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#16 | |
Ace of the Deep
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It did force the Japanese to eventually keep the fleet in the south (Borneo) where the oil was as enough fuel couldn't be shipped to Japan to keep both the fleet and industry going. Ultimately, it took the combination of the destruction of the entire Japanese merchant marine, the firebombing and atomic bombing of Japan and the Russian invasion of Manchuria to get Japanese homefront morale even close to a breaking point. Last edited by Dread Knot; 10-11-12 at 10:10 AM. |
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#17 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Also, as it was we sank virtually everything. Nothing a player could do would have a terribly macroscopic effect on the war except perhaps the sinking of certain critical warships very early in the conflict. Locally they'd certainly send ASW assets to areas they had spotted subs (later in the war, particularly, read Thunder Below for good examples).
Regardless, the devs clearly thought about this, but it never got turned on. There are names for ships in class that are not used by the engine at all. Sinking warships, at the very least should result in 1 fewer of that type. Ideally the engine would then have used that to possibly alter random occurrences of that ship type. Ie: 2xYamato class. On a campaign pull for a random BB (or superBB), if a group has chances for 2, there should never be more than one if one has already been sunk. But it doesn't work that way, sadly.
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"Government, even in its best state, is but a necessary evil; in its worst state, an intolerable one." — Thomas Paine |
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#18 | |
Rear Admiral
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Still, I think we can make a better campaign mod. Most mods lack the proper ASW response. I corrected this by adding more sub killer groups and many roaming assets around ports and shipping lanes and tweaking the contact time and range. In places like Formosa, I can hardly escape after an attack, as planes and escorts come a looking and hunt for several hours. One aspect of Travs mod I liked was certain planes would shadow your sub from long range, not attacking, but calling in assets as long as you remain on the surface. Last edited by Armistead; 10-11-12 at 03:26 PM. |
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#19 | |
Ace of the Deep
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#20 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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A reason that it is so very easy to sink more than we should is also a failure of the game engine.
Zig-zagging (real ZZing, not the pathetic, reactionary constant-helming we see) was SOP, for example. This would make it harder to shoot. I tend to buy the TMO notion that it's worth making the IJN ASW better than it historically was in order to drive player behavior (fear of death, really) to be more cautious and thoughtful. There are some other possible ideas, too, but not in the SH4 engine.
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"Government, even in its best state, is but a necessary evil; in its worst state, an intolerable one." — Thomas Paine |
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#21 | |
Rear Admiral
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What is strange is often groups will break up, go in different directions, different speeds, then regroup later, much more realistic. I wish I knew what caused this behavior, but assume it's coded, along with the silly helming. It seemed to me changing the merchants crew ratings to elite made them respond much better and break from the group, but I would have to test it more. I think I now have about every ship in RSRD set to elite for more realism. I don't play much anymore, but they're still several things that could be done to make the game more realistic |
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#22 | |
Rear Admiral
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#23 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I mean real ZZ patterns, too, not /\/\/\/\/\/\.
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"Government, even in its best state, is but a necessary evil; in its worst state, an intolerable one." — Thomas Paine |
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#24 |
Rear Admiral
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Yea, I know what you mean. I wish there was a way to increase the helming to at least 1 nm, but I assume it's coded.
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#25 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() There are a lot of good ideas here. It's too bad we can't re-engineer the game. |
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#26 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
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http://www.subsim.com/radioroom/showthread.php?t=162080
#x Class, Type, Group, Count, AppearanceDate, DisappearanceDate Group: 1=Battleships 2=Carriers 3=HeavyCruisers 4=LightCruisers #1 BBYamato, 20, 1, 2, 19411216, 19451231 #2 BBKongo, 11, 1, 4, 19140101, 19451231 #3 BBFuso, 11, 1, 2, 19131120, 19450101 #4 BBIseConv, 11, 1, 1, 19430223, 19451231 #5 BBIse, 11, 1, 1, 19130101, 19430701 #6 CVEAkitsu, 8, 2, 2, 19380101, 19450101 #7 CVEShoho, 8, 2, 2, 19380101, 19441025 #8 CVETaiyo, 8, 2, 3, 19410915, 19450916 #9 CVHiryu, 9, 2, 2, 19390705, 19450809 #10 CVHiyo, 9, 2, 2, 19420801, 19450809 #11 CVSChitose, 8, 2, 3, 19380101, 19450101 #12 CVShinano, 9, 2, 1, 19441101, 19441201 #13 CVShokaku, 9, 2, 2, 19410808, 19461231 #14 CVSoryu, 9, 2, 1, 19390705, 19451231 #15 CVTaiho, 9, 2, 1, 19440327, 19440719 #16 RCVUnryu, 9, 2, 3, 19440608, 19450809 #17 CAFurutaka, 7, 3, 4, 19260331, 19451011 #18 CAMaya, 7, 3, 4, 19300501, 19451201 #19 CAMogami2, 7, 3, 2, 19430430, 19441025 #20 CAMogami, 7, 3, 3, 19350101, 19441125 #21 CATakao, 7, 3, 4, 19300501, 19451201 #22 CATone, 7, 3, 2, 19380101, 19450728 #23 CLAgano, 6, 4, 4, 19421120, 19460702 #24 CLKatori, 6, 4, 3, 19200831, 19460810 #25 CLKuma, 6, 4, 5, 19200831, 19460810 #26 CLNaka, 6, 4, 4, 19240529, 19460810 #27 CLTenryu, 6, 4, 2, 19200831, 19441101 #28 CLYubari, 6, 4, 1, 19410615, 196901018 |
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#27 |
Loader
![]() Join Date: Aug 2012
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Yes, i agree. Not worth playing without RSRD.
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