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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#22 |
CTD - it's not just a job
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lurker will come visit every now and then, but isn't very active. He is mostly retired.
TMO is a difficulty mod, the idea being to make it to where a sub skipper wouldn't arbitrarily do surface attacks, and the IJN is more determined to find your submarine. Hence the weak deck gun, and a penchant for the DD to find you easier at times. RSRDC is lurkers attempt at an historical approach to traffic. He put a lot of research into his effort, but there just isn't any way to get every fly on the wall in its proper place, plus the fact that the stock game has too much traffic in several areas, and completely ignores others. I haven't compared stock to RSRDC to Real Life, because it's all just an illusion anyway. He was left with a decision of "good enough", or put more time and effort into it. He did not model every ship at every location, much less every convoy. I don't think he concentrated much on harbor traffic, spending most time on the inter-harbor traffic. It was very seldom that a US skipper would take his boat and crew into a harbor area anyway, where they could be trapped rather easily... As for bumping hulls with the Merchant, there are issues with the game's "collision detection" at certain angles. We've seen ships back into each other and actually appearing to "merge" their vessels into one, while not incurring any damage. As soon as one of them attempts to go forward though, explosions, smoke and fire shortly follow. Your boat's hull integrity might be changed by both mods, I don't know, but if the hull integrity was turned up, it was probably to counter a strengthening of the depth charges, either in their destructive force, or their zone of damage, or maybe both. That way, your sub gets shaken more by depth charges, but not as easily destroyed. Since the intention is for you to not do surface engagements... ![]()
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