View Full Version : GW vs RUB
dprucha
07-05-06, 10:54 AM
Greetings:
I've been playing on RUB with a Harbor Traffic mod for awhile, and other than the absence of the Kiel Canal I'm overall pleased with it. I've read a little about GW and it sounds intriguing; I'd welcome any comparisons of the two from people who have played both.
I've also been mulling over the Nord-Ostee Canal mod by TigerKatziTatzi, but the install notes are a little lean - any tips on this would also be appreciated.
Thanks.
Regards,
Dave
Well,the RuB mods and it's derived mods (like NYGM for example,which i am using now ) ,as someone else said in another thread,are mostly based on gameplay changes and historical accuracy.The GW mod(according to that person,i have not used it yet) works more on the esthetic part,but from what i have read ,both offer a wide array of different interesting features.You should try both types of mods and think which one suits your game-style best and what you actually want from the mod/game.
Safe-Keeper
07-05-06, 11:33 AM
GreyWolves all the way. The only problem I have with it is that you can fire a torpedo at a target at point-blank range (much less than 500 metres) and still have it detonate, making it ridiculously easy to torpedo lone merchants.
But enaceo is right, it's best to try them both.
Today one of my torpedoes exploded REALLY close to my sweet VII. Whats that about? (Using GW)
Wulfmann
07-05-06, 04:02 PM
I had installed RUB in a few versions but uninstalled it taking the parts I liked and adding them to my mods.
GW was different. I added the entire thing then removed a few things and modded others to suit me.
GW is fantastic except for the very weak inaccurate convoys in the RND.mis file. Hopefully they will be brought up to the high standards of the rest of the mod in the next release.
I have never been satisfied with anyone's RND but my own so that is likely not a problem with most people.
Get GW, you will be happy you did!
Wulfmann
GreyWolves all the way. The only problem I have with it is that you can fire a torpedo at a target at point-blank range (much less than 500 metres) and still have it detonate, making it ridiculously easy to torpedo lone merchants.
But enaceo is right, it's best to try them both.
The minimum arming distance for torpedoes is 250 mts, as in the stock game,and for what I've read also for real life torpedoes of that time.
from www.uboataces.com :
There was also a safety device which armed the pistol only after a minimum run of 250 meters. For this, a small propeller was fitted to the nose of the torpedo. As it moved forward, rushing water would spin the propeller until it wound shut, arming the pistol.
Ref
from www.uboataces.com (http://www.uboataces.com) :
There was also a safety device which armed the pistol only after a minimum run of 250 meters. For this, a small propeller was fitted to the nose of the torpedo. As it moved forward, rushing water would spin the propeller until it wound shut, arming the pistol.
Ref[/quote]
Correct there ref
Here's a quote from my post from another thread...
Pistol
The device to detonate the warhead was the pistol. There were two types, magnetic and contact pistol. Most torpedoes had both types and the captain could select a combination of magnetic, contact or both, prior to launching the weapon.
The magnetic pistol was triggered by the ship’s magnetic field and was designed to explode underneath the hull. Such explosions could break a ship’s hull in two, sinking it with just one torpedo. However, magnetic pistols were prone to premature detonations, with many exploding as the torpedo approached the wake of the ship. There were several reasons for this. First, the earth’s magnetic field changes with different latitudes, which were not properly offset by the device. Second, torpedoes tend to approach the target from astern, where the differential speed was reduced. The magnetic pistol could not detect a gradual change in magnetic flux, and failed to detonate. Finally, poor design led to high vibrations within the torpedo itself, which ultimately caused the relay to fail. Until the problem was solved, the less effective contact pistol was used.
Contact pistols comprised of four whiskers mounted at the tip of the torpedo nose. They were designed to react to a glancing blow which detonated the warhead. Many problems were also encountered as it was discovered due to poor design, only a narrow impact angle of approximately 20 degrees was required to consistently trigger the pistol. There was also a safety device which armed the pistol only after a minimum run of 250 meters. For this, a small propeller was fitted to the nose of the torpedo. As it moved forward, rushing water would spin the propeller until it wound shut, arming the pistol.
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