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-   Sub Command, Fleet Command, & Jane's 688(I) (https://www.subsim.com/radioroom/forumdisplay.php?f=193)
-   -   Stuck...on first mission (https://www.subsim.com/radioroom/showthread.php?t=133476)

Frame57 07-09-08 09:16 AM

Rob, you ever play DW? If so, what do you think of it in comparison with SC?

Robsoie 07-09-08 11:35 AM

No i just play with 688i Hunter/Killer and Sub Command, i will certainly buy Dangerous Waters in the future, as the improvements i read in review sounds really interesting if you want to be able to control surface or air platform yourself.
The multiplayer features sounds nice if you are interested in MP, as those multiple platform seems to provide a lot more variation in MP missions.

But as i play on solo and for now i am interested by the modern submarines simulation itself, if i consider SC + SCXIIc, there is no real reasons now to move to Dangerous Waters. Maybe later when i will be totally finished with SC, but from what i see there is a long way before i do ;).


Back on to the mission.
To test if the edit version was really compatible with SCXIIc, i installed it and launched the edit version of that mission.

And there, +/- 1 minute after the game begin "torpedo in the water" , followed a minute later by a loud explosion : tanker destroyed.
Hmm, considering the tanker begin at 4 nautic miles behind you (and so behind the escort zone in which the enemy subs are lurking), and considering the extremely small time between the message and the explosion, it was certainly a missile and not a torpedo.

That means this mission is totally impossible to play with SCXIIc, as the tanker will always be destroyed by those long range missiles in the 5 first minutes .
Those long range missiles do not seem to be present in the enemy sub of that mission for stock SC 1.08.

I will try to edit the mission again and move the super tanker even more far to see if i can set this mission really compatible with SCXIIc, i just hope the mission scripts do not "reveal" magically the position of the tanker to the enemy subs, or wherever i would place it , the enemy subs will be able to see it and destroy it with surface missiles in less than 5 minutes after the mission start.

Robsoie 07-09-08 02:18 PM

Ok, i have put the tanker starting point near singapour (at +/- 18 nautic miles from the original position of the mission)

+/- 15 minutes after the mission start, the tanker is destroyed , and judging from the early "torpedo in the water" that leave no trace on sonar, it is a surface missile.

So playing this mission with SCXIIc is impossible, the tanker will always be destroyed very soon in the mission by the kilos surface missiles.

That's what i feared, it means playing the original campaign and mission with SCXIIc is -not- a good idea as there is a lot of chance SCXIIc will completely break missions like this one.

SCXIIc is to be used for SCXIIc specifically designed missions, like the ones found here :
http://www.subguru.com/missions.htm

Or to be played with your own skirmishes in the mission editor.

I read it was possible to make 2 install of Sub Command but can't find the reference to this, if it can be done it would be a good idea to make an install with SCXIIc and one without that will keep the stock 1.08, this way you will be able to play with SCXIIc when you want and play with stock 1.08 when you want to play the original missions and campaigns.

Robsoie 07-09-08 06:40 PM

To make this mission playable with SCXIIc, the kilos should be replaced by submarines that have no surface missiles onboard.

As i am not used to SCXIIc at all, i have no idea whatever weaponry each SCXIIc submarines come equipped with (and i have not seen anything in the mission editor allowing you to remove some weapons from an unit you place on the map), so i will not do it.
I think it would be definitively the solution for SCXIIc users, as if an enemy sub has surface missiles in its stock, it will destroy the tanker in less than 15 minutes after the mission start while playing with SCXIIc installed.
And this even if you put the tanker very far from the mission area.

But for people playing without SCXIIc, if you want to take your time to hunt every enemy kilos before the tanker arrive in danger zone, get this edited version of the mission :
http://files.filefront.com/SM01edite.../fileinfo.html

And place the file SM01 Super Escort Hunter.ms (extracted from the SM01edited.zip you just downloaded) in your ..\Sub Command\Scenario\ folder

Don't worry it replaces nothing as it is named differently so you can keep the original mission and this one in the same place.

The only change of that mission is that the Super Tanker starting location is at the Singapore harbor, located at 17 nautic miles from the strait entrance and so the danger zone for it.
Additionally i lowered your sub starting speed from 9 to 7 , preventing it to cavitate as soon as the mission begin.

This gives you enough time to hunt every kilos patrolling the strait, especially if you don't use the AI crew that locate hidden subs a bit too easily in my opinon.

If you like to take your time finding yourself the enemy on your sonars, this edited version of the mission is more interesting as you don't have to rush hoping none will destroy the sub before you find them.

But remember that, while you have enough time to hunt (i tested the mission and completed it by sinking 2 kilos that i managed to locate by sonar without AI crew) with the 17 nmi advance on the main ship, the super tanker is going at a speed of 11 and more, so you have time, but you can't sleep ;)

Frame57 07-09-08 07:31 PM

I am gonna set up a simple "run and gun" mission just to see what happens when i put 4 stars to it. I will letcha know.


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