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Beery, what's new in RUb 1.44?
I've just read your post that "Wellington radar bug" will be fixed in RUb 1.44. What will you include else?
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Do tell me when you start putting it together Beery - I have quite a few things I could look into in terms of fixes/additions for the next release :)
I think some of my (and Teddy Bar's) recent fixes for the damage model will be in; I'm hoping Jace adds Leigh Lights to AirPower planes; the new Improved Convoys (with my totally revised convoy routes); probably a few updates from the Operations team. And of course Beery's lovely new night sky mod (I absolutely can't play without it now!) :up: I'm sure there's plenty of other mods that are starting to build up and deserve some possible attention from RUb. |
It may be a minor point, but I believe the roster should be changed slightly in the next version. The changes which could be made include:
- C2 and maybe C3 freighters for Canada, as Canada did have cargo vessels larger than 2400 tons. There were also a few Canadian tankers and passenger vessels, but not very many. - Passenger Liners for Italy and Germany - Both nations had several, including the infamous German liners St Louis and Wilhelm Gustlov (not sure if that's spelled correctly) and two Italian liners which were partially converted into the carriers Aquila and Sparviero. - Italian oil tankers. Just some suggestions. |
- for some reason or other, I'm campaigning from St Nazaire in 1940 and there is no harbour traffic (even with HB installed). Maybe including more traffic at the major ports.
- what about including the milch cow mod as part of RUB? That would be awesome, and would definitely lengthen the time spent on operations. |
Hi Beery,
Been a fan of RUb since its inception. Great work! Does RUb currently have any of the scripted camapaigns, other than say Drumbeat, like in the Uboat War mod by Travinski? If not, could it? I started a new career with RUb 1.43 so I don't know yet if some of those historic campaigns are there or not. If it is, then excuse my ignorance. I was just reading of the campaigns included in Uboat War mod and they sounded very good and seemed like a worthwhile endeavor to try to implement into RUb. But being a nub on the mission editor, its giving me headaches to compare the differences in RUb and Uboat War and pick all the relevant scripted campaigns to crossover into RUb without any errors or CTDs. I was able to meticulously addin the Milkcow Mod by Sansal into RUb, but since I started over in '39 it will be awhile to see if it works correctly. Will you add the Milkcows in RUb 1.44? Anyway, you're doing a terrific job on the mod despite your critics. Please let us know what you plan to include in the upcoming addition or let us 'suggest' what we'd like to see in RUb 1.44. Keep up the great work! :up: |
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So far, RUb 1.44 doesn't include any really big changes apart from the new 1944-45 start dates, EFileTahi-A's new damage graphics, and the new sky colour. I'm hoping to include the new improved convoys stuff, and other changes from CCIP and the Ops team - once the guys are finished with development and ready to let me use their latest versions I'll plug them in. Mostly though, what I'm concentrating on now is the SH3 Commander mod, which is advancing by leaps and bounds right now. |
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Beery...glad to hear you were able to work out the 1944 and 1945 start dates...looking forward to 1.44.
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I couldn't keep it under wraps any longer. I've released the new 1944-45 start dates as part of a new Flotilla mod. This is available now at my website www.beerymod.com or directly from http://www.beerymod.com/Flotilla1.44.7z.
Let me know how it's working. Also, be sure to read the readme file, as there is a work-around listed for an SH3 bug that affects this mod. When the next version of SH3 Commander comes out, all the months of the war will be available as career start dates. Until then, all 1944-45 start dates are in January of those years. |
About historical operations (not Ops mod):
The operations on the campaign game is more to the peoples read about them in the readme file. Look, it's hard to the player stay in the correct location and in the correct time to see the action. SH3 stock units are poor implemented and don't have the necessary units to make a decent scripted operations. I think that operations is better fitted to a single missions where you do a better job in weather, time and balance powers. And obviously the player will be there in the correct time... Rubini. |
Good point Rubini - I think a good think for an Ops readme would be for a list of operations added and the times/locations they happen so a curious player can actually see them.
At the moment, is rather hard as even I have little idea as to what Ops mod does apart from add ports and some traffic (vaguely defined) |
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Is it possible to have BDu send messages about ops currently happening? I know in Iron Coffins, Werner talks about recieving radio messages about the Bismarck being in trouble. Even if you're not close enough to be of any help, it would add to the immersion.
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larsen,
Like I said, meet a scripted operation on the campaign mode is a rare and only occasional instance. It's your lucky day... :) MonkeyHero, It's possible. We (Sixx_Killer and me) wrote a few messages to call the player to the scripted Bismarck and Tirpitz ops on the HT stand alone mod. And it works! :know: Rubini. |
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In terms of operations, there are a few in it at the moment although mostly they are pretty rough. So far there are Allied ops in the Med, the invasion of Norway and the last run of the Bismark. Sailor Steve is working on others including D-day a, Dunkirk and others. At some point new ones will be added and the old ones improved. The current ones will |
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