PDA

View Full Version : U-Boat Ops mod?


HMCS
07-09-05, 03:00 AM
Where did I see the info on this mod? I seem to recall seeing it somewhere.... looked like some kind of uber-mod by Beery and friends.
BTW, Beery... do you ever sleep?

CCIP
07-09-05, 10:50 AM
You've seen it in the General forum, I think.

http://www.subsim.com/phpBB/viewtopic.php?t=35178

It's not uber, but it's a fine campaign mod that'll surely improve things. :|\

dize
07-09-05, 12:50 PM
ooo
the simplistic stock rnd layer, and my unwilling to invest 200 hours to adjust it to my liking, keeps me away from the game atm.
the ops mod is kind of needed for me to get back into this. pls pls pls make it good :/
how far are u guys?

CCIP
07-09-05, 12:59 PM
We're nearing a second alpha version, which probably means that the first beta will follow along soon. I suppose it would be reasonable to expect it with one of the next RUb releases.

Exactly how soon - well, as Egan (who has apparently planned to put this alpha together shortly) would say - "when it's done" :up:

jasonb885
07-09-05, 01:30 PM
ooo
the simplistic stock rnd layer, and my unwilling to invest 200 hours to adjust it to my liking, keeps me away from the game atm.
the ops mod is kind of needed for me to get back into this. pls pls pls make it good :/
how far are u guys?

ROFL, I think it only took me about 72 hours to bring the RND up to speed. But I have had about a dozen people assisting me, and Observer providing a significant amount of historical information.

:up:

Egan
07-09-05, 01:59 PM
We are still finishing things off. When we started it we did not expect to be doing so many things. It was originally going to be Pentallion's redux mod with some extra harbours but it has grown far beyopnd that now. All three campain files have been extensively reworked,(Still beinhg reworked, I should say,) Aircraft, nationalities, lots of stuff, are being improved.

Once all the basics are done we shall get onto bugs and stuff and then version one will be out. A little while yet, I'm afraid. I Did have a new Alpha I knocked up but that was a test thing in the most open sense of the term....

I suppose a bit of a features list wouldn't hurt.

New campaign:

RND file: Improved convoy mod by Jason. extensive reworking of single ships, convoys, escorts. A version is currently out there, doing the rounds.

SCR file: Including new minefields and historic operations (Norway, D-Day, Mediterianian ops....please not, may be subkject to change.. ;) :D ) by Sailor Steve, Nico, Pentallion and SC1949

LND file: Containing about, I don't know actually, maybe 100+ new ports including Neutral nations like Spain and far more African ports and corrections to some of the mistakes that were in the stock game. Also includes a completely new airbase layout and a new 'dynamic frontline' system which will add a bit of colour to the game. By Nico, CCIP and myself.

A version of the Airpower mod by Jace with some extra bits and pieces by me.

20+ new nations including Spain, Ireland and Yugoslavia.

Port traffic - After a fashion. We discussed this quite a lot. If you are the sort of person that spends most of their time sneaking into harbours then, I'm afraid this is probably not for you. We want to improve the experiece of hunting at sea, as a real skipper did....Unless of course you want to die for the sake of a tug boat at anchor. :D

Other stuff as well. But this is the basic set up at the moment.

CCIP
07-09-05, 02:31 PM
Yea, as far as scripted traffic, it's a little on the short side at the moment - since the focus really shifted a lot to the random traffic, once we picked at the RND file and realized that it's actually pretty crude in the default game. Nor are we really done with it yet, for that matter.

It's obvious that the Final version won't be done for a while, if ever, since there's really a lot of stuff that could potentially be done, but some of it has higher priority, and other things (including the above-mentioned port traffic) that are of doubtful value as compared to the effort they would take.
I came up with some suggestions for discouraging the unrealistic harbor-sneaking practice already, but I guess it might take time to implement them - without going by the Devs' route and not putting anything in harbors at all...

Egan
07-09-05, 03:17 PM
Yea, as far as scripted traffic, it's a little on the short side at the moment - since the focus really shifted a lot to the random traffic, once we picked at the RND file and realized that it's actually pretty crude in the default game. Nor are we really done with it yet, for that matter.

It's obvious that the Final version won't be done for a while, if ever, since there's really a lot of stuff that could potentially be done.

Yeah. This release will be the firts of several. In the second one we will work on areas like the Eastern US seaboard, although Jason's mod already improves shipping in the region.

CCIP is right, there is a lot we could do. I think we will be winding up the production in the next little while, though. There is nothing more to be added at this time anyway.

I wanna play the damn game again. I haven't played it properly since April... :D

dize
07-09-05, 03:33 PM
oh dear this sounds so great. cant wait to get into action with this thingie.
:up:

Nico71
07-09-05, 04:43 PM
Egan, while you are at it......

http://www.communitymanuals.com/shiii/index.php?title=Operations

Egan
07-09-05, 04:47 PM
Egan, while you are at it......

http://www.communitymanuals.com/shiii/index.php?title=Operations

Cheers mate. Hadn't seen this before.

joea
07-09-05, 05:52 PM
Port traffic - After a fashion. We discussed this quite a lot. If you are the sort of person that spends most of their time sneaking into harbours then, I'm afraid this is probably not for you. We want to improve the experiece of hunting at sea, as a real skipper did....Unless of course you want to die for the sake of a tug boat at anchor. :D

Other stuff as well. But this is the basic set up at the moment.

Hmmm sounds great, but I am using Rubini's friendly port traffic mod (and Jason's latest version of the improved convoys) and really enjoy the immersion of leaving and returning to busy home bases. Will this be compatible or incorporated in any way?

CCIP
07-09-05, 06:23 PM
Well, I think Rubini's mod is included in RUb right now, correct?

I would hope that Rubini comes forward and gets his traffic integrated with the Ops SCR file as an option. There's generally no reason for that sort of traffic to be incompatible with this mod, because it covers something Operations doesn't really look into - but it's totally up to Rubini whether he wants to integrate the traffic with our SCR file or not.

I honestly can't see why anyone in the Operations team would mind people modifying the mod's campaign files, since it was envisioned as open-source by default. It's up to the others to take that initiative though.

HMCS
07-09-05, 11:24 PM
You guys are the cat's ass.

Why don't you just get into the biz and produce your own subsim?

You might even make some $$ at it....

CCIP
07-09-05, 11:31 PM
Too much responsibility. :smug:

We're far lazier than you think, with a few possible exceptions (/thinks about what I've actually done for the mod in the last couple of months - besides talk, test, and throw out variously useful/less ideas) :/\k:

HMCS
07-10-05, 02:15 AM
So when can we expect a Pacific Theatre full conversion mod?

Might be fun to drive one of them big Japanese subs and sling Long Lances around.... :arrgh!:

Egan
07-10-05, 05:50 AM
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.

Egan
07-10-05, 06:07 AM
You guys are the cat's ass.

Why don't you just get into the biz and produce your own subsim?

You might even make some $$ at it....

I would love to but the end result would be so uttetly anal and hardcore that it would make Sh3 look like Pong.

The manual would be twice as thick as the bible too.

Egan
07-10-05, 06:08 AM
So when can we expect a Pacific Theatre full conversion mod?

Might be fun to drive one of them big Japanese subs and sling Long Lances around.... :arrgh!:

Not wanting to get sued by Ubi i would say not until they release a pacific version (SH4 probably.) ;) :)

joea
07-10-05, 09:06 AM
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.

Too bad. :( Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod. :yep:

Egan
07-10-05, 09:32 AM
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.

Too bad. :( Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod. :yep:

The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.

I've got no doubt Rubini or someone else will knock out some sort of compatible version anyway. besides, as the aim of the Ops mod is to improve the experience of hunting at sea during a patrol rather than the half hour or so before and after.it would be a lot of work outwith our 'remit'.

Rubini
07-10-05, 10:14 AM
Hi Egan,

If you and the others guys in OPs Mod don't be bothered I will make a Friendly Harbour Traffic mod version with AI Uboats compatible to OPs mod when it´s arrived. I think Friendly traffic don't hurt and it adds a lot of imersion for the game. It's also possible to post the version to you guys first for some adjustments like we do for RUb (me and Beery). So, if you want just contact me.

Greetings,

Rubini.

joea
07-10-05, 10:55 AM
Great guys. :up:

CCIP
07-10-05, 11:05 AM
Hi Egan,

If you and the others guys in OPs Mod don't be bothered I will make a Friendly Harbour Traffic mod version with AI Uboats compatible to OPs mod when it´s arrived. I think Friendly traffic don't hurt and it adds a lot of imersion for the game. It's also possible to post the version to you guys first for some adjustments like we do for RUb (me and Beery). So, if you want just contact me.

Greetings,

Rubini.

Like I mentioned, it's definitely up to you rather than us :)
Since we're not focusing on traffic in port, it should be very easy for you to just merge your traffic files with our SCR layer (it should be a five-minute process, in fact). So you can get started on it the minute Operations is out, if you want to.

Whether we want it or not - that's really not an issue (Egan doesn't... I'm fairly sure Steve does... I'm totally neutral), since we're not stopping anyone from modifying any of those files so long as due credit is given.

jasonb885
07-10-05, 12:16 PM
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.

Too bad. :( Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod. :yep:

Friendly traffic annoys me. Much like enemy ports, it just gets in the way of getting the job done. Unsuprisingly I've been focusingly solely on convoys.

HMCS
07-13-05, 12:49 AM
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.


There probably shouldn't be much German traffic after 1941 at any rate - Coastal Command Beaufighters took care of most of it...

http://www.aviationtrivia.homestead.com/files/BeaufighterA.jpg

Rubini
07-13-05, 09:45 AM
HMCS wrote:

Quote:
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.



There probably shouldn't be much German traffic after 1941 at any rate - Coastal Command Beaufighters took care of most of it...


I respect your point of view, and I agree that you guys on the Ops Mod go to the realistic way (I like it too), and as this is your Mod then you decide what you want in it or not. But, going back to the traffic matter, the game gave to us the opportunity to have a port departure/arrive and SH3 is a beautiful game, then I think that is really natural and a realistic way the traffic presence. I want to say that the traffic mod has now a more realistic approach and 2 or 3 ships moving in or out don't appears a rush traffic to me. Or ,no offence here, the germany ports were always empty during the WWII? And if you really don't like traffic then it's possible to mod the game to start and finish the patrols in a middle way of your grid destination to no more spend your time with TC departures on ports. But I'm not a expert about how port's traffic was during WWII. Was the traffic really a rare instance in germany ports after 1941 like HMCS said? Obviously is possible and it's a good idea to adjust the traffic to a still more realistic way if necessary...

Regards,

Rubini.

Shadow9216
07-13-05, 10:07 AM
I remember seeing pictures and movies from '44-'45 of aliied fighters strafing German merchants, some using rockets, so there was a certain amount of ship traffic even late war. Even large ships, such as the ones used to evacuate refugees from eastern europe. Although there would be little traffic on the high seas, it seems logical that ports would be somewhat busy.

Egan
07-13-05, 11:56 AM
I respect your point of view, and I agree that you guys on the Ops Mod go to the realistic way (I like it too), and as this is your Mod then you decide what you want in it or not. But, going back to the traffic matter, the game gave to us the opportunity to have a port departure/arrive and SH3 is a beautiful game, then I think that is really natural and a realistic way the traffic presence. I want to say that the traffic mod has now a more realistic approach and 2 or 3 ships moving in or out don't appears a rush traffic to me. Or ,no offence here, the germany ports were always empty during the WWII? And if you really don't like traffic then it's possible to mod the game to start and finish the patrols in a middle way of your grid destination to no more spend your time with TC departures on ports. But I'm not a expert about how port's traffic was during WWII. Was the traffic really a rare instance in germany ports after 1941 like HMCS said? Obviously is possible and it's a good idea to adjust the traffic to a still more realistic way if necessary...


Yes, traffic was a lot less commonplace than many people around here are willing to believe. I fear this is gonna end up going down the same route as the RUB deck-gun mod... :rotfl:

Look, A couple of tugs here and there - fine. An occasional minesweeper - fine - - - a destroyer here and there, ok. but not piles of it by any amount.

My understanding is that, far from utilising destroyers, most daily tasks like escorts in and out of base were undertaken by minesweepers - not destroyers or anything larger. And, certainly by late war, the Never-very impressive- German surface fleet was being sunk at berth and not going anywhere. Of course, there are exceptions.

Our prime motivation is to improve the bit when you are actually at sea. everything else, like ports, are secondry.

joea
07-13-05, 12:18 PM
Actually I did think it was a bit over the top to see German fishing boats in French ports flying the swastika. Probably should be French...or not even there as they would have been not allowed near u-boat bases. I would not use the DDs as escorts either just as traffic.

Here are examples of the real escorts:
http://www.german-navy.de/kriegsmarine/ships/escorts/index.html


But I like the mod...true I consider things like the improved convoys more important and would take the convoys mod if I ever had to choose but it's fun and doesn't affect gameplay. Great work Rubini. :up:

Salvadoreno
07-13-05, 12:21 PM
and this is going to be released with the next rub or is it stand alone? Or will RUB eventually incorporate it? It should be with the next RUB IMO

Egan
07-13-05, 12:21 PM
and this is going to be released with the next rub or is it stand alone? Or will RUB eventually incorporate it? It should be with the next RUB IMO

It will be in RUB.

Rubini
07-13-05, 01:08 PM
Egan wrote:

Yes, traffic was a lot less commonplace than many people around here are willing to believe. I fear this is gonna end up going down the same route as the RUB deck-gun mod...

Look, A couple of tugs here and there - fine. An occasional minesweeper - fine - - - a destroyer here and there, ok. but not piles of it by any amount.

My understanding is that, far from utilising destroyers, most daily tasks like escorts in and out of base were undertaken by minesweepers - not destroyers or anything larger. And, certainly by late war, the Never-very impressive- German surface fleet was being sunk at berth and not going anywhere. Of course, there are exceptions.

Our prime motivation is to improve the bit when you are actually at sea. everything else, like ports, are secondry.


I would like to say again that I understand and agree with your motivations on the realistic way and the focus on "at sea" matter. But at no moment I made a critical on your work or for Rub team. I'm not also asking for you to include this mod to Ops Mod. I'm only here answering to some people that have made questions about traffic mod in this thread and in the right and respectful way trying to learn more about uboat war. And to finish this discussion now I call that you and some few others stop to kidding with peoples who have another opinion...

Thanks,

Rubini.

CCIP
07-13-05, 01:22 PM
Rubini -

I think you're taking Egan's critique as more harsh than what he actually meant.

The main criticisms he has, which I would generally agree with, is 1) the overwhelming amount of traffic; 2) The type of traffic (this is the bigger one).

As far as 2) goes, I would generally agree, actually. Germany was indeed desperately short of certain types of ships, and you would not see many of them just routinely cruising in port. Same may apply to the airplanes. Consider that in 1943, when U-boat killer groups appeared in Biscay, the Germans could do nothing to help a damaged boat under their attack except to send their (most impressive!) group of 3 small torpedo boats, the only surface force they could apply there. A flight of Ju-88 heavy fighters was also sent, but ran out of fuel and turned back.

So, I think the mod gives an excellent sense of immersion in a very visual sense, and it looks gorgeous - but I think realism-oriented players are a little weary of some of the features.

Anyways, again, I am sure that some will be glad to see your mod merged with the operations SCR on your own accord, and I most encourage you to do so - and I'm not by any means saying that you should change the mod's composition.

Egan
07-13-05, 01:43 PM
Rubini -

I think you're taking Egan's critique as more harsh than what he actually meant.

The main criticisms he has, which I would generally agree with, is 1) the overwhelming amount of traffic; 2) The type of traffic (this is the bigger one).

As far as 2) goes, I would generally agree, actually. Germany was indeed desperately short of certain types of ships, and you would not see many of them just routinely cruising in port. Same may apply to the airplanes. Consider that in 1943, when U-boat killer groups appeared in Biscay, the Germans could do nothing to help a damaged boat under their attack except to send their (most impressive!) group of 3 small torpedo boats, the only surface force they could apply there. A flight of Ju-88 heavy fighters was also sent, but ran out of fuel and turned back.

So, I think the mod gives an excellent sense of immersion in a very visual sense, and it looks gorgeous - but I think realism-oriented players are a little weary of some of the features.

Anyways, again, I am sure that some will be glad to see your mod merged with the operations SCR on your own accord, and I most encourage you to do so - and I'm not by any means saying that you should change the mod's composition.

Yes. Sorry if you took offence, Rubini. I tend to be a bit more narky than I should be after work. I wasn't trying to put your mod down. It was more that the question kept coming up even though I thought it had been answered. I really wasn't trying to have a go at you.

I am not against harbour traffic in any way, just a bit wary of certain things.

Rubini
07-13-05, 02:04 PM
CCIP,

Thanks for your reply. It's a constructive one. It's about this type of answer that we need (all of us, modders or not). I have all interest on make a more realistic traffic possible but we need more feedbacks and good comments to improve the mods. My mod like all others is not finished yet. Making changes in the mod in the right way is a very good thing not a problem.
I'm finishing a new version and I will look for more tunning in rush places, dates and type of ships in it.

Thanks again and sorry for this off topic matter. :yep:

Rubini.

Rubini
07-13-05, 02:55 PM
Egan,

I have another problem as I don't understand english very well! :D

Yes, like I said I agree to you. It's only a matter about how we said something or not. And I'm also awaiting the Ops Mod because it's a major improvement to SH3 community.

Greetings,

Rubini.

Egan
07-13-05, 03:09 PM
Egan,

I have another problem as I don't understand english very well! :D

Yes, like I said I agree to you. It's only a matter about how we said something or not. And I'm also awaiting the Ops Mod because it's a major improvement to SH3 community.

Greetings,

Rubini.

I'm a native speaker and I don't understand most of it.... :-j

Shadow9216
07-13-05, 04:53 PM
I think Egan may have the vision here-I fear this is gonna end up going down the same route as the RUB deck-gun mod

After reading that debate, which got quite heated in parts, I think there were two distinct camps...this may be headed the same way:

1) The "realism" folks
2) The "casual" folks

I don't agree with the labelling, but it seems to be somewhat self-imposed by those reaching for the "ultimate" subsim, with everything as historic as possible. An admirable goal, and definitely one requiring a great deal of work.

Folks who like the "eye candy" or "fun factor", those who play with less than 100% realism (probably less than 50% truth be told) enjoy being able to load a game, shoot the gun, down some planes, and torpedo ships. They don't have the time, inclination, or skill to pursue the "maximum theoretical realism".

Personally, I don't see a problem with either camp- each group of people gets to play the way they want to, how they want to, with whom they want to- that's democracy in action :P As long as neither group is being demeaned for its preferences, everything is fine.

The main problem, as I see it, is that there is a large talent pool in the "realism" camp and a small talent pool in the "casual" group. Thus, folks are forced to join one side or the other. Jason's great mod is a prime example- he's made the convoys more realistic, put in more nations, but also souped up the escorts and reduced the single traffic. If you want a shot at a Norwegian tanker, or a 40-ship convoy, you have to accept that the escorts are gonna pound on you, and you won't see much single traffic.

Rubini's mod, on the other hand, looks great and adds a lot of "feel" to the game...some folks might venture to say it adds realism, since the ports are now busy. Those who play for utmost accuracy aren't too enthused with the mod from a historic point of view, and don't wish to incorporate it into their style of play.

It would be great if there was some middle ground, some way to allow the modders to pick and choose what stays and what goes. A way to take some of Rubini's traffic, and Jason's convoys, but keep the deck gun and the single merchants. In another thread I raised the possibility of altering the code in the cfg files to change the color of the altered/added parts. That way users could custom design the mod to their liking. The feedback I got was that wasn't feasible.

The only solution I can see in the interim, is for those who wish for a historically accurate but casual game :lol: to come up with their own mod.

I'm going to attempt that for myself, blending the Improved Convoys AND Harbor Traffic with my own Torch Mod to see what that comes up with. I'll you guys know how that works.

Jason, Rubini, you guys rock! I've enjoyed helping you out and will be happy to assist you in the future if you need it. Egan, your Ops Mod looks killer and I can't wait to try it...but since I can't wait, I'm going to try my own addition, and hopefully it'll allow some of the "casual" players to move beyond the stock campaign without sacrificing their fun factor...me, I'm kinda in between both groups.

joea
07-13-05, 05:29 PM
Agree 100% Shadow9216, I play with a mix of both "realistic" and "casual" mods...I like the Harbour Mod and the repaints cause they look darn nice. I like the convoys, real plotting, airpower and such mods for the realism and challenge.

I mix a few iron man rules, but the ones I like and viola, the Battle of the Atlantic as I like it (joke) :-j

No really we all can play as we like...I guess til the day we would ever get DC2.

KodiakPA
07-13-05, 06:03 PM
I have to agree with Shadow on this as well. I love the eye candy and realisim but I just don't have the time to play that way. When I don't have time I just want to run and gun. The modders in both camps do great work and my thanks go out to them for all of it. I can't wait for the ops mod as I would like to try my hand at some of the historical events.

Sailor Steve
07-14-05, 11:25 AM
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.
I kind of like it; for the first time it feels like a busy naval base. On the other hand, it's easy enough to use the editor to reduce the number to a more agreeable level.

I'm just bummed I can't download the new version with U-boats. My internet was shut off due to lack of funds (again!) and I'm back to posting from the library.

pampanito
07-14-05, 01:52 PM
May I ask if the Ops mod has something on merchant ship names?

It would be great to know that you have sunk the Greek ship 'VASILISSA MONICA' instead of an anonymous C2. I don't expect people beginning to whine 'that ship did not exist' or 'that was not a coastal vessel', I just think of having a name picked up at random from a list of some hundred vessels.

Forget it if this sounds silly... :oops:

CCIP
07-14-05, 01:55 PM
That's not something we, or any other modders, can really do at the moment :(

This feature seems to have been planned in the game, but was never finished (as some ship types do have a list of names in their config).

Observer's Ship Name mod, which goes with the Historical Tonnage mod, changes them to more generic "Large Merchant", "Medium Tanker", and so on. It's technically better than the default game, since sinking C2's all the time is far from realistic - only one C2 was sunk during the whole war!

Catfish
07-14-05, 02:01 PM
Hello,

CCIP, you wrote:
" ... since sinking C2's all the time is far from realistic - only one C2 was sunk during the whole war! ... "

And i know why, last time i tried i pumped five torpedoes in a C2 until it sank :rotfl:

Greetings,
Catfish

pampanito
07-14-05, 02:43 PM
Concerning the friendly harbour traffic issue...
If it's of interest for anyone, the following German vessels were in the base of Saint Nazaire when British commandos made a raid on it on 28 March 1942:

- 5th Torpedo-Boat Flotilla, with four Möwe-class TBs
- 16th Minesweeper Flotilla, with two large and three auxiliary m/sw
- 42th Minesweeper Flotilla, with five auxiliary m/sw
- four harbour defense boats (Hafenschutzboote)
- auxiliary minelayer PASSAT (a captured Norwegian tanker)
- tanker SCHLEDSTADT
- flak ship SPERRBRECHER 137
- one tanker under repair (in dry dock)
- six tugs

And, of course, the nine U-boats inside the U-boat pens.

Cheers!

Catfish
07-14-05, 02:52 PM
Err,
just forgot to include what i really wanted to say ;)

Let me say i like RUB very much, because immersion and realism is a number 1 factor for me. And that is exactly what i like about the harbour traffic mod.

Certainly the German navy did not have a navy fleet comparable to England, but then there were few battleships (two, that is), those "pocket battleships", a few cruisers, more than 40 destroyers (losing around ten in Norway, ok), numerous minesweepers and hundreds of U-boat-accompanying "mine-breakers" (mostly former civilian fishing boats, tenders, small freighters etc. stuffed with empty casks), fitted with AA guns up to their teeth, escorting U-boats in and out of ports. As well there were fleets of civilian fishing boats, and there was always more than one U-boat in the french harbours, let alone Bergen, W'haven etc.. - you simply would see friendly warriors and civilian traffic in the harbours if you weren't blind.

On almost all photos of the time there are several U-boats to be seen, lying in packs, lying one by one in those pens, 2-4 in a lock waiting to catch the tide, 3-4 along a quay in the winter in the baltic sea, and lots of accompanying shipping. You have to imagine the german merchant fleet as well as the navy ships were caged in the harbours, and you would see more of them here than elsewhere. Some twenty harbours controlled by Germany - and how much ships in it?

So when we call for realism, we should look for how it was, and not how someone thinks it was - no harsh critic, you just cannot know all books, photos etc..

The argument "i want to run and gun without friendly or whatever ships in my way" is certainly understandable, but it fails for me because of this immersion and reality factor mentioned above. If a U-boat commander cursed because of all those ******* fishing boats he had to evade, on the other hand using them to hide, or waiting for the escort at the meeting point under a cloudy sky where a plane could attack at every second ... nope, it's harbour traffic for me.


OMG, and the deck gun, yes ....

The deck gun is one example i personally hate. I understand the urge for realism, and the way you can sink ships with it in the original game is just overrated. It seems not to be possible to mod the deck gun in a way it is less exact, or less deadly, so the "reduced deck gun frequency mod" in RUB 1.42 may then reflect reality as a whole, but the sluggish reloading does not look or feel real.
So maybe we can increase the time to get the deck gun ready ? Witnesses tell the 8.8 would be ready to fire in a minute after surfacing.
Shot frequency too high ?
All statistics reflect a frequency of 15 to 18 shots per minute with a trained crew (already found three websites and Busch's book on the U-boat war - 15 to 18 shots, depends on the author).

A rapid fire gun with that frequency to be reduced to (less) than a shot per minute ... take a look at british submarines and their shot frequency - and their guns were not too sophisticated in comparison to the german 8.8. I'm currently looking for evidence in books and the web - i will post all i find about it here.

I do not know why witnesses and statistics talk of 15 shots if they could not be reached in reality ? All overrated ? I sometimes get the impression we modern people probably do not credit the sailors with what they were obviously able to accomplish in those times.

Greetings,
Catfish

CCIP
07-14-05, 03:12 PM
Not that again... :roll: (ah well, you know you always have my mod if you don't like RUb's gun)

That's the short-term rate of fire. This could, of course, be achieved, but only with a fresh crew and with ready-use ammunition aboard. In other words, for the first minute or so.

Considering the ready-use ammunition cannot possibly be enough to destroy a ship, any gun attack should be considered a long-term attack. And that's where the rate of fire will, by any measure, drop to actually even less than 1 RPM. There's indications it would actually be closer to 1 round every 80 seconds, if you stretched the attack over 2+ hours time.

Catfish
07-14-05, 03:33 PM
Hello CCIP,
i do use your deck gun mod :yep:
I do not talk about an undamaged C2 and gunning it down in 24 hours. I speak of an already damaged freighter left behind, convoy, night, 1941. Blow ballast, man the deck gun and pump 10-12 shots in it, go to flank and head out of the convoy by 90 degrees, only submerging if a warship spots you. Short decisive attack and follow the convoy to overtake, run. Not possible with RUB 1.42 deck gun, it'd take ten minutes to fire ten shells :lol:
Greetings,
Catfish

KodiakPA
07-18-05, 01:55 PM
To each their gaming own.

dize
07-20-05, 07:45 AM
woop woop!
little child on the backseat of ur car: "are we there yet?!?!"

CCIP
07-20-05, 11:15 AM
We're at alpha 2 - it's on my system and purring along nicely. There's a few obvious glitches here and there though (like certain cities being neutral or enemy at wrong times), and we're still waiting on a few historical scripted operations to be completed. Otherwise, it's getting closer. I guess just the fact that I can actually play normal patrols with it is a great sign already :up:

Egan
07-20-05, 12:34 PM
woop woop!
little child on the backseat of ur car: "are we there yet?!?!"

Soon, Soon.

I'll say this much; it's not finished yet and it is only the first stage of what we have planned but it is pretty good fun....and pretty hard. :up:

baxter
07-20-05, 07:18 PM
Its good to get an update...thanks. I think this is going to be well worth waiting for!

Lanzfeld
07-21-05, 08:47 AM
This will have improved convoys in it right?

Lanzfeld
07-21-05, 08:47 AM
This will have improved convoys in it right?

CCIP
07-21-05, 09:34 AM
Yes yes. Improved Convoys is indeed part of the whole affair :)

NZ_Wanderer
07-22-05, 12:52 AM
And people like me will still be able to leave some things out like I used to?? :P :P

CCIP
07-22-05, 09:13 AM
What do you mean by that? It's a campaign mod so... it's a campaign mod. You either have it or you don't :roll:

Egan
07-22-05, 11:59 AM
And people like me will still be able to leave some things out like I used to?? :P :P

Like what?

this is not going to be so easily 'Moddable' as RUB. There is a lot of interconectivity in this - edit something and you stand a good chance of screwing something up.

EG: Changing or removing some of the files to do with aircover may result in the planes going weird - that sort of thing.

Like CCIP said, it is a campaign mod that is aimed at realism....


And before anyone asks:

NO, IT WILL NOT BE COMPATIBLE WITH THE SEAWOLVES ADD-ON PACK THING...

:P :rotfl:

NZ_Wanderer
07-22-05, 02:37 PM
oppps sorry guys, I thought you were referring to that new big mod you all been working on for ages.. :oops: :oops:

** Scurries back into own sub hatch and shuts mouth **

Icewarp
09-25-05, 02:51 PM
Is it dead?

CCIP
09-25-05, 03:03 PM
How can it be dead if its first version is in RUb already? :hmm:

No, and neither is the progress on it. Things have slowed down a bit, but it's still going. The plans for the next stage are up already, especially in terms of touching up and improving the operations off the American coast.

joea
09-25-05, 03:30 PM
Please look at the Arctic convoys I am going nuts sure I am doing something wrong. :damn:

CCIP
09-25-05, 03:48 PM
They're out there. In fact judging by my recent readings on those things, they're out there more often than they were historically, sometimes :hmm:

The real problem is the lack of grids north of Iceland, where the real Arctic operations focused.

Heffalump
09-26-05, 03:26 PM
Why are the grids missing for the far north? The did exist historically, right?

rulle34
09-26-05, 03:56 PM
Why are the grids missing for the far north? The did exist historically, right?

Yes they did!
You can DL a map from Terrapin's site http://u-boot.realsimulation.com/ called "KM MAPS No 3465 North Polar sea" if you like to see.

rulle34
09-26-05, 03:58 PM
Sorry for double posts by mistake :oops:

CCIP
09-26-05, 04:44 PM
I do seriously wonder if it could be modded...

That said, the coordinates for convoy contacts and your own position ARE reported above the grids - but they're reported in Long/Lat rather than grid, and since the map isn't marked for those... bummer.

One way to work around that would be to at least paint a Long/Lat grid where the KM sectors on the map end :hmm:

caspofungin
09-27-05, 04:04 PM
the other issues w/ being up north is the Mercator type projection the game uses -- although distances are "stretched" on the map, your own range/speed don't change proportionally (if you get what i mean) so you spend at long time transiting.

Sailor Steve
09-28-05, 04:10 PM
I'm sure Rubini will do his own add-on as soon as it's finished. I like the massive harbor traffic myself. I've been in major harbors, and they're usually pretty busy, even in wartime (or should I say especially in wartime?).

Charlie901
09-30-05, 02:01 AM
I'm sure Rubini will do his own add-on as soon as it's finished. I like the massive harbor traffic myself. I've been in major harbors, and they're usually pretty busy, even in wartime (or should I say especially in wartime?).



Will the Ops Mod over write the H.T. Mod by Rubini?

I'd hate to lose his bustling ports and excellent, scripted, historical events. :cry:

oRGy
09-30-05, 02:54 AM
The HT for RuB mod includes the latest version of the Ops mod if I'm not mistaken!

Rubini
09-30-05, 08:06 AM
Yes, oRGy is right. The HT for RUb includes a update version of Ops (thanks CCIP) which isn't yet in RuB yourself.

Rubini.