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i don't think though that anyone's saying it was a cakewalk and beery (as usual) summed up the situation quite succinctly: Quote:
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Another good read with lots of info is 'Silent Running' by by James F Calvert. I downloaded the audio book and it's a great listen with lots of info on the operations of the Jack.
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BTW, just to avoid misunderstandings - I'm fully on the side of those who say "Please don't make this Atlantic Campaign II". It wasn't. There were plenty of unescorted merchantmen underway in the Pacific etc. But that's only part of the story, not the end of it and I find the notion of some people that this simulation must be boring when properly patched/modded a bit uninformed, frankly. It's not gonna be boring, but it's not gonna be suicidal either.
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I must admit to being a bit taken aback by what seems to be a generally held notion that RUb was somehow a mod of lesser importance in the SH3 mod world. It is a major mod that is as good quality as any, even now. It was the only game in town for the best part of a year (you only have to look at the readme file for RUb to see that prior to SH3 version 1.4 the SH3 Mod Team had already done the majority of the mod work that was ever done on SH3), and as I understand it both NYGM and GW used RUb as their basis and added their authors' tweaks to it. In short, the SH3 Mod team built a very solid foundation for the modding of SH3 - a foundation that later modders relied upon extensively when they created mods that had different focuses than that of RUb. As for waiting until the devs are done, I agree, but you should understand that RUb always got updated and was ready with a new version within 24 hours of every official patch. The reason I agree with you is that this time I don't want to be working 20+ hour days updating the mod after every official patch. Anyway, if you use the mod enabler you won't have to worry about official updates forcing you to reinstall the game, and you won't have to delay using mods - all mods install and uninstall flawlessly when using the JoneSoft Generic Mod Enabler. |
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The thing is, players know they can always start over, so there's little downside in a short but eventful campaign. Real life is a lot different. |
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YES!! Silent Victory is a true gem! I'm reading it for a second time now. It is full of useful descriptions of just about every aspect of the US Pacific Sub Campaign. For instance, I just read last night that the largest Japanese Ship sunk solely by deck gun was only 3000 tons. That deck guns were mainly used for sampans and such. Little tidbits like that should be helpful when modding the game. The appendix also has a wealth of information on individual sub patrols, their tonnage sunk, and other data.... A good resource all in all...:up: |
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There are many other simulations (actually, most if not all) where your casualty rate is way below the 80% of the U-Boat campaign. I don't know a flightsim where I would die in 8 out of 10 missions for example, online or offline. The submarine war in the Pacific was a combat operation. And in combat, when there are people out there wishing you ill, and there are bullets flying or explosives going up around you, odds are that you'll die, and the more mistakes you make the higher those odds become, or as the saying goes "the one making the least mistakes will win". The thing in the Atlantic was that later on many U-Boat crews didn't return even when not making any mistakes, except for the one of sailing out at all. |
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