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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
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I know some people have made "rescue" sub mods, but from what I've read it doesn't really save you if you run out of gas or have destroyed engines, you still need to reach it. Given that the currency of the game is "renown", it would be wonderful if it were possible to, for instance;
Radio SUBCOMPAC for- 1) Refill/Repair, cost (example) 5000 renown 2) Rescue, cost (example) 3000 renown Obviously, if you have no radio, you're out of luck. This would solve a lot of problems, and it wouldn't Really need any graphics. All you'd be doing is, assuming you had the renown to pay for it, "forcing" an end to your patrol while you're at sea. If you purchase the Refill/Repair, you show up back at your home port. If you purchase the Rescue, you get assigned a new boat and are back at your home port. The expenditure of "renown" accounts for the 'ding' in your captain's reputation, so it wouldn't make zero sense for there to be no perceived consequences for losing your boat- you've paid hard-earned renown for it. Potential issues- 1) Could be used as an exploit to get out of a tight situation. Having "no enemy in detection range" would need to be a prerequisite. 2) Could be used in an impossibly unlikely location, such as the Sea of Japan. Another prerequisite would have to be some minimum range from a Japanese base. I am an enthusiast, and know something about WWII, but I know nothing about the game's "code". How hard would this be, and is it possible? Any feedback welcome. |
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#2 | |
Navy Seal
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May want to see if someone can explain how traveller rolled the SOS feature into the game. I never find myself stranded now, usually if they damage enough to leave me stranded they managed to cause fatal damage so i find the SOS not needed but would be nice to have.Would be great to send an SOS, and after waiting, depending on where at, an AI boat would show up, given option (like when reach a reft port) to refuel/rearm which also repairs damage that can be repaired. |
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#3 |
Navy Seal
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Not only would a rescue mod be historically inaccurate, it would also not be historically plausible. You are forgetting that until late 1944, our submarines were operating in waters not controlled by us--they were Japanese waters. It was impossible to dispatch help: tankers, tow boats, even merely rescuing a crew was at best improbable, probably impossible.
The only rescue was capture and internment for the rest of the war at the gentle hands of your Japanese captors, who, seeing a soldier who allowed himself to be captured alive as the lowest form of life on the planet, didn't see much to gain by feeding him enough to keep him alive.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
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I see. It would be more of a game convenience that historical reality. Well, I suppose the only "justifiable" context would be running out of fuel within spitting distance of your own base then, but it just needs to be up to the captain to not run out of fuel. Sound logic RR.
...I'd still load the mod if it existed though. |
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#5 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
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Here is an idea as a game cheat when running out of fuel. It is great for those times you do not want to end the patrol. You are just having too much of a fun time.
C:\Users\yourprofile\Documents\SH4\Data\Cfg\Gamepl aySettings.cfg Change LimitedFuel=true to LimitedFuel=false save file play game until back at base. Then reverse the settings in the options page at the main screens. Last edited by Mikemike47; 08-21-13 at 09:29 PM. |
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#6 | |
Navy Seal
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There were quite a few instances of US subs rendering aid to one another in the war when one was badly damaged etc. Tunny in 1944 comes to mind, damaged in Luzon Straits.I will agree that in earlier war it was not as probable as there was not always a sub just a couple days away or in another area. Think a properly worked out rescue system would have been nice.Perhaps in early war it's unlikely or not even an option but was war progresses, wolfpacks starting operating in late 43, rescue became a lot more of a possibility. Of course this is not possible in SH 4 so some modders have answered the call with a substitute.I never used the SOS feature in Traveller mod 2.6 other than to test, because like I said, if I was damaged enough I couldnt get back to base, I was usually sunk. I think of one time in 45 when I lost a prop, and two diesels from a vicious depth charging by a couple Matsu DE's off Okinawa. I could have used it but I just limped home slowly, made it all the way back to peal.Not having enough fuel just never seems of concern to me since can easily monitor fuel usage by asking the navigator. One of the best features ever included in mods by the way. Like so many things in this sim, it's either or, can never have it just right in many cases.Example is my wolfpacks.i have created several wolfpacks from late 43-45 in RSRD, the AI fleetboats appear at right time and place.Currently figuring out on how to inform to player to meet them for specific attacks on certain convoys.Amending operation orders telling them to form a wolfpack may be on table or just having it sent via radio when in right area etc.The problem is AI fleet boats can't fire torpedoes or submerge so attacks always have to be at night on surface for them.I timed it so they will attack and distract the escorts so player can move in to attack the merchants.Still needs a few refinements but itll add a lot to game.Trying to find someone who has the knowledge and time to make AI subs fire torpedoes. This would also add to the game by making the AI Japanese sub fire torpedoes, add a whole new level of danger for the player. |
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#7 | |
Best Admiral in the USN
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#8 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
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MikeMike, thank you for that tip. That at least gives me the option of keeping a successful Captain going if I feel it was a situation where it would be illogical if the US Navy didn't rescue him.
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#9 | |
Navy Seal
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Yep. If can make the pt boats and Destroyers in game fire them, I am sure the subs could.Unfortunately I will have to learn this and I dont have time, classes just resumed this week.Honestly, trying to enjoy my last bit of time to play Ill be too busy for next few months to get any real patrol time in. That is exactly what I want.One challenge would be could/would the lookouts be able to warn of them? Since the japanese submarines will not show up on radar, could be a real danger as they are only units who can get close enough to have element of surprise (much as in RL) .I just had a close encounter with one yesterday(http://www.subsim.com/radioroom/showthread.php?t=206819) but all could do was fire his gun, gave me a nice scare though as it had a skilled crew.Now dont think will ever be able to make it where they can react and dive but they can be made to always be submerged or on surface and could be made to fire torpedoes, would make for some interesting moments. Even if torpedoes rarely hit as ive seen with the pt and dd ai torpedo mods, itd add an element that has always been missing. The close call i described in the link for example, if he had fired torpedos instead of a gun, may have been too late, he had an ideal set up, maybe 4,500 yards away(light fog, choppy seas) with a 80-90 AOB. This would also help as I've added AI fleetboats to the campaign for can have wolfpack tactics(still working out some things) in later war but all they can do right now is act as distractions, need torpedoes to fire at enemy ships. |
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#10 |
Best Admiral in the USN
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Having the the lookout warn you about torpedoes are heading your way is a must.
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