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Old 08-15-05, 06:06 PM   #91
mr darcy
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Just finished my first patrol with Rub 1.43 the first 3 patrols were done with Rub 1.42.

I was playing at 100% realism, but it was my best ever patrol.



However i think a lot of it was down to luck on my part, i didn't have any dud torps and the escorts were green crews.

I was ordered to patrol AM79 (AN79?) the mouth of the Thames . I hid until the 24hrs were up, while on the way to the usual killing grounds the V&W spotted me and charged to attack in a straight line. One aft torp later and he was dead.

While transiting around the north of Scotland we found a C2 which was helped on it's way with 2 torps under it's keel.

Found a convoy in AM1, well it's 2 Corvette escorts found me! One after another towards the aft tubes they went. Boom! glug glug glug they went.

With no more escorts (i thought!) the wolf was among the sheep. Over the next 10 hours i sank:-
2 T3's - one torp under the keel each.
2 C3's - two torps each.
1 Small tanker - one torp.
4 C2's - two with two torps and the other two with one torp each and finished off with Cannon fire (had 7 AP round only left).

So with the 3 torps for 3 warships, and 13 torps for the 9 transports i had 5 left.

Now did you notice the Aux Cruiser listed above? I didn't till it opened fire on me part way throught the attack

Luckily (for me!) one of my victims (C3 i think) drifted in the way and bought me time to submerge. Time for revenge! a spread of 3 torps were fired with a perfect solution.

Nothing.

I'd forgotten the running depth was set to 9m, just the same as the keel depth of hte Aux Cruiser. I was able to spin around and take a snap shot with the aft tubes and blow him out of the water.

I don't think my later war patrols wll be as easy.

(sorry for rambling)
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Old 08-16-05, 08:41 AM   #92
HMCS
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I have started a new career in '39 in a Type IIa, two patrols so far and loving the new mod. I intend to start a new career in each phase of the war to get a good idea of the playability of the mod overall.

Two questions:

Firstly, is Airpower by Jace still used?

Secondly, how has the fatigue mod changed? I see now that the crew recovers from fatigue. That, I like.
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Old 08-16-05, 09:58 AM   #93
HEMISENT
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Beery. With all the time you spend on the mods and updates and stuff, have you ever had the chance to actually play out a full career yet?

Keep up the good work.
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Old 08-16-05, 11:38 AM   #94
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Quote:
Originally Posted by HEMISENT
Beery. With all the time you spend on the mods and updates and stuff, have you ever had the chance to actually play out a full career yet?

Keep up the good work.
Thanks. I've played a few careers, but then I always use SH3 Commander's 'realistic career length' feature.
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Old 08-16-05, 11:40 AM   #95
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Quote:
Originally Posted by HMCS
I have started a new career in '39 in a Type IIa, two patrols so far and loving the new mod. I intend to start a new career in each phase of the war to get a good idea of the playability of the mod overall.

Two questions:

Firstly, is Airpower by Jace still used?

Secondly, how has the fatigue mod changed? I see now that the crew recovers from fatigue. That, I like.
Blimey! I hope the crew doesn't recover from fatigue. That would be a major flaw.

Airpower is still used. It's part of the Ops mod.
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Old 08-16-05, 01:45 PM   #96
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Yes, I included some CLs and AUXs in '39-40 convoys due the the real threat of German surface raiders, which were proving to be more effective than even the U-Boats initially. You'll find far, far more escorts later on, but no CLs or AUXs in all but special convoys.

Enjoy!
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Old 08-16-05, 02:19 PM   #97
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How do you actually install this mod? Its in a file type I don't recognize and I'm not sure what to do

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Old 08-16-05, 02:24 PM   #98
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k just finished my 7th patrol
U411 starting apr 42.....

CAREER SUMMARY
~~~~~~~~~~~~~~

Rank: OBERLEUTNANT Z. S.
Name: SIEGFRIED HEINZ
Date of Birth: 21AUG16
Place of Birth: ESSEN
Date of Intake: 01APR36 (CREW 36)


Service History
~~~~~~~~~~~~~~~

--Promotions----------------------------------------------------------
03DEC36 SEEKADETT
01APR38 FÄHNRICH Z. S.
01APR40 OBERFÄHNRICH Z. S.
01AUG40 LEUTNANT Z. S.
20APR42 OBERLEUTNANT Z. S.

--Medals--------------------------------------------------------------
14JUN42 IRON CROSS, SECOND CLASS
17AUG42 IRON CROSS, FIRST CLASS
10FEB43 GERMAN CROSS
20MAR43 KNIGHT'S CROSS

--Badges--------------------------------------------------------------
17AUG42 U-BOAT BADGE
17AUG42 U-BOAT FRONT CLASP

--U-Bootwaffe Postings------------------------------------------------
03OCT41 1ST FLOTILLA (COMMANDER TRAINING)
05APR42 7TH FLOTILLA (7 WAR PATROLS)

--U-Boat Command History----------------------------------------------
05APR42 U-411, TYPE VIIC (7 WAR PATROLS)

--U-Boat Patrol History-----------------------------------------------
01. 05APR42 - 20APR42 (16 DAYS)
Ships sunk: 4 (4 Merchant, 0 Warship)
Tonnage: 15799 (15799 Merchant, 0 Warship)

02. 21MAY42 - 14JUN42 (25 DAYS)
Ships sunk: 1 (1 Merchant, 0 Warship)
Tonnage: 5335 (5335 Merchant, 0 Warship)
U-Boat damaged

03. 15JUL42 - 17AUG42 (34 DAYS)
Ships sunk: 4 (4 Merchant, 0 Warship)
Tonnage: 19590 (19590 Merchant, 0 Warship)

04. 17SEP42 - 31OCT42 (45 DAYS)
Ships sunk: 2 (2 Merchant, 0 Warship)
Tonnage: 15471 (15471 Merchant, 0 Warship)

05. 01DEC42 - 10FEB43 (72 DAYS)
Ships sunk: 3 (2 Merchant, 1 Warship)
Tonnage: 6315 (5123 Merchant, 1192 Warship)

06. 13MAR43 - 20MAR43 (8 DAYS)
Ships sunk: 0 (0 Merchant, 0 Warship)
Tonnage: 0 (0 Merchant, 0 Warship)
U-Boat damaged

07. 23MAY43 - 24JUN43 (33 DAYS)
Ships sunk: 3 (3 Merchant, 0 Warship)
Tonnage: 17605 (17605 Merchant, 0 Warship)

--U-Boat Campaign Summary---------------------------------------------
Total ships sunk: 17 (16 Merchant, 1 Warship)
Total tonnage: 80115 (78923 Merchant, 1192 Warship)
Enemy planes downed: 0
Crew lost: 0


[Generated 16AUG05]

im using a modified rnd layer. i altered most single merchant traffic by hand, to get a more realistic result. im still not finished tho, since it takes quite a long time, but th eresult is well worth it.
overall rub/opsmod/sh3 commander is a great anhancement to the game. deffo. i hope u guys keep working on it, to improve it even more.
a few things that might be interesting...
the standart 300km range for radio contacts spawns a tad too many convoy reports, imho. it should be reduced a bit. im playing with a 100km range atm, which gives me good results.
airattacks have a great feel now. single planes with a speed that allowes for diving, when visibility is good. had frequent encounters with asw planes on my last 3 patrols while crossing the biscay. i needed to employ real like tactics to get through it unharmed. submerged cruise at daylight, and highspeed surfaced travel at night or at bad weather. didnt tried flak defence tho. on my last convoy encounter in the aj sectors, i even had to deal with long range asw patrols, after i got sighted. i was driven of my shadowing position 2 times.
the destroyers are much too weak imho. i can only speak for the timeframe i played, but it is way too easy to sneak away submerged. their inability to keep a decent lock, even when grouped up with 4 destroyers, seems very unrealistic, and dc attacks in general are very unchallanging atm.
i got only damaged twice, and this only by gunfire. speaking of gunfire. if there is a way to nerv it drasticly, you should do it. the magic long range ultraprecise gunfire is realy realy anoying, and very unrealistic. especialy after reading mcintyre´s uboat killer, the whole "dd fires his deckgun at uboat,and scores hits, while charging at it" seems extremly far off. any1 who read that book probably knows what im talking about.
anyway... i hope my impressions help a bit.
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Old 08-16-05, 04:11 PM   #99
kiwi_2005
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The RUB mod states an Ops mod included in beta form. Where is this ops mod, i can't find it in the game?
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Old 08-16-05, 04:15 PM   #100
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TROUT. You gotta download the corect zip extractor to unzip the mod. Its called 7z your find it where you go to dl the rub-mod
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Old 08-17-05, 01:42 PM   #101
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I have a question about RuB 1.43...


The navigation map is quite different as you all are aware, and most of those modifications are great. Not to mention that the other changes in gameplay really make it worthwhile... (Thanks Beery!)

However, as I am a novice player, I prefer to have contacts represented on the navigation map (different color squares, i.e). Also, I still want to have lines that designate sonar contacts. Does Rub1.43 get rid of this? I have clicked off on the "no map contact" realism setting. For now I prefer this setting from the stock game.

On another level: is the Rub1.43 meant for more experienced players? :hmm: If it is, will I have to reinstall SH3 to get my navigation map back?

Thanks in advance
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Old 08-17-05, 02:16 PM   #102
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Speaking for myself, I have found that any of the RUB mods are designed to increase the sense of realism in SHIII -- the "R" in RUB is for "Realism". There's already been some big debates as to the concept of realism in gaming that I won't get into, but how you feel about that kind of debate would help you answer your own question.

If I personally assume that RUB adds reality to the game, then I would suggest that it is intended for more advanced players. However, if I was on the fence regarding reality, then I would suggest that RUB simply adds features that make the game harder to master, and in some cases, harder to exploit. Whatever the case, expect your learning curve to go up with RUB.

Again, on a personal level, I find RUB's style of gameplay satisfying, as I enjoy the challenges, and I find it increases game immersion. The beauty of Beery's mod system is that with JSGME, it is relatively easy to install or uninstall the package to suit your needs.
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Old 08-17-05, 02:22 PM   #103
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Quote:
If I personally assume that RUB adds reality to the game, then I would suggest that it is intended for more advanced players. However, if I was on the fence regarding reality, then I would suggest that RUB simply adds features that make the game harder to master, and in some cases, harder to exploit. Whatever the case, expect your learning curve to go up with RUB.
I agree with those comments completely, but that does not answer my question about the navigation map...
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Old 08-17-05, 02:50 PM   #104
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Yes, I know (Insert smiley here). I was hoping to get through the philosophical issues before the technical ones.

In the previous version of RUB, some people made an Un-RUB which turned back some of the features to the defaults. I don't know if there's an Un-RUB for the current RUB, though. That's complicated. You could ask in the mod forum, though.
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Old 08-17-05, 04:25 PM   #105
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Quote:
Originally Posted by Twelvefield
Yes, I know (Insert smiley here). I was hoping to get through the philosophical issues before the technical ones.

In the previous version of RUB, some people made an Un-RUB which turned back some of the features to the defaults. I don't know if there's an Un-RUB for the current RUB, though. That's complicated. You could ask in the mod forum, though.
Yes. I updated UnRealUBoat to match RuB1.43. It was just an update for the plotting mod. Aircraft won't be reported still, but that's only an issue if you play with God's Eye enabled. I play at like 92% so I just wanted the colored contacts back mostly with their tails.

Oh, I do believe the circle that goes around a contact when you select is still the RuB1.43 version. I forgot to find out how to fix that and it's been three weeks since I've played, so I only just now remembered. Maybe I should make a note about it somewhere. I'll probably rediscover it next time I play and fix it in a new version of UnRealUBoat. It's really a minor annoyance, anyway.

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