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Old 07-10-05, 02:15 AM   #16
HMCS
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So when can we expect a Pacific Theatre full conversion mod?

Might be fun to drive one of them big Japanese subs and sling Long Lances around....
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Old 07-10-05, 05:50 AM   #17
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Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.
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Old 07-10-05, 06:07 AM   #18
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Quote:
Originally Posted by HMCS
You guys are the cat's ass.

Why don't you just get into the biz and produce your own subsim?

You might even make some $$ at it....
I would love to but the end result would be so uttetly anal and hardcore that it would make Sh3 look like Pong.

The manual would be twice as thick as the bible too.
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Old 07-10-05, 06:08 AM   #19
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Quote:
Originally Posted by HMCS
So when can we expect a Pacific Theatre full conversion mod?

Might be fun to drive one of them big Japanese subs and sling Long Lances around....
Not wanting to get sued by Ubi i would say not until they release a pacific version (SH4 probably.)
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Old 07-10-05, 09:06 AM   #20
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Quote:
Originally Posted by Egan
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.
Too bad. Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod.
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Old 07-10-05, 09:32 AM   #21
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Quote:
Originally Posted by joea
Quote:
Originally Posted by Egan
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.
Too bad. Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod.
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.

I've got no doubt Rubini or someone else will knock out some sort of compatible version anyway. besides, as the aim of the Ops mod is to improve the experience of hunting at sea during a patrol rather than the half hour or so before and after.it would be a lot of work outwith our 'remit'.
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Old 07-10-05, 10:14 AM   #22
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Hi Egan,

If you and the others guys in OPs Mod don't be bothered I will make a Friendly Harbour Traffic mod version with AI Uboats compatible to OPs mod when it´s arrived. I think Friendly traffic don't hurt and it adds a lot of imersion for the game. It's also possible to post the version to you guys first for some adjustments like we do for RUb (me and Beery). So, if you want just contact me.

Greetings,

Rubini.
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Old 07-10-05, 10:55 AM   #23
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Great guys.
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Old 07-10-05, 11:05 AM   #24
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Quote:
Originally Posted by Rubini
Hi Egan,

If you and the others guys in OPs Mod don't be bothered I will make a Friendly Harbour Traffic mod version with AI Uboats compatible to OPs mod when it´s arrived. I think Friendly traffic don't hurt and it adds a lot of imersion for the game. It's also possible to post the version to you guys first for some adjustments like we do for RUb (me and Beery). So, if you want just contact me.

Greetings,

Rubini.
Like I mentioned, it's definitely up to you rather than us
Since we're not focusing on traffic in port, it should be very easy for you to just merge your traffic files with our SCR layer (it should be a five-minute process, in fact). So you can get started on it the minute Operations is out, if you want to.

Whether we want it or not - that's really not an issue (Egan doesn't... I'm fairly sure Steve does... I'm totally neutral), since we're not stopping anyone from modifying any of those files so long as due credit is given.
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Old 07-10-05, 12:16 PM   #25
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Quote:
Originally Posted by joea
Quote:
Originally Posted by Egan
Rubini's harbour traffic won't be part of this mod. I can say that right now. I don't know if it will be compatible - that depends on a few things. Personally, I don't use it as there is too much traffic for my liking.
Too bad. Rubini's mod is one of my faves for the immersion it gives in port. Hate the default empty ports. After all that's why the developers made models of friendly ships right? Anyway looking forward to the ops mod.
Friendly traffic annoys me. Much like enemy ports, it just gets in the way of getting the job done. Unsuprisingly I've been focusingly solely on convoys.
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Old 07-13-05, 12:49 AM   #26
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Quote:
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.
There probably shouldn't be much German traffic after 1941 at any rate - Coastal Command Beaufighters took care of most of it...

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Old 07-13-05, 09:45 AM   #27
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HMCS wrote:

Quote:
Quote:
The problem isn't so much friendly ships. The problem is the amount. it is over the top IMO, It feels like a motorway during rush-hour.



There probably shouldn't be much German traffic after 1941 at any rate - Coastal Command Beaufighters took care of most of it...

I respect your point of view, and I agree that you guys on the Ops Mod go to the realistic way (I like it too), and as this is your Mod then you decide what you want in it or not. But, going back to the traffic matter, the game gave to us the opportunity to have a port departure/arrive and SH3 is a beautiful game, then I think that is really natural and a realistic way the traffic presence. I want to say that the traffic mod has now a more realistic approach and 2 or 3 ships moving in or out don't appears a rush traffic to me. Or ,no offence here, the germany ports were always empty during the WWII? And if you really don't like traffic then it's possible to mod the game to start and finish the patrols in a middle way of your grid destination to no more spend your time with TC departures on ports. But I'm not a expert about how port's traffic was during WWII. Was the traffic really a rare instance in germany ports after 1941 like HMCS said? Obviously is possible and it's a good idea to adjust the traffic to a still more realistic way if necessary...

Regards,

Rubini.
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Old 07-13-05, 10:07 AM   #28
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I remember seeing pictures and movies from '44-'45 of aliied fighters strafing German merchants, some using rockets, so there was a certain amount of ship traffic even late war. Even large ships, such as the ones used to evacuate refugees from eastern europe. Although there would be little traffic on the high seas, it seems logical that ports would be somewhat busy.
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Old 07-13-05, 11:56 AM   #29
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Quote:
Originally Posted by Rubini
I respect your point of view, and I agree that you guys on the Ops Mod go to the realistic way (I like it too), and as this is your Mod then you decide what you want in it or not. But, going back to the traffic matter, the game gave to us the opportunity to have a port departure/arrive and SH3 is a beautiful game, then I think that is really natural and a realistic way the traffic presence. I want to say that the traffic mod has now a more realistic approach and 2 or 3 ships moving in or out don't appears a rush traffic to me. Or ,no offence here, the germany ports were always empty during the WWII? And if you really don't like traffic then it's possible to mod the game to start and finish the patrols in a middle way of your grid destination to no more spend your time with TC departures on ports. But I'm not a expert about how port's traffic was during WWII. Was the traffic really a rare instance in germany ports after 1941 like HMCS said? Obviously is possible and it's a good idea to adjust the traffic to a still more realistic way if necessary...
Yes, traffic was a lot less commonplace than many people around here are willing to believe. I fear this is gonna end up going down the same route as the RUB deck-gun mod... :rotfl:

Look, A couple of tugs here and there - fine. An occasional minesweeper - fine - - - a destroyer here and there, ok. but not piles of it by any amount.

My understanding is that, far from utilising destroyers, most daily tasks like escorts in and out of base were undertaken by minesweepers - not destroyers or anything larger. And, certainly by late war, the Never-very impressive- German surface fleet was being sunk at berth and not going anywhere. Of course, there are exceptions.

Our prime motivation is to improve the bit when you are actually at sea. everything else, like ports, are secondry.
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Old 07-13-05, 12:18 PM   #30
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Actually I did think it was a bit over the top to see German fishing boats in French ports flying the swastika. Probably should be French...or not even there as they would have been not allowed near u-boat bases. I would not use the DDs as escorts either just as traffic.

Here are examples of the real escorts:
http://www.german-navy.de/kriegsmari...rts/index.html


But I like the mod...true I consider things like the improved convoys more important and would take the convoys mod if I ever had to choose but it's fun and doesn't affect gameplay. Great work Rubini.
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