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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: Jul 2017
Location: USA
Posts: 40
Downloads: 68
Uploads: 0
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Keep in mind this isn't a full simulator. It's an Action game with simulator elements making it have a solid "real feel" while being approachable.
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#2 | |
Bosun
![]() Join Date: Oct 2006
Posts: 66
Downloads: 15
Uploads: 0
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![]() Quote:
Just - after so many years in Sub Command, I just can't get over how great it is to see these modern nukes in modern graphics. DW had better models, but the textures were still bland, to the point that the graphics weren't a lot better than SC's, despite the much higher poly count. But long reload times would still be approachable. Doesn't make the game more complex, just realistic. Possibly more difficult - but only maybe, since longer reloads should apply to enemy subs, too. But admittedly that doesn't help much if you're badly outnumbered... |
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#3 | |
Commander
![]() Join Date: May 2001
Location: At sea (again)
Posts: 457
Downloads: 43
Uploads: 0
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![]() Quote:
The only real difference was the new stuff they added with each game. The model encoder and converter is the same for all 3
__________________
There is a forgotten, nay even forbidden word, which means more to me than any other. That word is England |
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#4 |
Bilge Rat
![]() Join Date: Jan 2012
Posts: 1
Downloads: 72
Uploads: 0
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When there is possibility, that enemy sub/ship wont hear your torpedoes being launched. It's good idea to set them to passive, and point them few KYD to the left or right from your sub. And then onto your targets. Also when ending mission while being on reverse, you'll start new encounter, shallow, running on reverse. Campaign map speed doesn't matter
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