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Gulp :oops:
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:har: I just watched a great episode from Victory at Sea showing those ghastly Y-throwers in action.
I'll never forget my first encounter with one of Ducimus' Y-throwers during a test session. Silent running and reluctant to be the first to blink, the DD approaches. The bearing is changing and increasing in rate of change. He's going to pass safely to starboard, we'll just sit and....... KaBOOOOOOOMMMMMM!!!!! die. |
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:yeah: Great were all in deep poop, (says the A-ganger) |
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edit: I have to say, what i did with those throwers is devilishly simple, and yet im kinda proud of my creativity with that. I hope those escorts end up in the same category and work out as well as those "evil airplanes". I do worry though if it might be a bit much. Sometimes i wish i was modding for the atlantic, i could go whole hog and not feel the least bit like "maybe this is too much". lol |
Nope, if you get caught you deserve to get hammered bring it on. Remember, everyone has read the books and they know all the secrets, time to put an end to the 'gamers'.
This really adds that great unknown, you roll the dice turn left, right or straight ahead. One of these choices will get you killed, sweet. |
You will get your chance to mod the ATO soon enough :yeah:
Magic |
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So for gods sake don't make it any worse than it was just for the sake of saying "My mod is hardest". Make it as it was easy or hard as I am no expert. Either way Im sure I will use your stuff as I always have despite the challenge. ll I am saying is be careful of the "Yes make it harder boys" which there seems to be no shortage of for the sake of taking away all historical fact. Im sure my opinion will make me less popular but its my 2 cents none the less.:arrgh!: |
Well, TMO never did claim to be a realism mod. (I encountered the Y-throwers right after you first put them on any ship, about a year ago if I recall). Escorts can and will locate you precisely below the layer without ever pinging you. They will answer the dinner bell from 2000 yards when you are at silent running and with a bad aspect ratio. Already, lots happens in TMO that didn't generally happen in real life.
It's still not up to the brutal Atlantic scene, especially with the most popular mod configuration. But it's darned challenging. It WILL get you killed and you can do everything right just to die. But that was real warfare too. It can be argued that TMO, by giving you unrealistic danger, makes you play the game realistically. The real guys didn't know the capabilities of their enemies at all. We can just do research and game the system. Or some bright modder reads that the vast majority of boats survived the war so he mods depth charges so the outcome is about the same percentage. Unfortunately, this means that a depth charge can explode on deck and you just continue on because it takes multiple hits even to damage you, several to kill you. Knowing this, you stay at periscope depth as the DD passes over, calmly sending one up the poop chute after he passes, knowing his DCs are harmless. Can you call that realism without laughing? Realism isn't a static and well defined target. Its a frustrating and hidden target. In spite of that, TMO doesn't pretend to be realistic. In fact, it sneers in realism's general direction!:D |
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Well said Robbins, you beat me to it.I maintain TMO does pretty well in the realism department for most part.Sure a little is booted in order to boost gameplay, such as making the escort's sensors a little better than they were but it's okay with me, because it keeps the game challenging.The reason I don't fool with other mods, although they are excellent in their own way, is because the escorts are just too easy for me.
Long ago in stock I figured out how to con my sub into ideal attack position as well mastering manual targeting. I learned the various tactics etc from reading many books.TMO made me go back to school a bit lol, to deal with the convoys zigging and the tougher escorts, but since i've been playing TMO almost a year, 90% of the time conning into a good or even ideal position is easy and somewhat effortless to be honest, most of the time anyway. The thing that keeps me playing TMO is that the escorts are an actual threat, esp as you get into 43 and 44.Sure it may fudge realism slightly sometimes when they pinpoint your sub at 500 feet when thermal layer was at 200 and you are on silent running moving at 1 knot and one well placed charge can take out your sub instead of it being beaten into submission, how it was done most of the time, but hey it makes for unrivaled gameplay.However, one well placed charge could take out a sub, look up the USS Lagarto. The Japanese escorts were not all pushovers as it seems many around here think.Sure, their tactics and technology were behind a bit earlier in the war, but they were still a threat then.As war moved on, they began running more and better escorted convoys which sank many of the subs the US lost during the way.Then you have the lucky ones who were nearly destroyed such as the Seahorse, Halibut etc and others like the Drum who were heavily damaged(conning tower had to be replaced) That is all:salute: |
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As historical accuracy goes, while i may generalize some aspects, i won't ever deliberatly stray too far from historical fact. The new Y guns being one example, one class of ship DID have that many throwers, so up to that many was possible, though i wouldnt go sticking that many throwers on every damn tin can in the game. I want those type C/D's to inspire fear, so the Y guns on them, fudged by a factor of 2 extra, seemed like a good way to do it. Now I always have thought that this is both a game, AND a sim, and it is sometimes tricky to maintain that balance, but it's a balance i strive for, and im usually worried about leaning too far over in one direction or another. So far, i think ive maintained a good balance. If i was to put a figure on it, id say 70 to 75% historical accuracy in order to maintain a simulation, and 25 to 30 % artistic license in order to facilitate an entertaining game. But again, the end goal is to get the player to behave as a skipper would have, and since you play the part of a submarine skipper, id call that a successful simulation if you end up behaving like, or have the same fears/frustrations as one in game. |
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there is such a "huge" difference between realism and what is realistic for modders to be able to achieve within the game. |
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