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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: May 2010
Location: Greensboro, NC
Posts: 38
Downloads: 16
Uploads: 0
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Hey guys,
I tell you something that I think would be really useful for newcomers, and that would be a side-by-side comparison of Real Fleet Boat and Trigger Maru. I currently use TMO because a) the name struck a chord and b) it's just the first one I tried. I really don't know the difference or why I should use RFB or TMO over one or the other. Anyone knowledgeable enough about both to do this?
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I'm the galloping ghost of the Japanese coast.
You don't hear of me and my crew But just ask any man off the coast of Japan. If he knows of the Trigger Maru. ----------------------------------------- "Oh Lord, your Sea is so big, and my boat is so small." |
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#2 | |
Navy Seal
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Real Fleet Boat is the "realism mod" the sub damage model is different, it's a bit more delicate from what I hear but the trade off is the escorts are not that tough usually, I've never taken damage in RFB.RFB is great though esp in conjunction with RSRD.Enemy ships , well merchants sink different also.RFB has the natural sinking mechanics. TMO is pretty realistic but the average escort is rather tough, usually.From my patrols with them both, the ELITE escort in RFB is a competent escort in TMO.TMO's escorts just seem to be on a different level. The player sub is more durable than in RFB but still rather delicate if you get a close charge.Can also go deep.This trade off is made due to the tougher escorts.Planes are more of threat in TMO also. Those are the only major differences i have noticed other than say in TMO you can dive below 450 feet and the crew layout differences.RFB also does not address the campaign so need to run RSRD in order to have correct traffic and enjoy RFB fully.TMO has its own traffic if ran without RSRD. I enjoy them both but will admit I use TMO more because it keeps me on my toes.I enjoy them both enough that I go back and forth. |
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#3 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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RFB has a much more detailed crew management system if that is of interest to you. TMO pretty much leave the crew alone.
I would read the manuals for both, this gives a pretty good idea of what to expect from each. Also read the [REL] threads for each for lots of details about how each works. FYI Ducimus just released TMO 2.0 yesterday and it has a great manual included in the download, RSD the manual is a seperate download in the [REL] thread.
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#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Not quite.
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#5 |
Officer
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#6 |
Eternal Patrol
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@ Lionfish298: One thing you can do is download MultiSH4 and have two installs of the game, one for each supermod (and a third for OM, if you like U-boats as well). That way you can try them all side-by-side and decide yourself. Or, if you can't decide, just play them all forever!
Either way, you would then have the expertise to write that comparison yourself. I use RFB, but TMO has many fans as well. They are different from what I read, but both are excellent.
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“Never do anything you can't take back.” —Rocky Russo |
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#7 |
Rear Admiral
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Except for the deck gun and AA gun crews. Best to send them to the crew birthing compartment (aka "Hogan's alley") when not in use. This is to avoid a systemic flaw with the damage system in SH4. But otherwise yeah, crew management is pretty much a hands off affair in TMO. This is both good and bad, but the bottom line is "Duci hates micromanagement". A couple years of playing "Rearrange the widgets in Das boot" in SH3 left a bad taste in my mouth.
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#8 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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Yeah leave the crew management to Cmdr. Riker!
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