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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#8 | |
GWX Project Director
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For the benefit of all, let me clarify that GW DOES NOT have RUb imbedded in it nor is it based on RUb... it is based on the collected work of individuals, some of which have contributed to the RUb compilation and beyond. It does share some common elements, but even those have almost entirely been re-adjusted to serve the GW mod and its aims... file by file. Many mods like "decks awash," map contact tracking alterations, and snorkel detection by radar etc. are becoming commonly accepted I think primarily because they should have been included in the stock game to begin with and we all recognize these things. So it is perfectly reasonable to say there are similarities between the different big mods in many ways at least in intent to reach effect "X." In many ways it is arguably more advanced than RUb... some examples: In GW U-boats sink by flooding on occasion as opposed to simply popping out of existence via the "Instant Screen-O-death." GW's U-Boat damage model is an amalgamation of the Hollywood Advanced U-Boat damage mod and the Die-Hard mod. This was mixed by Marhkimov. So far I am rather happy with it. .... In GW, Depth charges are no longer laser-guided and are more inaccurate... but still lethal. (Remember the pin-point DC drop thread?) This is probably one of the most intensively tested subjects in GW and was adjusted numerous times by myself and Marhkimov. If adjusted further one way or the other, negative effects overcome the intent of the fix. .... In GW, DD's are generally more aggressive and the "uber sonar lock" can now be broken by a quick thinking commander. .... The deck gun and AA weapon uber inertial stability/laser guidance is effectively dealt with in GW. (On flat sea states, it will appear otherwise somewhat the same as stock though) Myself and the GW mod-team have spent a great deal of time and energy on "Realism." You can find a GREAT DEAL of represented realism in GW. However, there have also been long "discussions" and little wars on this forum regarding what constitutes "realism." I submit that what defines "realism" must be decided on by the individual based on the information he or she absorbs related to the subject matter. In the same vein one individuals definition or group's definition of "realism" should not be forced on another. Data can quite often be interpreted in more than one way, and many available research resources are just flat contradictory. The player will eventually decide for themselves what elements constitute realism anyway... and this is why the creators of GW will never claim to offer the "highest possible level of realism." Though we WILL state that we do attempt to offer a well advanced representation of it. GW is not just a "sound and graphics mod." What we have done though is approach the entire package. Gameplay or simulator content advances alone are pretty dull, in my opinion, without efforts to make good sounds and graphics to match the things you hope to achieve with code. GW is not a "perfect" mod and neither is any other. We will continue to hunt for and correct issues as we find them. The price to be paid is a large download and necessary attention to the recommended PC specifications to run SH3 smoothly. Without a good mix... where is the immersion? Having only one choice... is not a choice. |
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