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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#166 |
Captain
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The scrolling has been optimized for all lists (including this one with torpedoes and with a greater effect for the patrol radio messages).
Also, for the add-on, the philosophy of the torpedo list has been changed.
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#167 | |
Ace of the Deep
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#168 | ||
Ace of the Deep
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One thing I'd love to see implemented: You don't really know if you sunk a ship unless you see it sink (through periscope or binoculars). In reality skippers often didn't know if they hit a ship and if they did they often didn't know whether they damaged or sunk it. Another thing: you should get credit for damaged ships, like getting half the renown and half the tonnage of the ship you damaged. |
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#169 | |
Navy Seal
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#170 |
Weps
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...how about an option for a tow should one run out of diesel fuel within sight of Midway? I've had to turn down realism due to fuel problems. Some patrol zones are so far, I'm half empty by the time I get there - and this is despite "porpoising" and running at absolute 1/3 speed on the surface!
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#171 |
Navy Seal
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Running slower than optimal speed uses too much fuel.
10-11 knots is ideal. Assuming you tank up at Midway outbound, you should egt to Japan with 3/4 of a tank left. Regardless, I think there should be a sort of "abandon ship" or "Assistance requested" button. Might be as simple as this, you send a status report, and if your fuel state is zero, or if your engines are destroyed, or if you have no rudder, it rolls a die and tells you about being picked up by a friendly sub, or there is nothing they can do (based on your position). tater |
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#172 | ||
Eternal Patrol
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#173 |
Stowaway
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I don't know where to begin. All I know is that the game crashes randomly and it prevents me from playing the game without cheating. Maybe I need a 50 core processor to help stablize the game??
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#174 | |
Captain
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PS: the thing you mentioned will not be an issue in the add-on. Have you noticed that there aren't two people whose "bigger issue" match?
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#175 |
Navy Seal
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Sailor Steve, in RL credit was given for damage.
maerean_m... LOL. True. I know renown cost can sort of simulate shortages, but it's backwards sort of. Late in the war they had loads of fish. The real shortage was at the BEGINNING of the war. Early on, many boats were sent on special missions or mining missions simply because they didn't have the torpedoes to send them on a war p[atrol. All the "commando" and supply missions in real life would have involved the sub getting rid of every single fish except those in the tubes, BTW. The only simulation possible with renown is to up the cost of the mk14 and mk10 torpedoes. The problem is the timing. I could make a patrol objective for a date range that only allows special missions, then try to get the torpedo cost such that the skipper simply cannot afford more than a handful of fish... gets complicated. I can make my tube-launched mone free, too. BTW, is it possible to reduce the size of a torpedo in C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\UPCData\UPCUnitsData\Ammunition.upc such that more can be stored aboard the sub? I'd like to make a mine with considerably larger storage, like 2-3 mines per fish normally stored. |
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#176 | |||
Ace of the Deep
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![]() But I'm glad that you agrred with me on my first point and you made some pretty good "amendments". ![]() |
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#177 |
Navy Seal
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I'd like to see the "instant success" go away. Ie: no ship sunk information put in the log automatically.
Too bad no games have a realistic kill accounting system. Meaning one that isn't 100% accurate, and one that has real rules for the kill to count. That'd be cool. tater |
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#178 | |
The Old Man
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#179 |
Navy Seal
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Same folks who'd complain when they sink fewer than 4 CVs per patrol, I'd imagine
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#180 |
The Old Man
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I'd settle for 2 personally. :p
Nah, keep em rare and you keep them special. When I come accross a CV or BB I like getting excited about it.
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