SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Do Modders Realize this is not the Atlantic Campaign? (https://www.subsim.com/radioroom/showthread.php?t=109651)

Banquet 03-28-07 05:27 PM

Quote:

Originally Posted by ParaB
I have sunk more then 500,000 tons of enemy shipping, including 2 Battleships, 2 Carriers and 5 Cruisers while only suffering light damage (at worst) from air attacks. It's like shooting fish in a barrel. Fun for some time, but without some modifications to escort AI and abilities I will soon head back to the Atlantic for some challenge.

I would suggest that is because SH4 has far too many ships, especially navy combat ships, sailing around.

Less than a week after PH I saw a US taskforce of (amongst other things) 4 BB's. I believe the US only had 1 operational BB after 7th Dec 41. On my first patrol from Manilla I came upon a Japanese invasion TF with 3 Mogami class CA's. It's just too easy to find the big battlewagans that most real sub commanders never got a sniff of.

I doubt this will be patched, but I hope it will be modded so that there is a more realistic amount of carrier, battleships, etc, sailing around.

I would add I can completely understand why the devs did this.. the casual gamer will want to see the Yamato, Akagi, etc.. and get the chance to sink them.. but a more realistic approach would mean you'd probably play the career mode many times before you saw such a ship.

Captain_Jack 03-28-07 05:29 PM

Quote:

Originally Posted by joea
Quote:

Originally Posted by Ducimus
You have options you know.

a.) Don't use the mod if you don't like it.
b.) delete the bit in the mod you don't like
c.) make your own mod.


There's really no need to make a stink over what people decided to alter. And since i think im the only one who altered SJ radar availablity. Umm early by what, 6 months or so? Big whooope. I just wanted to see how it worked. Espeically since SD radar was so jacked, i wanted both to see WTF was going on. Now i think i may have a decent adjustment for both so they work how they're supposed to - assuming the bloody things dont quit working mid patrol :roll: Anyway, don't like it, choose, a, b, or c.

Ummm ok, so you know me and how much I support modders but we're not allowed to state our opinion? I and a couple of others have posted a lot of valuable research links that could help making some interesting mods but it does seem like a lot of stuff is just being copied over from SH3 because a lot is still broken here.

So how can we do some constructive criticism? Are the alternatives just what you gave?


P.S. Six months is a big deal for some...but that's cool.


Yes I was expecting such a response from some individuals.

"Make your own Mod" "Dont like it, dont use it" ...etc....

So...are we allowed to express opinions? How do we crticize gently so as not to inflame?

mookiemookie 03-28-07 05:29 PM

So... don't use the mod's that do things that you don't like? :doh:

Expressing opinions is fine, but it came across kind of condescending, IMHO

AVGWarhawk 03-28-07 06:07 PM

What cake walk? DD drop precision DC...when they do attack. Not to mention the screwed up TDC and fast torpedos, that well, do not go fast. TDC calculations are why off. Apparent bug. The planes attack a bit much but hey, keeps me on my toes.

One thing is for sure, you can choose the mods that you work better for you. Currently I find the ship numerous and I find that unescorted vessels all the time. That was how it was. The modders get my full support on anything they create or fix whether I install or not is up to me. Do I feel some of the Atlantic is spilling over? A very small amount. But one has to realize there was a huge amount of study that went into the SH3 mods. That huge amount of study needs to happen here as well. One can not get it all done in a week. Please note, there is a forum for study on reality and fiction within this forum. It is stickied. It has begun. Give the men a chance. The modders dedicate their time for the love of the game/WW 2 specifically.

Two mods I currently use that have made a world of difference for me:
Green color HUD mod for the buttons.
Reduced radio clutter on the clipboard.

Man, world of difference from me that I got from a couple of guys willing to tinker with it for a better game:rock: I'm really looking forward to some more mods. MOD away men:up:

Ducimus 03-28-07 06:30 PM

Personnaly, i view this thread as an attack, or at the least derogatory, and i dont see it as constructive posted in the manner it is. Hence my reply, which was reserved i might add. I think its out of place to basically chew people out for what they decide to mod.

Deep Six 03-28-07 06:35 PM

Well I'm a great believer in realism but what the game offers at present is no more than a cake walk....Shesh my first mission out of Hawaii was to insert an agent inside Tokyo Bay...Now this would have made a real skipper cringe with fear...Well it was a cakewalk....I sighted but One ship by a non existent SD radar..But thought I better give it a wide berth..Guys That bay should have have been crawling with ALL manner of small craft from Sampans to Small ships..Not one NADA!!

I'll give my whole hearted support to all the modders because IF we get the patches then in 6 months time THIS game will be unrecognisable from when I first purchased it....Based on the assumption that 75% of the modding will be a carry-over exercise from SH3....The modders will know exactly how to and where.
Then you can bet that SH4 the modded game will be a realistic rendition of pacific theatre Sub war against the Japanese, not a turkey shoot which I'm afraid to say right now that's all this game IS.:damn:

Deep Six

CCIP 03-28-07 06:42 PM

Quote:

Originally Posted by Ducimus
Personnaly, i view this thread as an attack, or at the least derogatory, and i dont see it as constructive posted in the manner it is. Hence my reply, which was reserved i might add. I think its out of place to basically chew people out for what they decide to mod.

The man has a point :hmm:

I think the conclusions people are jumping into are completely wrong. Noone here wants hard escorts, just esccorts that aren't blind. Likewise, noone here wants a game that's neccesarily hard - but as hard or challenging as it should be.

I tap my old 'realistic result' sign again - what counts is an overall plausible outcome. If a game about Pacific subs kills you more often than in 1 of 5 careers when you don't misbehave, something may be fishy. When a game about pacific subs allows you to run amok sinking ships on impulse, and dismiss your enemy as incompetent, then something is even more wrong.

In the end, what we really need is a good, plausible balance that rewards good, realistic behaviour and punishes players who act rashly and unrealistically.

Balu0 03-28-07 07:09 PM

I just had a great idea... everybody is saying that the US crew was inexperienced in teh early war.. yet we start the campaign with a quite efficient crew..

What about a mod that give you a much less experienced and capable crew in the begining.. say even the watch and engine room is below 70% efficiency even if you put your best crew there...

If US had inexperienced crew in the begining, why should we have a 100% effective watch and 100% effective engine room?

AS I read (not sure if its true) for example if your engine room is not 100% effective your engines are louder, the acceleration is slower , top speed is less..

If this is true.. .we can have a quite challenging early war with a "GREEN CREW MOD" .. :D see we already have a name for it too...

Any modder up for this task ?

Ducimus 03-28-07 07:19 PM

Well, when it comes to anything i do, i stand by my words. Thats my bandwidth they're using if they D/L my mod. Yesterday alone i had 1400 MB's of traffic from a 25 MB file. So when i feel ive been singled out, i get a little upset.

As for having a point, if he does, im not seeing it. I dunno about others, but most of what ive been doing is fixing what bugs i can, or doing workarounds to make the game less painful until the next patch.

PeriscopeDepth 03-28-07 07:30 PM

Quote:

Originally Posted by Ducimus
I dunno about others, but most of what ive been doing is fixing what bugs i can, or doing workarounds to make the game less painful until the next patch.

I believe that you also clearly state in your Flavored to Taste Mod that it is Flavored to YOUR taste. So I can understand why you get a bit angry when you have someone calling you out saying it's inaccurate. I mean, it's called Flavored to Taste for crying out loud...:doh:

Just sayin'. Hope you didn't take my comments regarding historical accuracy in the wrong way. I use and enjoy FTT. :)

PD

Beery 03-28-07 08:19 PM

Quote:

Originally Posted by Captain_Jack
...as I read these posts it seems many are just trying to put the Atlantic Campaign into the Pacific and call it "realism". It was a different campaign all together. The Japanese escorts were no where near the skill of the allies. And in the early years of the war many Japanese Merchant Vessels traveled alone without escorts. Mush Morton attacked an unescorted convoy of four merchants in 1943. And the Japanese did not even have their depth charges set to correct depths until mid war. US Subs did not have widespread use of SJ Radar until Aug 1942.

I share many of your concerns. As I said a few days ago, harder isn't necessarily more realistic. My focus, with the Real Fleet Boat mod, will be to make the game as realistic and deadly (no more, no less) as it was in the Pacific theatre (just as RUb did for the Atlantic theatre). When RFB is complete it will (if it's humanly possible) give the player the same chance of survival in a campaign as a real submarine commander had in the Pacific. Every mod I use and every mod I make will be measured against all the real world data I can get my hands on, and if it doesn't give realistic results it will be adjusted until it does. If unmodded SH4 generates more casualties than were generated among US sub skippers in WW2, RFB will tone down the deadliness of the simulation even if doing so means that some players will say it's boring. RFB will not be an arcade game and if players want more excitement just for the sake of it they will have to look elsewhere.

On the other hand, if unmodded SH4 has a survival rate that's higher than it was in reality, RFB will make the game more deadly.

In my experience with SH4 so far, I'm not getting the impression that it's not deadly enough. I've been attacked by aircraft three times on my first patrol - they all missed, but if they keep attacking as they have been they're gonna get lucky sometime, and it doesn't take much to bring the death toll up to that 22% level (a single deadly attack in 5 careers will do it). On the other hand, targets should be far fewer and farther between than they are in the unmodded game. Something has to be done to reduce the target population.

There's room for many mods with many different focuses. RFB will be focused squarely on realism and on giving players the same range of experiences that real WW2 Pacific submarine skippers had.

Beery 03-28-07 08:27 PM

Quote:

Originally Posted by Balu0
I just had a great idea... everybody is saying that the US crew was inexperienced in teh early war.. yet we start the campaign with a quite efficient crew..

What about a mod that give you a much less experienced and capable crew in the begining.. say even the watch and engine room is below 70% efficiency even if you put your best crew there...

If US had inexperienced crew in the begining, why should we have a 100% effective watch and 100% effective engine room?

AS I read (not sure if its true) for example if your engine room is not 100% effective your engines are louder, the acceleration is slower , top speed is less..

If this is true.. .we can have a quite challenging early war with a "GREEN CREW MOD" .. :D see we already have a name for it too...

Any modder up for this task ?

Real U-boat did this, and Real Fleet Boat will also do it. If US crews were inexperienced at the beginning of the war they will be when using RFB too.

clayton 03-28-07 08:34 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by Captain_Jack
Dont get me wrong. I truly appreciate all the work modders have done to improve SHIII and SHIV. RUB, NYGM, and GW were works of art!

But as I read these posts it seems many are just trying to put the Atlantic Campaign into the Pacific and call it "realism". It was a different campaign all together. The Japanese escorts were no where near the skill of the allies. And in the early years of the war many Japanese Merchant Vessels traveled alone without escorts. Mush Morton attacked an unescorted convoy of four merchants in 1943. And the Japanese did not even have their depth charges set to correct depths until mid war. US Subs did not have widespread use of SJ Radar until Aug 1942.

But then I read posts of modders giving US Subs SJ Radar in 1941, Making the Japanese Escorts Much more deadly, Getting rid of small unescorted convoys, etc....

Is this the Pacific War? Or just a transplanted Atlantic Version?

I share many of your concerns. As I said a few days ago, harder isn't necessarily more realistic. My focus, with the Real Fleet Boat mod, will be to make the game as realistic and deadly (no more, no less) as it was in the Pacific theatre (just as RUb did for the Atlantic theatre). When RFB is complete it will (if it's humanly possible) give the player the same chance of survival in a campaign as a real submarine commander had in the Pacific. Every mod I use and every mod I make will be measured against all the real world data I can get my hands on, and if it doesn't give realistic results it will be adjusted until it does. If unmodded SH4 generates more casualties than were generated among US sub skippers in WW2, RFB will tone down the deadliness of the simulation even if doing so means that some players will say it's boring. RFB will not be an arcade game and if players want more excitement just for the sake of it they will have to look elsewhere.

There's room for many mods with many different focuses. RFB will be focused squarely on realism and on giving players the same range of experiences that real WW2 Pacific submarine skippers had.

Glad to hear you say that. Though I like a rather large Pacific rising sun (I'll just take that out of your mod), I fully support what you all do. BTW, what I dont want to see in SH4 is having to sneak up to a convoy going 2 knots silent running at depth in early 42. Sound familiar? Now,...

STFU and begin modding!!! :)

03-28-07 08:35 PM

Quote:

Originally Posted by Ducimus
Personnaly, i view this thread as an attack, or at the least derogatory, and i dont see it as constructive posted in the manner it is. Hence my reply, which was reserved i might add. I think its out of place to basically chew people out for what they decide to mod.

I have to agree with you Ducimus. Some people here are attacking mods that are being released as not having enough realism or whatever... and personally I am already sick of this and have decided to stop releasing mods for SH4 because of this and a few other reasons. There does seem to be be a somewhat snobbish, know-it-all attitude here in the SH4 mod forum with some of the posts. Not everyone of course, but some. I helped answer some of Tater's modding questions a few times and never once a 'thank you' or anything from him. Just 'Where's this?'.. 'How do I mod that?'. It's simple really- no one is forcing people to use any mods. Don't like a mod? Then don't install it. It's that simple.
Long live the U-boats. :rock:

nimitstexan 03-28-07 08:37 PM

Quote:

Originally Posted by Beery
RFB will be focused squarely on realism and on giving players the same range of experiences that real WW2 Pacific submarine skippers had.

That is my kind of mod.


All times are GMT -5. The time now is 02:50 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.