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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Some threads ago I eluded that TMO traffic is...lacking words, simple when compard to RSRD.. No, it's not historical with ships, courses, etc., like RSRD is, but I found the playability of it great and more daunting.
The one thing RSRD lacks to me is enough zig legs and the often slow speeds of groups, you really changed that up. I haven't played in months, so I fired up with TMO without RSRD. Partly was the fun of not knowing traffic, it's not RSRD fault that I know it so well that I can track any group to almost perfection, so the change up of not knowing what I would run into was fun. The zig patterns you've added in are great, does seem the groups zig about every 30nms or maybe a lil less. You obvious spent countless hours setting this up. Numerous times when I thought I had a easy plot, the group would zig. Most of the groups I ran into had some speed, 12-20kts, so it takes some time plotting, just when I thought I had the group, off they go on another zig with me chasing again. Didn't take me long to figure I had to stop chasing zig legs and figure a base course and do a big end around and try to put myself somewhere in the middle of a zig pattern. Your more generic settings, why not historical make for some exciting groups to attack... Also with all my added numerous ships, just add them with no need of all that work I did installing them into RSRD layers. I added 14 extra ships and ran into several of them in your existing groups. My first 3 patrols were frustrating, I got killed in my first 3 outings and had to change tactics. This is not a dig on RSRD, love the mod, but the changes were refreshing to an old game style, breathed new life in the game for now. In fact, I'm going in and adding a lot of traffic myself using your parameters. We just need to combine RSRD with you set up.....get to work... |
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