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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#8 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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No offense, but the first thing that occurs to me is it's kind of silly to complain about the difficulty of the game itself when you're using a mod that increases the difficulty.
![]() Modifications are a matter of individual taste, I make my own mods to get something that feels realistic to me, but since; I AM NOT EVERYONE, EVERYONE IS NOT ME what feels realistic to me might or might not feel realistic to others. Best advice from CaptBones, since the sim.cfg file is easily edited with notepad, increase the detection time and reduce the lost contact time until they're less pesky. I just uploaded a small mod; http://www.subsim.com/radioroom//dow...o=file&id=5186 that increases the duration of the decoys. Biggest problem I found with the standard bubble generator is that 10 minutes is just enough time for an escort to react and head down the torpedo tracks, by the time he gets there the decoy has timed out and sunk. 20 minutes gives enough time to go deep and creep away, 30 minutes is even better and makes it too easy - for me, again what feels hard or easy to me will not be universal since everyone in the universe is not like me. Try the DecoyX3 mod, fire torpedoes, hit the J key to kick out a decoy, increase speed while heading deeper and cross under the convoy to the other side. When you're below the layer go to ahead slow and silent running, turn to the opposite of the original convoy course to break contact faster. Destroyers keep cheating by calling the Psychic Friends Hotline, come up above the layer, kick out another decoy above the layer, then duck back below the layer and change course 45-90 degrees. If you use the compass tool to draw a 5 mile circle around the original attack point you'll have a better picture of how far away you need to be before coming back up to periscope depth for a look around. |
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