, so I`m asking for help here.
I need to know what the parameters are for inserting an agent. Do you have to be a certain distance from the drop, and what key inserts the agent, the manual is of little help? Thank you. Puts
When you are close enough inshore, a popup appears telling you to 'Launch'. I always come in at 1 knt and then dead stop until the popup.
steinbeck
Ivan Putski
02-11-09, 10:21 AM
Thanks for clearing this up guys. Puts
SteamWake
02-11-09, 11:18 AM
Your question has been answered adaquately however for future reference
How to complete a mission : http://www.subsim.com/radioroom/showthread.php?t=111509
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