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Old 11-22-06, 06:04 PM   #9
panthercules
The Old Man
 
Join Date: Apr 2005
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I'm sure things could be better in many respects (and I'm all for that, if it can be done), but for the most part I think things have gotten pretty good with the latest mods. I did think there may be something funky going on with battery vs air, as I do almost always seem to run short of air before I run out of battery if I'm forced under for a long time. However, I checked some math - if 3knots = 80 nm, that should equate to about 27 hours of battery life, which I guess sounds about right - I've never been forced down for more than 24 hours so I wouldn't really expect to have experienced battery problems, and I haven't yet - so maybe that's not really a problem after all.

With the LRT mod by Drifter, I have experienced some pretty impressive flooding/damage situations, including one where I really did almost run out of compressed air and was forced to surface a few hours earlier than I would have liked because I was not going to have enough compressed air to correct the next time my boat started sinking into the depths because of the flooding.

Although I know it is possible to do the esc/teleport thing, I never count on it and always am very careful to shepherd my fuel supply and save enough to make it to home (or at least to a milkcow, if available), so I feel like I have to take those things into effect (including foregoing a chase of some juicy convoy that's just too fast or far away to be safely reachable from a fuel standpoint) - I think the game handles that pretty well if you want it too, and lets you ignore it if you just want to teleport, which is probably the best possible design decision from a gaming viewpoint (options are good).

It would be nice to have the option to do more complete/complex systems management, sort of like you could do with CEM on IL-2 if you wanted to, while still using auto if you didn't want to mess with it.

I've always run out of torps or fuel and had to head home before I think food would have become an issue, but it would be nice to have food be a more relevant/important factor somehow, especially for those longer patrols and perhaps the later war patrols where you may not get as many chances to fire off all your torpedos as you seem to in the target-rich environments early in the war.

I think all of these sorts of things would be very nice to have, but I would really like to have some more work done to make tactical factors (moonlight and position, wind speed and direction, likelihood of being spotted at night on surface early in war, etc.) matter more than they seem to now, so that the tactical/attack situations would be more historically accurate/appropriate if possible.
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