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Old 08-21-13, 05:14 PM   #6
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
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Quote:
Originally Posted by Rockin Robbins View Post
Not only would a rescue mod be historically inaccurate, it would also not be historically plausible. You are forgetting that until late 1944, our submarines were operating in waters not controlled by us--they were Japanese waters. It was impossible to dispatch help: tankers, tow boats, even merely rescuing a crew was at best improbable, probably impossible.

The only rescue was capture and internment for the rest of the war at the gentle hands of your Japanese captors, who, seeing a soldier who allowed himself to be captured alive as the lowest form of life on the planet, didn't see much to gain by feeding him enough to keep him alive.

There were quite a few instances of US subs rendering aid to one another in the war when one was badly damaged etc. Tunny in 1944 comes to mind, damaged in Luzon Straits.I will agree that in earlier war it was not as probable as there was not always a sub just a couple days away or in another area.


Think a properly worked out rescue system would have been nice.Perhaps in early war it's unlikely or not even an option but was war progresses, wolfpacks starting operating in late 43, rescue became a lot more of a possibility. Of course this is not possible in SH 4 so some modders have answered the call with a substitute.I never used the SOS feature in Traveller mod 2.6 other than to test, because like I said, if I was damaged enough I couldnt get back to base, I was usually sunk. I think of one time in 45 when I lost a prop, and two diesels from a vicious depth charging by a couple Matsu DE's off Okinawa. I could have used it but I just limped home slowly, made it all the way back to peal.Not having enough fuel just never seems of concern to me since can easily monitor fuel usage by asking the navigator. One of the best features ever included in mods by the way.

Like so many things in this sim, it's either or, can never have it just right in many cases.Example is my wolfpacks.i have created several wolfpacks from late 43-45 in RSRD, the AI fleetboats appear at right time and place.Currently figuring out on how to inform to player to meet them for specific attacks on certain convoys.Amending operation orders telling them to form a wolfpack may be on table or just having it sent via radio when in right area etc.The problem is AI fleet boats can't fire torpedoes or submerge so attacks always have to be at night on surface for them.I timed it so they will attack and distract the escorts so player can move in to attack the merchants.Still needs a few refinements but itll add a lot to game.Trying to find someone who has the knowledge and time to make AI subs fire torpedoes. This would also add to the game by making the AI Japanese sub fire torpedoes, add a whole new level of danger for the player.
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