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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
Uploads: 0
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![]() Quote:
first of all, retrieving info concerning targets speed, distance and AOB have been possible in the stock game - you could identify the propelers sounds quite easily via hydrophone and there was also Greyriders wonderful RPM chart allowing you to identify target and learn its speed by counting RPM. alas, this feature no longer exists since GW because the original propelers sounds have been replaced by some other sounds.. No need to say that there is no RPM chart for these new sounds, so you cant use the RPM for speed calculations... ![]() I do mind this: the kaleuns that used to use a full manual targetting and hydrophone in the stock game, are not rewarded for their abilities in the GWX. there is no difference between "no map contact update" ON and OFF. Hence, the players having this feature unchecked are not penalized at all... I dont think this is just ![]() on the other side, unchecking "no noise meter" costs 12 percent!! it seems a little bit unbalanced to me... |
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#2 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Yes, "unbalanced", that's the correct word. It's not the matter of penalizing anyone for not playing the 100% flavour, but for assuring, that 100% means really the toughest gameplay, and that 100% means 100%, not 105% nor 95% (in other words, that 100% means always the same).
From now on I'll state "101% realism settings" in my sig instead of "100%". ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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