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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
Uploads: 0
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My issue is that to really simulate the role of a sub skipper the information provided to you the player needs to be more nuanced.
Generally in these games we have a choice; map contacts on or off. The former gives you perfect information the latter only what you plot yourself. There is more than one man aboard a submarine, the captain has officers to assist him in his role. I wish I could assign a guy to plot contacts, he might not be perfect, but I trust him enough to do the job whilst I sort out how to penetrate the convoy based on his imperfect information. It seems at the moment it’s a choice between gps guided map and a blank piece of paper with my sub in the middle. |
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#2 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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The way I play is that I leave map contacts on for the sonar lines for intercepting, bit I never use it for attacking. Once I get eyeballs on a ship, the map is forbidden.
I attack completely visually. Entire patrol with timestamps. Convoy near the end: |
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#3 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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In 100% mode without mods, you're not as blind as you think. The hydro-contact has a tool that will help you plot a TC which I think bridges the gap you are talking about perfectly.
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#4 | ||
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
Uploads: 0
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![]() I guess my ideal would be that I have a visual on a target, I take its bearing and distance and that is plotted on the map as per my measurements. If I take its speed and work out its course (or guess it) that dot on the map now starts moving. Or I could assign an officer to do that for me, of course his measurements might be off as are mine, but I can alway try to revise his solution myself. just automatically plotting a mark onto the map based of range and bearing would be massively helpful. We can always dream I guess |
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#5 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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#6 |
Machinist's Mate
![]() Join Date: Jun 2003
Posts: 130
Downloads: 66
Uploads: 0
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I personally can't wait for a mod that deals with this. I, for many reasons, also think map contacs off is a no-go, both for realism reasons (skippers had officers doing plotting for them), and for enjoyement reasons (it's just taking on so many roles at one time, and my playing time is restricted, even more when making videos for YT as I do).
But I'm also bothered by how exceedingly accurate contacts are when the option is turned on. There should be a middle ground ,and a better one than the No Spoilers mod, which turns contacts into funnels like the sound contacts, making a total unrecognizable mess when you're dealing with several ships within visual range. The second someone comes out with a mod that adresses this, I'll get it ASAP. |
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#7 |
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
Uploads: 0
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Even a mod that turned the ship icons on the map into dots (map marks) would go a long way. At least with that you wouldn't be able to discern course and AOB so easily, but at the same time you would have a reasonable picture of the situation.
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