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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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If your stationed at PH,this has to be the easiest patrol to get there and back. But for the life of me I have never seen one enemy ship or
plane in the area.Has anybody spotted anything there? I usally complete my objectives and go to another location. ![]() |
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#2 |
Frogman
![]() Join Date: Sep 2002
Location: Mid Pacific
Posts: 292
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Isn't an objective to Sink ships around Marshall? How do u complete objectives without sinking and shipping There?.And your correct I spent endless days there without success:hmm:
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#3 |
Stowaway
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The objective is to patrol the area and sink ships,but once that Icon turns grey the game doesn't care where you sink ships.Other then the
attack on PH & Midway Island,I don't think the japanese came that close to PH again? |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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That;'s cause there are no ships there in the stock campaign. None in the Gilberts either.
You can try my campaign mod if you want some action there. tater |
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#5 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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I'm glad I'm not the only one that can't find anything to sink around the Marshall Islands. I started a new campaign out of Pearl/1941 after installing patch 1.3, and the very first patrol they sent me on was a "engage merchant shipping" in the Marshall Islands.
I went there and completed the "Deploy to Marshall Islands" objective and tooled around a bit looking for ships, but found not a thing. The same thing has happened on every single patrol I've ever done around there -- I always come up empty. So I took off and headed for Palau instead. I'm actually tracking a couple merchants just off the coast of Palau as I'm typing this, actually, and I sunk a few on the way here. I think the Marshall Islands is just entirely devoid of traffic. Might have a look at the campaign layers and find out for sure. nomad_delta |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I just said that, lol.
There is NO TRAFFIC in the Marshalls, trust me, I've looked at the campaign files, lol. http://www.subsim.com/radioroom/showthread.php?t=116283 I have some traffic in the latest version. I'm updating it for 1.3 at the moment though (making sure the PH wrecks etc are there). tater |
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#7 | |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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I'll give your campaign files a try as soon as they're 1.3 ready. I'm a little scared 'cause it sounds lot more difficult with all the zig-zagging and the convoys and task forces moving at much higher speeds, etc. I already suck pretty bad as it is. ![]() nomad_delta |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Hehe, if you hit anything at all you'll be doing better than many RL skippers.
Early war, anyway. tater |
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#9 | |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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In the mean time, I've been playing vanilla 1.3 (few graphic mods) and I must admit, the AI stepped up big time. When your layers appear, and RFB does not change AI (don't know what Beery's thoughts are, about this issue) we're up for a huge challenge. I can't wait..................
__________________
Regards, Bando |
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#10 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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For now I'm gonna leave my AI skills the same since I do reduce the numbers of escorts. With some 1.3 testing, we can see how low they need to go.
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#11 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Oh but that's just fine. I'm not asking for AI to be toned down. I'd love to play the RFB mod, with the campaign layers of your mod on top of that.
As mentioned, that will be a huge challenge. I can't hardly wait for it to start...... ![]()
__________________
Regards, Bando |
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