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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2009
Posts: 29
Downloads: 56
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Please in the name of all that's holy Add more task forces and convoys sick of sailing for hours rt and seeing only dd and single merchants.
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#2 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
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They've already added quite a lot more than in reality. I find myself sinking multiple ships and expending pretty much all my torpedoes every patrol, whereas skippers in reality often would go a whole patrol without sinking as much as a toy boat.
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#3 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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Yeah, there's already a ridiculous amount of tonnage out there to be harvested. We need mods to cut down on the amount of shipping, not add more.
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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The convoys are actually set to realistic sail dates
The HX for instance is set to 8 days between sailing and averaged that in RL The others have looked at sem realistic too Not looked into the single ship sailings a great deal yet TBH or the TFs Tis not the volume of shipping out there but the size of the damn things Hit 13 ships in an unescorted coastal convoy the other day for 115000 tons ![]() Being a coastal convoy they should have been all small tonnage vessels not all 9000 tonners and would have had some form of escort even a trawler THATS where the massive tonnage comes from Plus the game forces you to sink huge amounts to be able to make the dymanic work If you have no map updates on you can sail for days without finding a contact Even with on they dont show too regulary - and that can always be reduced too |
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#5 |
Watch
![]() Join Date: Apr 2009
Posts: 29
Downloads: 56
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You are all right about the realism. But the Missions are asking too much if they convoys and such arent there to sink eh?
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#6 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Yep, but sadly we don't really have that much in the way of small coastal merchants. Once again the devs focused on modeling the large, mass-produced, transatlantic haulers.
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#7 |
Mate
![]() Join Date: Aug 2009
Location: Scotland
Posts: 54
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There are a lot of vessels............just not enough variation. I am sick sinking troopships and tankers. Oh, and while I'm having a good whine......I'm surprised to see that nobody has mentioned the speed of all those vessels out there. The vast majority all doing 11 or 12 knots is just nonsense. A greater variation in both TYPE of vessels and SPEED (or lack of) of vessels would be very nice indeed. (As well as more historically accurate).
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#8 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
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Yeah, adding ships, planes and ground-based stuff (artillery, search lights, etc.) will probably be a high priority of modders in the time to come, along with getting all the broken or missing features to work right.
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#9 |
Seasoned Skipper
![]() Join Date: Jan 2010
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seems too much for me, but as someone said you need to sink a lot of ships for the dynamic campaign.
I ran into a 42 ship convoy, 41 merchants escorted by one DD. LOL! ![]() |
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#10 |
Watch
![]() Join Date: Apr 2009
Posts: 29
Downloads: 56
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Anyone else doing the Med campaign? Its very difficult to find any ships to sink at all in east med LOL sad but true. Thats what prompted this rant/req
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#11 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
But in 39 ![]() Bit of luck someone will get the import process down and we can see a variation soon |
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#12 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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I just sunk a Liberty in Nov '39 on my current patrol.
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