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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Christchurch, New Zealand
Posts: 127
Downloads: 65
Uploads: 0
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oppps sorry guys, I thought you were referring to that new big mod you all been working on for ages..
![]() ![]() ** Scurries back into own sub hatch and shuts mouth ** |
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#62 |
Swabbie
![]() Join Date: Apr 2005
Location: Brazil
Posts: 11
Downloads: 6
Uploads: 0
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Is it dead?
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#63 |
Navy Seal
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How can it be dead if its first version is in RUb already? :hmm:
No, and neither is the progress on it. Things have slowed down a bit, but it's still going. The plans for the next stage are up already, especially in terms of touching up and improving the operations off the American coast. |
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#64 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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Please look at the Arctic convoys I am going nuts sure I am doing something wrong.
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#65 |
Navy Seal
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They're out there. In fact judging by my recent readings on those things, they're out there more often than they were historically, sometimes :hmm:
The real problem is the lack of grids north of Iceland, where the real Arctic operations focused. |
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#66 |
A-ganger
![]() Join Date: Jun 2005
Posts: 77
Downloads: 2
Uploads: 0
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Why are the grids missing for the far north? The did exist historically, right?
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#67 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
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You can DL a map from Terrapin's site http://u-boot.realsimulation.com/ called "KM MAPS No 3465 North Polar sea" if you like to see. |
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#68 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
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Sorry for double posts by mistake
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#69 |
Navy Seal
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I do seriously wonder if it could be modded...
That said, the coordinates for convoy contacts and your own position ARE reported above the grids - but they're reported in Long/Lat rather than grid, and since the map isn't marked for those... bummer. One way to work around that would be to at least paint a Long/Lat grid where the KM sectors on the map end :hmm: |
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#70 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
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the other issues w/ being up north is the Mercator type projection the game uses -- although distances are "stretched" on the map, your own range/speed don't change proportionally (if you get what i mean) so you spend at long time transiting.
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#71 |
Stowaway
Posts: n/a
Downloads:
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I'm sure Rubini will do his own add-on as soon as it's finished. I like the massive harbor traffic myself. I've been in major harbors, and they're usually pretty busy, even in wartime (or should I say especially in wartime?).
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#72 | |
XO
![]() Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
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Will the Ops Mod over write the H.T. Mod by Rubini? I'd hate to lose his bustling ports and excellent, scripted, historical events. ![]() |
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#73 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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The HT for RuB mod includes the latest version of the Ops mod if I'm not mistaken!
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#74 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Yes, oRGy is right. The HT for RUb includes a update version of Ops (thanks CCIP) which isn't yet in RuB yourself.
Rubini. |
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