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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
Uploads: 0
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Where did I see the info on this mod? I seem to recall seeing it somewhere.... looked like some kind of uber-mod by Beery and friends.
BTW, Beery... do you ever sleep? |
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#2 |
Navy Seal
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You've seen it in the General forum, I think.
http://www.subsim.com/phpBB/viewtopic.php?t=35178 It's not uber, but it's a fine campaign mod that'll surely improve things. :|\ |
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#3 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
Downloads: 0
Uploads: 0
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ooo
the simplistic stock rnd layer, and my unwilling to invest 200 hours to adjust it to my liking, keeps me away from the game atm. the ops mod is kind of needed for me to get back into this. pls pls pls make it good :/ how far are u guys? |
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#4 |
Navy Seal
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We're nearing a second alpha version, which probably means that the first beta will follow along soon. I suppose it would be reasonable to expect it with one of the next RUb releases.
Exactly how soon - well, as Egan (who has apparently planned to put this alpha together shortly) would say - "when it's done" ![]() |
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#5 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
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#6 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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We are still finishing things off. When we started it we did not expect to be doing so many things. It was originally going to be Pentallion's redux mod with some extra harbours but it has grown far beyopnd that now. All three campain files have been extensively reworked,(Still beinhg reworked, I should say,) Aircraft, nationalities, lots of stuff, are being improved.
Once all the basics are done we shall get onto bugs and stuff and then version one will be out. A little while yet, I'm afraid. I Did have a new Alpha I knocked up but that was a test thing in the most open sense of the term.... I suppose a bit of a features list wouldn't hurt. New campaign: RND file: Improved convoy mod by Jason. extensive reworking of single ships, convoys, escorts. A version is currently out there, doing the rounds. SCR file: Including new minefields and historic operations (Norway, D-Day, Mediterianian ops....please not, may be subkject to change.. ![]() ![]() LND file: Containing about, I don't know actually, maybe 100+ new ports including Neutral nations like Spain and far more African ports and corrections to some of the mistakes that were in the stock game. Also includes a completely new airbase layout and a new 'dynamic frontline' system which will add a bit of colour to the game. By Nico, CCIP and myself. A version of the Airpower mod by Jace with some extra bits and pieces by me. 20+ new nations including Spain, Ireland and Yugoslavia. Port traffic - After a fashion. We discussed this quite a lot. If you are the sort of person that spends most of their time sneaking into harbours then, I'm afraid this is probably not for you. We want to improve the experiece of hunting at sea, as a real skipper did....Unless of course you want to die for the sake of a tug boat at anchor. ![]() Other stuff as well. But this is the basic set up at the moment. |
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#7 |
Navy Seal
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Yea, as far as scripted traffic, it's a little on the short side at the moment - since the focus really shifted a lot to the random traffic, once we picked at the RND file and realized that it's actually pretty crude in the default game. Nor are we really done with it yet, for that matter.
It's obvious that the Final version won't be done for a while, if ever, since there's really a lot of stuff that could potentially be done, but some of it has higher priority, and other things (including the above-mentioned port traffic) that are of doubtful value as compared to the effort they would take. I came up with some suggestions for discouraging the unrealistic harbor-sneaking practice already, but I guess it might take time to implement them - without going by the Devs' route and not putting anything in harbors at all... |
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#8 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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CCIP is right, there is a lot we could do. I think we will be winding up the production in the next little while, though. There is nothing more to be added at this time anyway. I wanna play the damn game again. I haven't played it properly since April... ![]() |
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#9 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
Downloads: 0
Uploads: 0
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oh dear this sounds so great. cant wait to get into action with this thingie.
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#10 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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#11 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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#12 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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#13 |
Navy Seal
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Well, I think Rubini's mod is included in RUb right now, correct?
I would hope that Rubini comes forward and gets his traffic integrated with the Ops SCR file as an option. There's generally no reason for that sort of traffic to be incompatible with this mod, because it covers something Operations doesn't really look into - but it's totally up to Rubini whether he wants to integrate the traffic with our SCR file or not. I honestly can't see why anyone in the Operations team would mind people modifying the mod's campaign files, since it was envisioned as open-source by default. It's up to the others to take that initiative though. |
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#14 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
Uploads: 0
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You guys are the cat's ass.
Why don't you just get into the biz and produce your own subsim? You might even make some $$ at it.... |
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#15 |
Navy Seal
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Too much responsibility.
![]() We're far lazier than you think, with a few possible exceptions (/thinks about what I've actually done for the mod in the last couple of months - besides talk, test, and throw out variously useful/less ideas) :/\k: |
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