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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Mar 2013
Posts: 151
Downloads: 176
Uploads: 0
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its not the year thats the problem, idk what it is...ive had no problem playing quick missions in the later years haha...
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#2 |
Sea Lord
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Could you post your mod list, including the order of activation? Because your experience seems inconsistent with TMO. I suspect something is getting overwritten in the mod activation.
Of course, as Armistead mentions, the AI can never improvise. So you can master it. |
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#3 |
Rear Admiral
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Once you learn TMO the AI is easy to master as long as you don't do something dumb. To me reality is not being able to go out and sink 100K about every patrol if you so choose and you can do it with TMO.
When I was playing I was using TMO with a tweaked version of Travs 2.2, added a very difficult AI, edited RSRD to use mostly vet and elite escorts all through the war and my own env..I got a fairly realistic game in tonnage. Some things in code don't allow reality, so you have to decide what you're willing to do to make up for that...
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#4 |
Machinist's Mate
![]() Join Date: Sep 2013
Posts: 126
Downloads: 477
Uploads: 0
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You should feel lucky. Every time I play TMO the escorts pick me up and I can't get away from them. I just finished a game where I was waiting about 3500 yards off the port side of a convoy at periscope and moving at maybe half a knot. The destroyer had just been making his normal pattern then turns away and makes a bee line for me. I dive down to 350 feet, run silent and set speed at 1 knot and he wont let go, I should add that this is Mar '42. They shouldn't be that skilled yet.
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