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Originally Posted by nvdrifter
Here is a sneak peak at some of the new features/ changes in the upcoming release of LRT v1.32 (full version):
-much deadlier aircraft and more frequent encounters
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Can this be made user-selectable? I'm in early 1944 and I'm already being chased down by aircraft several times a day, and if I don't make it down fast enough I'm already taking some pretty serious damage - I don't really need for the aircraft to become more frequent or deadly at this point.
Quote:
Originally Posted by nvdrifter
-no more teleporting back to port and no unlimited fuel option :o
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I'm OK with the unlimited fuel thing, but if you have any choice given the way you're achieving the longer repair times, please do not remove the "teleporting to port" option - I'm not real keen on the concept of removing player options "in the name of realism". Those of us who care about the realism will care enough not to use the option when it would be inappropriate, but not having it available in situations where it would have been realistic sort of defeats the purpose of removing it to increase realism. For example, on my last patrol, I got bombed pretty badly just a few hours after leaving port, and was limping back home to St. Nazaire (about 350km away or so). (This was the patrol on which those screenshots in my post above were taken, BTW) When it had become clear that I was not likely to make it back to port before the flooding would sink me, but while I was still on the surface and unengaged by any enemy forces, I spotted a pair of Vichy French merchant ships that eventually sailed within about 3km. I wanted to use the "teleport to base" function to simulate my crew having been rescued by these French merchants and returned to shore, after which I planned to transfer to a different flotilla and set time between patrols to several months via SH3 Commander to simulate an eventual return to active duty with a new sub, but for some reason that option was unavailable. I don't know if that was something GWX had done or was a stock game behavior based on the damage I had already sustained, but I would have preferred to have the "teleport" option available then even though I would never use it simply to avoid having to watch my fuel levels or skip the ride home under normal circumstances. And as a general matter, I prefer mods that
allow users to be realistic without
forcing them to be, if you know what I mean.
Quote:
Originally Posted by nvdrifter
-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once.
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I'm not seeing the benefit of this at all - as it is now (with 1.31), it is very difficult to recover from any situation with flooding in multiple compartments (as it should be to some extent, of course) - as I mentioned in a previous post, I think one of the shortcomings of the stock damage control model is the ability to have only a single repair crew that can be in only one place at a time (although with the stock game's virtually instant repairs, it didn't really matter much) - I don't see the point in making this aspect worse by eliminating the ability to moderate this somewhat by assigning extra crew to the affected compartments (in fact, one of my earlier posts was about seeking ways to be able to add extra crew to compartments beyond the normal complement required to man them under normal circumstances so as to augment their repair capabilities) - this seems to be going in the wrong direction and fixing a "problem" that doesn't seem to need a solution - can you maybe clarify what benefit going this way brings to the damage control solution you're creating?
Quote:
Originally Posted by nvdrifter
-no more u-boat collision damage while repairing on the sea floor at high time compression **possibly included... still unsure**.
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This would be very cool, especially now that I'm getting bombed so often in my crossing of the Bay of Biscay where I might actually be in shallow enough water to lie on the bottom for repairs. I'm not a fan of shallow water, so other than those situations if I hit the bottom it usually won't be the collision damage that kills me :lol: