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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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That's exactly what I'm looking for out of a sub SIMULATOR. I want to be placed in the exact same situations that the WW2 skippers were, and have the same abilities and limitations they did. That's funner than any arcade shoot em up for me. I want a simulator, and not a game.
Thank you Beery for your unrelenting quest for realism!
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#47 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Much of the reason for my mods has to do with honouring the people who worked in the dangerous jobs that these games portray. I always felt that games often failed to give them their proper due: a game in which it seems easy to outscore the highest-scoring ace (as stock SH4 does) runs the risk of minimizing the achievements of the real people and giving a false impression to players. Those people did the best anyone could and in my opinion a simulation should find what it was that limited their success and implement realistic features in order to make it almost impossible to do better. My goal of paying tribute to real submariners is illustrated by the additions I've made to the game credits which now start with a list of the US subs on eternal patrol.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 06-22-07 at 10:11 AM. |
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#48 |
Seaman
![]() Join Date: Dec 2006
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I'll chime in and say I love the mod, just like I loved your real u-boat mod! It is a bit of a shock to shoot the deck gun the first time and see the new reload time, but I always figured you had it set to a realistic figure. Seeing the patrol logs quoted above drives home just how hard it was to use a deck gun for sinking ships! That's a LOT of time sitting on the surface firing shell after shell. I get impatient after 5 minutes of doing that, feeling so exposed! Turns out that wouldn't have even sunk the smallest ship in reality. Everyone who complains about the realistic gun changes you created needs to see said logs
![]() I believe that most people who complain about the gun are simply used to cruising on the surface wreaking havoc - which never occured in reality - and cannot adjust to the change quickly. Subs were never supposed to be submersible cruisers with big guns, except for one or two oddities ![]() Thank you as well, Beery for the comments on time compression and realism. I agree entirely and have always struggled to explain why more realism increases my enjoyment. You put it much better than I ever could - we are involved with an interactive documentary, rather than an arcade game. It drove me crazy to consistently beat the TOP u-boat and US sub aces with stock silent hunter games. I can't flatter myself into thinking that somehow I'm a better sub captain than they are ![]() |
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#49 |
The Old Man
![]() Join Date: Jan 2007
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Beery,
The math looks good and yes realism is the key, or goal, or what have you! Regardless of ROF, how about those seas even with a little swell you still have to allow the gun to come on target and squeeze off the shot at the appropriate time to get the shell into the waterline. It's not a shotgun! Keep up the good work! Wilcke |
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#50 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
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i havent bought SH4 yet but ive read so many posts from people who get really irate about the reload times with this mod. the thing i cant get my head round is that if they cant stand the reload times that much then just dont install the mod, or even better mod it themselves. but no they mostly choose to come on and whine!
every forum has these types of people |
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#51 |
Eternal Patrol
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Oh, just write a simple program that fires at full speed, and then takes into account ammo handling, crew fatigue, sea state and relative speeds and distance, and it's all fixed.:rotfl:
Well, it's what should have been done in the first place. ![]() (Whiner's line forms on the left, behind me)
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“Never do anything you can't take back.” —Rocky Russo |
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#52 | |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
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I agree 100% that RFB is an excellent MOD, for as best as can be done with the limitations of game itself. I was the first person to create a sound mod for SH1 so I know how much time it takes for a MOD to be put together, its almost as involved as building a house from the ground up to it being finished & painted. Unfortunately the days of excellent detailed "simulators" seems to be passing into the wind. ![]() Frank ![]() |
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#53 | ||
Lieutenant
![]() Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
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sorry I think ive been misundrestood I didnt mean that the research afected playabilty. or was a waste of time. I was solely refering to the deck gun loading time. I wasnt trying to bag rfb in any way. I was just trying to address the problem of the original post about crawlerz opinion on the deck gun loading times and how he could go about changing the game to his preferance. Again I congratulate the people who did research and modified files to make the game more realistic but no matter what you do it will allways remain a game. Games are for the purpose of entertainment. I disagree with your opinion about TC not being unrealistic. for one you are completley removing the factor of fatigue on the player. Surley you cannot deny that these factors woulld affect the judgement of a captain that has been at sea for an extended period of time.
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Captain Stu from Down Under , Down Under ![]() |
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#54 |
Grey Wolf
![]() Join Date: Feb 2003
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hey torpex dunno if u missed the part where i said why dont they mod the reload times themselves! your right, there are people who just wanna query how they do that which is cool its the ones who just whine about why they think the mod is wrong who wind me up.
beery has researched his mod to death and it is his mod after all so all you moaners stop moaning. and that includes me ![]() |
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#55 | |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
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1- You cant make something thats equivilant to "artwork" and be so thin skinned that you cant take criticism of it in the 1-2% catagory. Expect criticism. 2- If you do criticize be willing to correct it for yourself and not expect someone to alter their work to cater to each persons own liking. Be willing to fix your own dislikes. Frank ![]() |
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#56 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Anyway, in reality a good captain would ensure that he was well rested even after long periods at sea - that is part of his job. It's not as if US sub crews had no bunks or showers. It's a poor navy indeed that doesn't ensure that its crew (including its commanders) are trained in ways that allow them to work at peak efficiency. But the reality of the issue is that some commanders were always well-rested while others rarely were - the reality is varied and so our ability to simulate it is not affected all that much. But for the times when a commander would be operating when tired we have the ability to simulate that - even when using time compression. One way to do it is to play while we're actually fatigued (I'm an insomniac and I often play until 4am and spend days or weeks getting 4 hours sleep per night, so to suggest my use of TC makes me unable to simulate fatigue is somewhat ironic - personally I probably have the opposite problem); another way to simulate excess fatigue or excess impetuosity is to play after consuming a beer or two, which cuts down reaction times and affects judgment. In my opinion it's a mistake to suggest we're incapable of doing these things due to using time compression. The average simulation enthusiast is intelligent enough to realise that his mental and physical state affects the validity of the simulation and a lot of discussions about simulation gaming revolve around the best ways to accurately simulate the situations the simulations portray. Time compression, as I said before, has no bearing on realism because: 1. the crew always experiences time at 1:1. 2. How the player simulates the activities of a captain is up to the player - time compression has no influence at all on how realistically the player chooses to roleplay his character. In short, your criticism has no validity because it's predicated on the notion that we don't know how to use our own situation to aid in enhancing a good simulation. Users of simulations aren't newbies at this simulation business - in 20+ years of simulation gaming many of us have turned simulation gaming into an art form - often we have a lot of experience in timing our simulation sessions to take advantage of our mental and physical state and thus creating a more realistic simulation. When we ought to be fresh and alert we play on weekend mornings (that's when I start a new career); when we need to be tired we play after the rest of the family has gone to bed and we push into the small hours.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#57 |
Swabbie
![]() Join Date: Apr 2005
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Now what i dont get out of all the realism nuts out there is there is more then 1 person on these boats. That means there are more then 2 people on the gun when its firing. The have a thing called a bucket brigade (a long of people passing one bucket to the next person). So slowing down the deck gun cant really add to the realism that much if at all.
Now if the realism nuts out there really want to brag about realism then in there words they never use time compression, sit on watch at all times, manually set up torp shots, watch the radar and other instuments, and what ever else they deem as realism. Now I fly in full simulated mode when I fly and have no clue how to manually TDC my torps so I let the crew do it. The life at sea is not a 1 man operation its a combination of an entire crew. So if ya want to talk real then use the crew. |
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#58 |
Eternal Patrol
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I think you need to go back and reread the posts showing actual combat reload times and problems firing in any kind of a sea at all. The maximum rate of fire is only ever obtained under ideal conditions, and there's no such thing as as an ideal condition except when the gun is being tested at the range. The "bucket brigade" has been discussed several times in this very thread, and it is definitely slower than direct access of the ready-use ammo. Use whatever times suit you, but don't say that combat times of 4 seconds are realistic, because they aren't.
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#59 |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
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"Now what i dont get out of all the realism nuts out there is there is more then 1 person on these boats. That means there are more then 2 people on the gun when its firing. The have a thing called a bucket brigade (a long of people passing one bucket to the next person). So slowing down the deck gun cant really add to the realism that much if at all. "
LW, The problem with the ROF that SH4 allows any changes to is that it only allows us one ROF. Back then there were many variables; Training, Crew quality, the CO's interest in using it, sea state, time of day, mis-fires, tatical situation, and type of Gun, target size & distance. If SH4 took all those into consideration and varied the ROF for the best and worst of those conditions you would see different times. Given the absolute best conditions the ROF in a flat calm sea with an expert crew they could pump out and hit (depending again on a variable called distance & size of target) 4-6 rounds a minute. Now take that same crew and move the target out to 2 miles, and give it a sea state 1 and they may keep the same ROF but only hit 50% of the time. So in a game where you can establish only one ROF, its kinda unfair to critize whatever they chose. It is a MOD afterall and you can install the stock file back in if you like. Frank ![]() |
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#60 | |
Eternal Patrol
![]() Join Date: Dec 2006
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