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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Officer
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I know it was like that historically, with the planes and all. The problem is they were not travelling at the speed of sound when they came upon planes and warships. Many times in campaign mode I left the boat in time compression for a snack or break (the captain has got to sleep sometime right?), and after a few minutes when I got back the boat was sunk, either by plane or warship. I wish there were more crew assistance at least when travelling like this, they could manage dive time, emergency diving and evasion, auto manning of AA guns, etc. In fact, the whole interface goes kinda sluggish when in time compression, making it hard to respond to sudden crisis. At least in my experience on various computers. Very true about SH3, I could never get into it like AOD even though I tried many times. The 90s were a great time for sim fans. |
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#2 | |
Ocean Warrior
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Mine does anyway. However, check the weather too; if it's foggy the planes can get right on top of you via their radar. If you read actual logs/accounts, being surprised by planes/unable to dive in time was the norm even with radar detection devices.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 | |
Officer
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True, I just wished it happened in a context of better control, and not the time compression clickfest AOD is. Of course most newer sims suffer from this as well. In my opinion submarine life makes a poor real time game when in transit mode, and having to speed it up so drastically feels just wasted. That is why I mention those older games, which I feel got the balance between real time action and strategic transit right. |
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#4 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#5 |
中国水兵
![]() Join Date: Feb 2013
Posts: 280
Downloads: 190
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I've never had any issues with AOD! I use 1024 X Time while patrolling and the only time it changes is during a contact!
![]() ![]() ![]() Christopher Tarana |
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#6 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7 | |
Officer
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Come on, the wave effects on the uboat in AOD are more in line with a rubber duck in a bathtub. The boat is glued to a surface that is oscillating way too fast. ![]() Command: AOD was actually the first version I had back in 1998. Had to buy it as soon as I saw the box. Ran it on Windows 95 with voice recognition even. Even the 12 year old me found it to be a buggy mess, lots of crashes, sound issues, etc. They came very close to make the perfect sub sim though. I don't mean to sound too harsh. Would be great if someone could finally crack open this game and find ways to mod it. It has happened with old Microprose titles that are normally hard to reverse engineer, maybe in the future? ![]() Last edited by Andreas86; 05-18-21 at 05:10 PM. |
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#8 | |
Ocean Warrior
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Regarding the waves, if you're running in dosbox you can reduce the cycles. But it *is* a 1994 game. Sh3 has the same problem. Regarding character animations, I'll take the 2d AOD ones over the Frankenstein looking Zombies of SH3 with their silly repetitive motions any day. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#9 | |
Swabbie
![]() Join Date: Dec 2022
Location: Ruritania
Posts: 7
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I am no DOS box expert but there are other old games out there that are severely influenced by this. Strike Commander (F-16 simulator) is unplayable with normal DOS box setting as the AI is way too fast and can outmaneuver any missiles. Only by clocking down in the cycles you get a chance of actually hitting anything. Could the wave effect be something similar? Obviously less critical as the game is still very much payable but it would be nice to get a fix. |
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