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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jan 2008
Posts: 14
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Is there any fix or tip to use minefields and subnets in the game? I think that these are important ordnance in WWII naval warfare and would like have them in the game. Thanks in advance,
Perijones |
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#2 |
Captain
![]() Join Date: Jul 2007
Location: Somewhere under the ocean
Posts: 504
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None in the game as far as I know but hopefully a mod will be forthcoming.
I assume ubisoft were thinking of releasing a mod themselves in the future to include the many missing things such as this and charging for it! ![]() |
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#3 |
Electrician's Mate
![]() Join Date: May 2010
Posts: 137
Downloads: 190
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I agree with Perijones. Its a shame there are no mines in the game.
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#4 |
Chief
![]() Join Date: Oct 2010
Location: Highlands UK
Posts: 323
Downloads: 36
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Depends what you mean by mines....if we could see the odd mine bobbing on the surface (just at the surface height), this would add some great tension and interest navigating around them especially at night.
However, if you mean mines underwater, thus your 3-month real time campaign comes to an end with a bang when your crusing underwater, then that would be pointless, even if historicaly correct. |
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#5 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#6 | |
Black Magic
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![]() I had that happen to me in SH3. Just finished a great patrol and was heading home. Somewhere along the way I encountered severe flooding, extreme damage, and within seconds I had the death screen (hit a mine). Although it sucked losing my progress it was awesome at the same time ![]() |
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#7 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
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__________________
ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#8 |
中国水兵
![]() Join Date: Dec 2010
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#9 |
Electrician's Mate
![]() Join Date: May 2010
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Mines and subnets ARE fun!
I think aproximate positions of some of the larger minefields should be also marked on campaign maps. Would you be forced to enter such waters - now that would be a submarine horror! ![]() |
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#10 |
Chief
![]() Join Date: Oct 2010
Location: Highlands UK
Posts: 323
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Im affraid im sticking to my guns on this one.
While it might be historicaly correct, we have to make some small compromises for gameplay reasons....the great part of campaigns is building that attachment with your crew and sub by living through dangerous situations which you succeeded in navigating out of, through making the right decisions. If like me, you play about 50% in real-time, then campaigns can last months, having all that washed away in a second because the AI decided you hit a mine while traveling underwater with no knowledge or decision involved is a crap way to go!! Im all for having bobbers in known (and area) based locations, infact i think this would be great as you would have to be on your best look out..but underwater mines, or mines that end you when in time compression are a big no for me. However, if the sonar man could detect them, or you could hear them through hydrophone, then that would be a compromise. |
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#11 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
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__________________
ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#12 |
Swabbie
![]() Join Date: Jan 2008
Posts: 14
Downloads: 407
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I agree with you, ddrgn. I want a sim "as real as possible".
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#13 |
Black Magic
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Think I figured out why the devs left mines out of the game:
Here I clearly struck the mine and NOTHING happened: The correct controller is attached to the mine so it should explode on contact ![]() Might also be because of the way I got it to work also ![]() I'll try making a subnet next. |
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#14 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
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But it looks great! What do you mods manage to do! Wow...
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__________________
U-552 Tiger IDF |
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#15 | |
Sparky
![]() Join Date: Aug 2005
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