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#1 |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
Posts: 213
Downloads: 0
Uploads: 0
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I took a good long weekend to play GW + NYGM + EUC for the first time, running through my first career patrol (Oct 1939). I think it's an excellent enhancement to the game, and I was wondering about the following observations:
(1) CRASH DAMAGE UPON EACH LOAD: I had the misfortune of having a surprise torpedo boat shoot me up pretty good around 25% through my patrol. Upon each saved-game load up subsequent to this event, the interior sub lights would flash and the instrument panels would crack and damage would be reported, even though I had just started up the game in the middle of the Atlantic with no enemy nearby. (I suspect it's an error, unless it is not an error -- used as a method to remind the player their sub suffered damage to the hull previously.) (2) SEEMS TO BE MUCH MORE POPULATED OCEAN: Before I even started the new career, I had decided to avoid the temptation of using the good old (on F5 NavMap) "FPS slowdown means unseen convoy within 50km" evidence from the stock game. This meant much more calculation necessary on the part of the processor and/or graphical engines. However, in GW/NYGM/EUC, I notice that FPS slowdowns happen quite often (I don't mind this) and I suspect it is because there is a more populated ocean now. Also, I wondered whether the presence of coastal mines would cause these more advanced calulcations, too. (3) THREE GHOST ENGINE ROOM SLOTS: I have no problem with the fatigue, ship damage, or own-sub damage models in GW/NYGM/EUC. But I consistently needed to remove the three 'X'd out men (type VIIB) from the engine room where the stock game wishes to place them upon each submerge and surfacing. These three ghost men increased the efficiency of the engine room, bit it was clear they were not intended to be used in the room. Patrol 1 results: 21,162 tons 4 allied boats (3 large cargo, and 1 trawler) +3 unsuccessful attacks 80% hull remainder |
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