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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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Not Your Grand Mothers RUB 1.45 Campaign Mod -- Now Available via this download link!
The Campaign files have been modified so that the "its a merchant it must be going 7 knots" and "its an escort it must be going 11 knots" are no longer. As it is now, in the default game and the RUB modified game, even on manual TDC, it is simply a point N shoot situation. When getting into a firing position ahead of the vessel, it is a simple race ahead, submerge and wait ## minutes. No need to look as the vessel is always travelling at the same old speed. NO LONGER! The chase has now got so much more exciting! Every ship and convoy in the game now has a random speed associated with every waypoint. There is no rhyme or reason to the speeds, they are truly random based on the ships original speed. You will need to continually monitor your prey, constantly re-checking its speed. Not sure of its speed? Better use a spread of torpedos as a real Captain would have been forced to! No longer will there be the boring same old same old when attacking a ship. Imagine... you plot the convoy’s course and speed and see that you might just make it if it doesn't maintain its current speed. Do you risk the chase on the off chance that the convoy will slow down? Taking the plunge you arriving at where the convoy should be and not finding it... do you head back home or maybe wait as the convoy is yet to arrive? EDIT... Credit where credit is due... The person who made the Not Your Grand Mothers RUB 1.45 Campaign Mod achievable is Stiebler. Without Stiebler's C program the task of modifying the thousands of entries in the campaign files would not have been feasible. Credits for original RUB Campaign mod/s as per the RUB readme file. |
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#2 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Many thanks for job and effort Teddy....
![]() Your description looks nice. Will be a non RUB version in the future ? Best regards, Red. |
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#3 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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![]() Quote:
To be more specific, If you have a vanilla SHIII patched to version 1.4b, you can use the Not Your Grand Mothers RUB 1.45 Campaign Mod. |
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#4 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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Thanks Teddy, looking at name i souposed i was enforced to use RUB.
I am wrong...or this mod contains more changes, i remember been read some time ago another changes...... in example in ship sinking and flooding ....may be ? ![]() |
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#5 |
Lieutenant
![]() Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
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Good question :-)
Stary Wuj |
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#6 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
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Great piece of work, Teddy.
Tnx,
__________________
[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#7 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Outstanding effort, Teddy
![]() ![]() ![]() Thanks for all your hard work for this mod. TT |
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#8 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Thanks for more this great job ,Teddy!
![]() ![]() I just send a PM /email to you with some compatibility questions. Rubini. |
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#9 |
Ensign
![]() Join Date: Sep 2005
Posts: 229
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Do I get the impression that the WHOLE convoy changes speed at each waypoint and all the ships in that convoy have matching speeds each time they change ???
This question would not apply to single merchants, but it is not so clear concerning what happens to all the ships in each individual convoy. |
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#10 |
Navy Seal
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Don't worry. The convoy is a group and has no individual ship speeds to speak of. In the SHIII campaign/mission file system, there is conviniently no individual settings for ships within groups - only for groups as a whole.
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#11 |
Ensign
![]() Join Date: Sep 2005
Posts: 229
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CCIP:
Thanks, that is what I thought, but it did not spell it out in his "Readme" file. |
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#12 |
Navy Seal
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Teddy -
There seems to be a debate going on over at WaW in regards to the convoy speeds. It seems there's concern about slow/fast convoys and the possibility that this mod doesn't 'model' them properly. Any chance you could clear up whether or not these are accounted for in the variations? Personally, it's a non-issue for me, since we only play the game at a tactical level - but maybe this could be clarified.... :hmm: |
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#13 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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CCIP, Teddy,
I notice that Teddy have changed some velocity on SCR groups too. This can bring another small problems because in the SCR we have some groups that have a determined ETA to arrive in the right time for Historical Operations. See the example for the Bismarck operations: if you alter the velocity some events could never occur in the right way. The Hood can never encounter the Bismarck... :hmm: What do you think? Rubini. |
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#14 |
Navy Seal
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I didn't put in the SCR file since I use my own
![]() But yes, I can see why that would be a problem. |
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#15 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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![]() Quote:
Please let me know what needs to be 'left as default' for the the next version. |
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