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Old 09-18-10, 04:58 PM   #10
Abd_von_Mumit
The Old Man
 
Join Date: Jan 2007
Location: Warszawa, Polska
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Quote:
Originally Posted by Krauter View Post
I highly doubt this.

Though this will improve the game for some of the arcadey players out there, I presume that this will also turn your patrols into those like in stock SH4 where you were constantly seeing targets an an unreal pace.
You highly doubt what part? That the U-Boots often failed to intercept a reported distant target?

And why would it only improve it for arcadey style of game - could you elaborate? I don't consider my style arcadey, I'm looking for realism... And in my opinion long and fruitless searches of a target after somewhat doubtful and outdated reports simulate reality pretty well.

Just for record: setting the value to 500 km DOES NOT let your watch crew SEE the target (it doesn't let WO report, for example: "Nearest visual contact bearing 324, distance 435 km"). That would be obviously ridiculous, but luckily it's not the case. The trick described above ONLY adds one more bit of information about the target to the message you receive (once), provided it is within the set range - target's course. No less, no more. You will only see the target when you come close to it, just as with any other ship.
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
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